8b19ffd810
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
3557 lines
134 KiB
C++
3557 lines
134 KiB
C++
/*************************************************************************/
|
|
/* renderer_scene_cull.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#include "renderer_scene_cull.h"
|
|
|
|
#include "core/config/project_settings.h"
|
|
#include "core/os/os.h"
|
|
#include "rendering_server_default.h"
|
|
#include "rendering_server_globals.h"
|
|
|
|
#include <new>
|
|
|
|
/* CAMERA API */
|
|
|
|
RID RendererSceneCull::camera_allocate() {
|
|
return camera_owner.allocate_rid();
|
|
}
|
|
void RendererSceneCull::camera_initialize(RID p_rid) {
|
|
camera_owner.initialize_rid(p_rid, memnew(Camera));
|
|
}
|
|
|
|
void RendererSceneCull::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
|
|
Camera *camera = camera_owner.getornull(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 RendererSceneCull::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
|
|
Camera *camera = camera_owner.getornull(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 RendererSceneCull::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
|
|
Camera *camera = camera_owner.getornull(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 RendererSceneCull::camera_set_transform(RID p_camera, const Transform &p_transform) {
|
|
Camera *camera = camera_owner.getornull(p_camera);
|
|
ERR_FAIL_COND(!camera);
|
|
camera->transform = p_transform.orthonormalized();
|
|
}
|
|
|
|
void RendererSceneCull::camera_set_cull_mask(RID p_camera, uint32_t p_layers) {
|
|
Camera *camera = camera_owner.getornull(p_camera);
|
|
ERR_FAIL_COND(!camera);
|
|
|
|
camera->visible_layers = p_layers;
|
|
}
|
|
|
|
void RendererSceneCull::camera_set_environment(RID p_camera, RID p_env) {
|
|
Camera *camera = camera_owner.getornull(p_camera);
|
|
ERR_FAIL_COND(!camera);
|
|
camera->env = p_env;
|
|
}
|
|
|
|
void RendererSceneCull::camera_set_camera_effects(RID p_camera, RID p_fx) {
|
|
Camera *camera = camera_owner.getornull(p_camera);
|
|
ERR_FAIL_COND(!camera);
|
|
camera->effects = p_fx;
|
|
}
|
|
|
|
void RendererSceneCull::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
|
|
Camera *camera = camera_owner.getornull(p_camera);
|
|
ERR_FAIL_COND(!camera);
|
|
camera->vaspect = p_enable;
|
|
}
|
|
|
|
bool RendererSceneCull::is_camera(RID p_camera) const {
|
|
return camera_owner.owns(p_camera);
|
|
}
|
|
|
|
/* SCENARIO API */
|
|
|
|
void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
|
|
RendererSceneCull *self = (RendererSceneCull *)singleton;
|
|
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 == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
|
|
InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
|
|
|
|
geom->lights.insert(B);
|
|
light->geometries.insert(A);
|
|
|
|
if (geom->can_cast_shadows) {
|
|
light->shadow_dirty = true;
|
|
}
|
|
|
|
if (A->scenario && A->array_index >= 0) {
|
|
InstanceData &idata = A->scenario->instance_data[A->array_index];
|
|
idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
|
|
}
|
|
|
|
} else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
|
|
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
|
|
|
|
geom->reflection_probes.insert(B);
|
|
reflection_probe->geometries.insert(A);
|
|
|
|
if (A->scenario && A->array_index >= 0) {
|
|
InstanceData &idata = A->scenario->instance_data[A->array_index];
|
|
idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
|
|
}
|
|
|
|
} else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
|
|
InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
|
|
|
|
geom->decals.insert(B);
|
|
decal->geometries.insert(A);
|
|
|
|
if (A->scenario && A->array_index >= 0) {
|
|
InstanceData &idata = A->scenario->instance_data[A->array_index];
|
|
idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
|
|
}
|
|
|
|
} else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
|
|
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
|
|
|
|
if (A->dynamic_gi) {
|
|
geom->lightmap_captures.insert(A);
|
|
lightmap_data->geometries.insert(B);
|
|
|
|
if (A->scenario && A->array_index >= 0) {
|
|
InstanceData &idata = A->scenario->instance_data[A->array_index];
|
|
idata.flags |= InstanceData::FLAG_LIGHTMAP_CAPTURE;
|
|
}
|
|
((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
|
|
}
|
|
|
|
} else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_GI_PROBE) && B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
|
|
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
|
|
|
|
geom->gi_probes.insert(B);
|
|
|
|
if (A->dynamic_gi) {
|
|
gi_probe->dynamic_geometries.insert(A);
|
|
} else {
|
|
gi_probe->geometries.insert(A);
|
|
}
|
|
|
|
if (A->scenario && A->array_index >= 0) {
|
|
InstanceData &idata = A->scenario->instance_data[A->array_index];
|
|
idata.flags |= InstanceData::FLAG_GEOM_GI_PROBE_DIRTY;
|
|
}
|
|
|
|
} else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
|
|
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
|
|
gi_probe->lights.insert(A);
|
|
} else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
|
|
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
|
|
RSG::storage->particles_add_collision(A->base, collision->instance);
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
|
|
RendererSceneCull *self = (RendererSceneCull *)singleton;
|
|
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 == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
|
|
InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
|
|
|
|
geom->lights.erase(B);
|
|
light->geometries.erase(A);
|
|
|
|
if (geom->can_cast_shadows) {
|
|
light->shadow_dirty = true;
|
|
}
|
|
|
|
if (A->scenario && A->array_index >= 0) {
|
|
InstanceData &idata = A->scenario->instance_data[A->array_index];
|
|
idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
|
|
}
|
|
|
|
} else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
|
|
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
|
|
|
|
geom->reflection_probes.erase(B);
|
|
reflection_probe->geometries.erase(A);
|
|
|
|
if (A->scenario && A->array_index >= 0) {
|
|
InstanceData &idata = A->scenario->instance_data[A->array_index];
|
|
idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
|
|
}
|
|
|
|
} else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
|
|
InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
|
|
|
|
geom->decals.erase(B);
|
|
decal->geometries.erase(A);
|
|
|
|
if (A->scenario && A->array_index >= 0) {
|
|
InstanceData &idata = A->scenario->instance_data[A->array_index];
|
|
idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
|
|
}
|
|
|
|
} else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
|
|
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
|
|
if (A->dynamic_gi) {
|
|
geom->lightmap_captures.erase(B);
|
|
|
|
if (geom->lightmap_captures.is_empty() && A->scenario && A->array_index >= 0) {
|
|
InstanceData &idata = A->scenario->instance_data[A->array_index];
|
|
idata.flags &= ~uint32_t(InstanceData::FLAG_LIGHTMAP_CAPTURE);
|
|
}
|
|
|
|
lightmap_data->geometries.erase(A);
|
|
((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
|
|
}
|
|
|
|
} else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_GI_PROBE) && B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
|
|
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
|
|
|
|
geom->gi_probes.erase(B);
|
|
if (A->dynamic_gi) {
|
|
gi_probe->dynamic_geometries.erase(A);
|
|
} else {
|
|
gi_probe->geometries.erase(A);
|
|
}
|
|
|
|
if (A->scenario && A->array_index >= 0) {
|
|
InstanceData &idata = A->scenario->instance_data[A->array_index];
|
|
idata.flags |= InstanceData::FLAG_GEOM_GI_PROBE_DIRTY;
|
|
}
|
|
|
|
} else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
|
|
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
|
|
gi_probe->lights.erase(A);
|
|
} else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
|
|
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
|
|
RSG::storage->particles_remove_collision(A->base, collision->instance);
|
|
}
|
|
}
|
|
|
|
RID RendererSceneCull::scenario_allocate() {
|
|
return scenario_owner.allocate_rid();
|
|
}
|
|
void RendererSceneCull::scenario_initialize(RID p_rid) {
|
|
Scenario *scenario = memnew(Scenario);
|
|
scenario->self = p_rid;
|
|
|
|
scenario->reflection_probe_shadow_atlas = scene_render->shadow_atlas_create();
|
|
scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
|
|
scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
|
|
scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
|
|
scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
|
|
scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
|
|
scenario->reflection_atlas = scene_render->reflection_atlas_create();
|
|
|
|
scenario->instance_aabbs.set_page_pool(&instance_aabb_page_pool);
|
|
scenario->instance_data.set_page_pool(&instance_data_page_pool);
|
|
|
|
scenario_owner.initialize_rid(p_rid, scenario);
|
|
}
|
|
|
|
void RendererSceneCull::scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode) {
|
|
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
|
ERR_FAIL_COND(!scenario);
|
|
scenario->debug = p_debug_mode;
|
|
}
|
|
|
|
void RendererSceneCull::scenario_set_environment(RID p_scenario, RID p_environment) {
|
|
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
|
ERR_FAIL_COND(!scenario);
|
|
scenario->environment = p_environment;
|
|
}
|
|
|
|
void RendererSceneCull::scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) {
|
|
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
|
ERR_FAIL_COND(!scenario);
|
|
scenario->camera_effects = p_camera_effects;
|
|
}
|
|
|
|
void RendererSceneCull::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
|
|
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
|
ERR_FAIL_COND(!scenario);
|
|
scenario->fallback_environment = p_environment;
|
|
}
|
|
|
|
void RendererSceneCull::scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) {
|
|
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
|
ERR_FAIL_COND(!scenario);
|
|
scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_reflection_size, p_reflection_count);
|
|
}
|
|
|
|
bool RendererSceneCull::is_scenario(RID p_scenario) const {
|
|
return scenario_owner.owns(p_scenario);
|
|
}
|
|
|
|
RID RendererSceneCull::scenario_get_environment(RID p_scenario) {
|
|
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
|
ERR_FAIL_COND_V(!scenario, RID());
|
|
return scenario->environment;
|
|
}
|
|
|
|
/* INSTANCING API */
|
|
|
|
void RendererSceneCull::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies) {
|
|
if (p_update_aabb) {
|
|
p_instance->update_aabb = true;
|
|
}
|
|
if (p_update_dependencies) {
|
|
p_instance->update_dependencies = true;
|
|
}
|
|
|
|
if (p_instance->update_item.in_list()) {
|
|
return;
|
|
}
|
|
|
|
_instance_update_list.add(&p_instance->update_item);
|
|
}
|
|
|
|
RID RendererSceneCull::instance_allocate() {
|
|
return instance_owner.allocate_rid();
|
|
}
|
|
void RendererSceneCull::instance_initialize(RID p_rid) {
|
|
Instance *instance = memnew(Instance);
|
|
instance->self = p_rid;
|
|
|
|
instance_owner.initialize_rid(p_rid, instance);
|
|
}
|
|
|
|
void RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
|
|
bool needs_instance = RSG::storage->mesh_needs_instance(p_instance->base, p_instance->skeleton.is_valid());
|
|
if (needs_instance != p_instance->mesh_instance.is_valid()) {
|
|
if (needs_instance) {
|
|
p_instance->mesh_instance = RSG::storage->mesh_instance_create(p_instance->base);
|
|
|
|
} else {
|
|
RSG::storage->free(p_instance->mesh_instance);
|
|
p_instance->mesh_instance = RID();
|
|
}
|
|
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
|
|
scene_render->geometry_instance_set_mesh_instance(geom->geometry_instance, p_instance->mesh_instance);
|
|
|
|
if (p_instance->scenario && p_instance->array_index >= 0) {
|
|
InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
|
|
if (p_instance->mesh_instance.is_valid()) {
|
|
idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
|
|
} else {
|
|
idata.flags &= ~uint32_t(InstanceData::FLAG_USES_MESH_INSTANCE);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (p_instance->mesh_instance.is_valid()) {
|
|
RSG::storage->mesh_instance_set_skeleton(p_instance->mesh_instance, p_instance->skeleton);
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
Scenario *scenario = instance->scenario;
|
|
|
|
if (instance->base_type != RS::INSTANCE_NONE) {
|
|
//free anything related to that base
|
|
|
|
if (scenario && instance->indexer_id.is_valid()) {
|
|
_unpair_instance(instance);
|
|
}
|
|
|
|
if (instance->mesh_instance.is_valid()) {
|
|
RSG::storage->free(instance->mesh_instance);
|
|
instance->mesh_instance = RID();
|
|
// no need to set instance data flag here, as it was freed above
|
|
}
|
|
|
|
switch (instance->base_type) {
|
|
case RS::INSTANCE_MESH:
|
|
case RS::INSTANCE_MULTIMESH:
|
|
case RS::INSTANCE_IMMEDIATE:
|
|
case RS::INSTANCE_PARTICLES: {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
|
|
scene_render->geometry_instance_free(geom->geometry_instance);
|
|
} break;
|
|
case RS::INSTANCE_LIGHT: {
|
|
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
|
|
|
|
if (scenario && instance->visible && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
|
|
scenario->dynamic_lights.erase(light->instance);
|
|
}
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
if (light->geometries.size()) {
|
|
ERR_PRINT("BUG, indexing did not unpair geometries from light.");
|
|
}
|
|
#endif
|
|
if (scenario && light->D) {
|
|
scenario->directional_lights.erase(light->D);
|
|
light->D = nullptr;
|
|
}
|
|
scene_render->free(light->instance);
|
|
} break;
|
|
case RS::INSTANCE_PARTICLES_COLLISION: {
|
|
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
|
|
RSG::storage->free(collision->instance);
|
|
} break;
|
|
case RS::INSTANCE_REFLECTION_PROBE: {
|
|
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
|
|
scene_render->free(reflection_probe->instance);
|
|
if (reflection_probe->update_list.in_list()) {
|
|
reflection_probe_render_list.remove(&reflection_probe->update_list);
|
|
}
|
|
} break;
|
|
case RS::INSTANCE_DECAL: {
|
|
InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
|
|
scene_render->free(decal->instance);
|
|
|
|
} break;
|
|
case RS::INSTANCE_LIGHTMAP: {
|
|
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(instance->base_data);
|
|
//erase dependencies, since no longer a lightmap
|
|
while (lightmap_data->users.front()) {
|
|
instance_geometry_set_lightmap(lightmap_data->users.front()->get()->self, RID(), Rect2(), 0);
|
|
}
|
|
scene_render->free(lightmap_data->instance);
|
|
} break;
|
|
case RS::INSTANCE_GI_PROBE: {
|
|
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
|
|
#ifdef DEBUG_ENABLED
|
|
if (gi_probe->geometries.size()) {
|
|
ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe.");
|
|
}
|
|
#endif
|
|
#ifdef DEBUG_ENABLED
|
|
if (gi_probe->lights.size()) {
|
|
ERR_PRINT("BUG, indexing did not unpair lights from GIProbe.");
|
|
}
|
|
#endif
|
|
if (gi_probe->update_element.in_list()) {
|
|
gi_probe_update_list.remove(&gi_probe->update_element);
|
|
}
|
|
|
|
scene_render->free(gi_probe->probe_instance);
|
|
|
|
} break;
|
|
default: {
|
|
}
|
|
}
|
|
|
|
if (instance->base_data) {
|
|
memdelete(instance->base_data);
|
|
instance->base_data = nullptr;
|
|
}
|
|
|
|
instance->materials.clear();
|
|
}
|
|
|
|
instance->base_type = RS::INSTANCE_NONE;
|
|
instance->base = RID();
|
|
|
|
if (p_base.is_valid()) {
|
|
instance->base_type = RSG::storage->get_base_type(p_base);
|
|
ERR_FAIL_COND(instance->base_type == RS::INSTANCE_NONE);
|
|
|
|
switch (instance->base_type) {
|
|
case RS::INSTANCE_LIGHT: {
|
|
InstanceLightData *light = memnew(InstanceLightData);
|
|
|
|
if (scenario && RSG::storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
|
|
light->D = scenario->directional_lights.push_back(instance);
|
|
}
|
|
|
|
light->instance = scene_render->light_instance_create(p_base);
|
|
|
|
instance->base_data = light;
|
|
} break;
|
|
case RS::INSTANCE_MESH:
|
|
case RS::INSTANCE_MULTIMESH:
|
|
case RS::INSTANCE_IMMEDIATE:
|
|
case RS::INSTANCE_PARTICLES: {
|
|
InstanceGeometryData *geom = memnew(InstanceGeometryData);
|
|
instance->base_data = geom;
|
|
geom->geometry_instance = scene_render->geometry_instance_create(p_base);
|
|
|
|
scene_render->geometry_instance_set_skeleton(geom->geometry_instance, instance->skeleton);
|
|
scene_render->geometry_instance_set_material_override(geom->geometry_instance, instance->material_override);
|
|
scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, instance->materials);
|
|
scene_render->geometry_instance_set_transform(geom->geometry_instance, instance->transform, instance->aabb, instance->transformed_aabb);
|
|
scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, instance->layer_mask);
|
|
scene_render->geometry_instance_set_lod_bias(geom->geometry_instance, instance->lod_bias);
|
|
scene_render->geometry_instance_set_use_baked_light(geom->geometry_instance, instance->baked_light);
|
|
scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, instance->dynamic_gi);
|
|
scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
|
|
scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, RID(), instance->lightmap_uv_scale, instance->lightmap_slice_index);
|
|
if (instance->lightmap_sh.size() == 9) {
|
|
scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, instance->lightmap_sh.ptr());
|
|
}
|
|
|
|
} break;
|
|
case RS::INSTANCE_PARTICLES_COLLISION: {
|
|
InstanceParticlesCollisionData *collision = memnew(InstanceParticlesCollisionData);
|
|
collision->instance = RSG::storage->particles_collision_instance_create(p_base);
|
|
RSG::storage->particles_collision_instance_set_active(collision->instance, instance->visible);
|
|
instance->base_data = collision;
|
|
} break;
|
|
case RS::INSTANCE_REFLECTION_PROBE: {
|
|
InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
|
|
reflection_probe->owner = instance;
|
|
instance->base_data = reflection_probe;
|
|
|
|
reflection_probe->instance = scene_render->reflection_probe_instance_create(p_base);
|
|
} break;
|
|
case RS::INSTANCE_DECAL: {
|
|
InstanceDecalData *decal = memnew(InstanceDecalData);
|
|
decal->owner = instance;
|
|
instance->base_data = decal;
|
|
|
|
decal->instance = scene_render->decal_instance_create(p_base);
|
|
} break;
|
|
case RS::INSTANCE_LIGHTMAP: {
|
|
InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
|
|
instance->base_data = lightmap_data;
|
|
lightmap_data->instance = scene_render->lightmap_instance_create(p_base);
|
|
} break;
|
|
case RS::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 = scene_render->gi_probe_instance_create(p_base);
|
|
|
|
} break;
|
|
default: {
|
|
}
|
|
}
|
|
|
|
instance->base = p_base;
|
|
|
|
if (instance->base_type == RS::INSTANCE_MESH) {
|
|
_instance_update_mesh_instance(instance);
|
|
}
|
|
|
|
//forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
|
|
RSG::storage->base_update_dependency(p_base, &instance->dependency_tracker);
|
|
}
|
|
|
|
_instance_queue_update(instance, true, true);
|
|
}
|
|
|
|
void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
if (instance->scenario) {
|
|
instance->scenario->instances.remove(&instance->scenario_item);
|
|
|
|
if (instance->indexer_id.is_valid()) {
|
|
_unpair_instance(instance);
|
|
}
|
|
|
|
switch (instance->base_type) {
|
|
case RS::INSTANCE_LIGHT: {
|
|
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
|
|
#ifdef DEBUG_ENABLED
|
|
if (light->geometries.size()) {
|
|
ERR_PRINT("BUG, indexing did not unpair geometries from light.");
|
|
}
|
|
#endif
|
|
if (light->D) {
|
|
instance->scenario->directional_lights.erase(light->D);
|
|
light->D = nullptr;
|
|
}
|
|
} break;
|
|
case RS::INSTANCE_REFLECTION_PROBE: {
|
|
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
|
|
scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
|
|
|
|
} break;
|
|
case RS::INSTANCE_PARTICLES_COLLISION: {
|
|
heightfield_particle_colliders_update_list.erase(instance);
|
|
} break;
|
|
case RS::INSTANCE_GI_PROBE: {
|
|
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
if (gi_probe->geometries.size()) {
|
|
ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe.");
|
|
}
|
|
#endif
|
|
#ifdef DEBUG_ENABLED
|
|
if (gi_probe->lights.size()) {
|
|
ERR_PRINT("BUG, indexing did not unpair lights from GIProbe.");
|
|
}
|
|
#endif
|
|
|
|
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.getornull(p_scenario);
|
|
ERR_FAIL_COND(!scenario);
|
|
|
|
instance->scenario = scenario;
|
|
|
|
scenario->instances.add(&instance->scenario_item);
|
|
|
|
switch (instance->base_type) {
|
|
case RS::INSTANCE_LIGHT: {
|
|
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
|
|
|
|
if (RSG::storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
|
|
light->D = scenario->directional_lights.push_back(instance);
|
|
}
|
|
} break;
|
|
case RS::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: {
|
|
}
|
|
}
|
|
|
|
_instance_queue_update(instance, true, true);
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
instance->layer_mask = p_mask;
|
|
if (instance->scenario && instance->array_index >= 0) {
|
|
instance->scenario->instance_data[instance->array_index].layer_mask = p_mask;
|
|
}
|
|
|
|
if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
|
|
scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, p_mask);
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::instance_set_transform(RID p_instance, const Transform &p_transform) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
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);
|
|
}
|
|
|
|
void RendererSceneCull::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
instance->object_id = p_id;
|
|
}
|
|
|
|
void RendererSceneCull::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
if (instance->update_item.in_list()) {
|
|
_update_dirty_instance(instance);
|
|
}
|
|
|
|
if (instance->mesh_instance.is_valid()) {
|
|
RSG::storage->mesh_instance_set_blend_shape_weight(instance->mesh_instance, p_shape, p_weight);
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::instance_set_surface_material(RID p_instance, int p_surface, RID p_material) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
if (instance->base_type == RS::INSTANCE_MESH) {
|
|
//may not have been updated yet, may also have not been set yet. When updated will be correcte, worst case
|
|
instance->materials.resize(MAX(p_surface + 1, RSG::storage->mesh_get_surface_count(instance->base)));
|
|
}
|
|
|
|
ERR_FAIL_INDEX(p_surface, instance->materials.size());
|
|
|
|
instance->materials.write[p_surface] = p_material;
|
|
|
|
_instance_queue_update(instance, false, true);
|
|
}
|
|
|
|
void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
if (instance->visible == p_visible) {
|
|
return;
|
|
}
|
|
|
|
instance->visible = p_visible;
|
|
|
|
if (p_visible) {
|
|
if (instance->scenario != nullptr) {
|
|
_instance_queue_update(instance, true, false);
|
|
}
|
|
} else if (instance->indexer_id.is_valid()) {
|
|
_unpair_instance(instance);
|
|
}
|
|
|
|
if (instance->base_type == RS::INSTANCE_LIGHT) {
|
|
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
|
|
if (instance->scenario && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
|
|
if (p_visible) {
|
|
instance->scenario->dynamic_lights.push_back(light->instance);
|
|
} else {
|
|
instance->scenario->dynamic_lights.erase(light->instance);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
|
|
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
|
|
RSG::storage->particles_collision_instance_set_active(collision->instance, p_visible);
|
|
}
|
|
}
|
|
|
|
inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
|
|
return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES || p_type == RS::INSTANCE_IMMEDIATE;
|
|
}
|
|
|
|
void RendererSceneCull::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
|
|
Instance *instance = instance_owner.getornull(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 RendererSceneCull::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
if (instance->skeleton == p_skeleton) {
|
|
return;
|
|
}
|
|
|
|
instance->skeleton = p_skeleton;
|
|
|
|
if (p_skeleton.is_valid()) {
|
|
//update the dependency now, so if cleared, we remove it
|
|
RSG::storage->skeleton_update_dependency(p_skeleton, &instance->dependency_tracker);
|
|
}
|
|
|
|
_instance_queue_update(instance, true, true);
|
|
|
|
if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
|
|
_instance_update_mesh_instance(instance);
|
|
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
|
|
scene_render->geometry_instance_set_skeleton(geom->geometry_instance, p_skeleton);
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::instance_set_exterior(RID p_instance, bool p_enabled) {
|
|
}
|
|
|
|
void RendererSceneCull::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
instance->extra_margin = p_margin;
|
|
_instance_queue_update(instance, true, false);
|
|
}
|
|
|
|
Vector<ObjectID> RendererSceneCull::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
|
|
Vector<ObjectID> instances;
|
|
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
|
ERR_FAIL_COND_V(!scenario, instances);
|
|
|
|
const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
|
|
|
|
struct CullAABB {
|
|
Vector<ObjectID> instances;
|
|
_FORCE_INLINE_ bool operator()(void *p_data) {
|
|
Instance *p_instance = (Instance *)p_data;
|
|
if (!p_instance->object_id.is_null()) {
|
|
instances.push_back(p_instance->object_id);
|
|
}
|
|
return false;
|
|
}
|
|
};
|
|
|
|
CullAABB cull_aabb;
|
|
scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(p_aabb, cull_aabb);
|
|
scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(p_aabb, cull_aabb);
|
|
return cull_aabb.instances;
|
|
}
|
|
|
|
Vector<ObjectID> RendererSceneCull::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
|
|
Vector<ObjectID> instances;
|
|
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
|
ERR_FAIL_COND_V(!scenario, instances);
|
|
const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
|
|
|
|
struct CullRay {
|
|
Vector<ObjectID> instances;
|
|
_FORCE_INLINE_ bool operator()(void *p_data) {
|
|
Instance *p_instance = (Instance *)p_data;
|
|
if (!p_instance->object_id.is_null()) {
|
|
instances.push_back(p_instance->object_id);
|
|
}
|
|
return false;
|
|
}
|
|
};
|
|
|
|
CullRay cull_ray;
|
|
scenario->indexers[Scenario::INDEXER_GEOMETRY].ray_query(p_from, p_to, cull_ray);
|
|
scenario->indexers[Scenario::INDEXER_VOLUMES].ray_query(p_from, p_to, cull_ray);
|
|
return cull_ray.instances;
|
|
}
|
|
|
|
Vector<ObjectID> RendererSceneCull::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
|
|
Vector<ObjectID> instances;
|
|
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
|
ERR_FAIL_COND_V(!scenario, instances);
|
|
const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
|
|
|
|
Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&p_convex[0], p_convex.size());
|
|
|
|
struct CullConvex {
|
|
Vector<ObjectID> instances;
|
|
_FORCE_INLINE_ bool operator()(void *p_data) {
|
|
Instance *p_instance = (Instance *)p_data;
|
|
if (!p_instance->object_id.is_null()) {
|
|
instances.push_back(p_instance->object_id);
|
|
}
|
|
return false;
|
|
}
|
|
};
|
|
|
|
CullConvex cull_convex;
|
|
scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
|
|
scenario->indexers[Scenario::INDEXER_VOLUMES].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
|
|
return cull_convex.instances;
|
|
}
|
|
|
|
void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
//ERR_FAIL_COND(((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK));
|
|
|
|
switch (p_flags) {
|
|
case RS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
|
|
instance->baked_light = p_enabled;
|
|
|
|
if (instance->scenario && instance->array_index >= 0) {
|
|
InstanceData &idata = instance->scenario->instance_data[instance->array_index];
|
|
if (instance->baked_light) {
|
|
idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
|
|
} else {
|
|
idata.flags &= ~uint32_t(InstanceData::FLAG_USES_BAKED_LIGHT);
|
|
}
|
|
}
|
|
|
|
if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
|
|
scene_render->geometry_instance_set_use_baked_light(geom->geometry_instance, p_enabled);
|
|
}
|
|
|
|
} break;
|
|
case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
|
|
if (p_enabled == instance->dynamic_gi) {
|
|
//bye, redundant
|
|
return;
|
|
}
|
|
|
|
if (instance->indexer_id.is_valid()) {
|
|
_unpair_instance(instance);
|
|
_instance_queue_update(instance, true, true);
|
|
}
|
|
|
|
//once out of octree, can be changed
|
|
instance->dynamic_gi = p_enabled;
|
|
|
|
if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
|
|
scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, p_enabled);
|
|
}
|
|
|
|
} break;
|
|
case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
|
|
instance->redraw_if_visible = p_enabled;
|
|
|
|
if (instance->scenario && instance->array_index >= 0) {
|
|
InstanceData &idata = instance->scenario->instance_data[instance->array_index];
|
|
if (instance->redraw_if_visible) {
|
|
idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
|
|
} else {
|
|
idata.flags &= ~uint32_t(InstanceData::FLAG_REDRAW_IF_VISIBLE);
|
|
}
|
|
}
|
|
|
|
} break;
|
|
default: {
|
|
}
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
instance->cast_shadows = p_shadow_casting_setting;
|
|
|
|
if (instance->scenario && instance->array_index >= 0) {
|
|
InstanceData &idata = instance->scenario->instance_data[instance->array_index];
|
|
|
|
if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
|
|
idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
|
|
} else {
|
|
idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS);
|
|
}
|
|
|
|
if (instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
|
|
idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
|
|
} else {
|
|
idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS_ONLY);
|
|
}
|
|
}
|
|
|
|
if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
|
|
scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
|
|
}
|
|
|
|
_instance_queue_update(instance, false, true);
|
|
}
|
|
|
|
void RendererSceneCull::instance_geometry_set_material_override(RID p_instance, RID p_material) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
instance->material_override = p_material;
|
|
_instance_queue_update(instance, false, true);
|
|
|
|
if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
|
|
scene_render->geometry_instance_set_material_override(geom->geometry_instance, p_material);
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
|
|
}
|
|
|
|
void RendererSceneCull::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) {
|
|
}
|
|
|
|
void RendererSceneCull::instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
if (instance->lightmap) {
|
|
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(((Instance *)instance->lightmap)->base_data);
|
|
lightmap_data->users.erase(instance);
|
|
instance->lightmap = nullptr;
|
|
}
|
|
|
|
Instance *lightmap_instance = instance_owner.getornull(p_lightmap);
|
|
|
|
instance->lightmap = lightmap_instance;
|
|
instance->lightmap_uv_scale = p_lightmap_uv_scale;
|
|
instance->lightmap_slice_index = p_slice_index;
|
|
|
|
RID lightmap_instance_rid;
|
|
|
|
if (lightmap_instance) {
|
|
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(lightmap_instance->base_data);
|
|
lightmap_data->users.insert(instance);
|
|
lightmap_instance_rid = lightmap_data->instance;
|
|
}
|
|
|
|
if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
|
|
scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, lightmap_instance_rid, p_lightmap_uv_scale, p_slice_index);
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
instance->lod_bias = p_lod_bias;
|
|
|
|
if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
|
|
scene_render->geometry_instance_set_lod_bias(geom->geometry_instance, p_lod_bias);
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
|
|
Instance *instance = instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
Map<StringName, Instance::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
|
|
|
|
if (!E) {
|
|
Instance::InstanceShaderParameter isp;
|
|
isp.index = -1;
|
|
isp.info = PropertyInfo();
|
|
isp.value = p_value;
|
|
instance->instance_shader_parameters[p_parameter] = isp;
|
|
} else {
|
|
E->get().value = p_value;
|
|
if (E->get().index >= 0 && instance->instance_allocated_shader_parameters) {
|
|
//update directly
|
|
RSG::storage->global_variables_instance_update(p_instance, E->get().index, p_value);
|
|
}
|
|
}
|
|
}
|
|
|
|
Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
|
|
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND_V(!instance, Variant());
|
|
|
|
if (instance->instance_shader_parameters.has(p_parameter)) {
|
|
return instance->instance_shader_parameters[p_parameter].value;
|
|
}
|
|
return Variant();
|
|
}
|
|
|
|
Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
|
|
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND_V(!instance, Variant());
|
|
|
|
if (instance->instance_shader_parameters.has(p_parameter)) {
|
|
return instance->instance_shader_parameters[p_parameter].default_value;
|
|
}
|
|
return Variant();
|
|
}
|
|
|
|
void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
|
|
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!instance);
|
|
|
|
const_cast<RendererSceneCull *>(this)->update_dirty_instances();
|
|
|
|
Vector<StringName> names;
|
|
for (Map<StringName, Instance::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.front(); E; E = E->next()) {
|
|
names.push_back(E->key());
|
|
}
|
|
names.sort_custom<StringName::AlphCompare>();
|
|
for (int i = 0; i < names.size(); i++) {
|
|
PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
|
|
p_parameters->push_back(pinfo);
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::_update_instance(Instance *p_instance) {
|
|
p_instance->version++;
|
|
|
|
if (p_instance->base_type == RS::INSTANCE_LIGHT) {
|
|
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
|
|
|
|
scene_render->light_instance_set_transform(light->instance, p_instance->transform);
|
|
scene_render->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb));
|
|
light->shadow_dirty = true;
|
|
|
|
RS::LightBakeMode bake_mode = RSG::storage->light_get_bake_mode(p_instance->base);
|
|
if (RSG::storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
|
|
if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
|
|
p_instance->scenario->dynamic_lights.erase(light->instance);
|
|
}
|
|
|
|
light->bake_mode = bake_mode;
|
|
|
|
if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
|
|
p_instance->scenario->dynamic_lights.push_back(light->instance);
|
|
}
|
|
}
|
|
|
|
uint32_t max_sdfgi_cascade = RSG::storage->light_get_max_sdfgi_cascade(p_instance->base);
|
|
if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
|
|
light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
|
|
}
|
|
} else if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
|
|
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
|
|
|
|
scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform);
|
|
|
|
if (p_instance->scenario && p_instance->array_index >= 0) {
|
|
InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
|
|
idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
|
|
}
|
|
} else if (p_instance->base_type == RS::INSTANCE_DECAL) {
|
|
InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
|
|
|
|
scene_render->decal_instance_set_transform(decal->instance, p_instance->transform);
|
|
} else if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
|
|
InstanceLightmapData *lightmap = static_cast<InstanceLightmapData *>(p_instance->base_data);
|
|
|
|
scene_render->lightmap_instance_set_transform(lightmap->instance, p_instance->transform);
|
|
} else if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
|
|
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(p_instance->base_data);
|
|
|
|
scene_render->gi_probe_instance_set_transform_to_data(gi_probe->probe_instance, p_instance->transform);
|
|
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
|
|
RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
|
|
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
|
|
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(p_instance->base_data);
|
|
|
|
//remove materials no longer used and un-own them
|
|
if (RSG::storage->particles_collision_is_heightfield(p_instance->base)) {
|
|
heightfield_particle_colliders_update_list.insert(p_instance);
|
|
}
|
|
RSG::storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
|
|
}
|
|
|
|
if (p_instance->aabb.has_no_surface()) {
|
|
return;
|
|
}
|
|
|
|
if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
|
|
//if this moved, update the captured objects
|
|
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
|
|
//erase dependencies, since no longer a lightmap
|
|
|
|
for (Set<Instance *>::Element *E = lightmap_data->geometries.front(); E; E = E->next()) {
|
|
Instance *geom = E->get();
|
|
_instance_queue_update(geom, true, false);
|
|
}
|
|
}
|
|
|
|
AABB new_aabb;
|
|
new_aabb = p_instance->transform.xform(p_instance->aabb);
|
|
p_instance->transformed_aabb = new_aabb;
|
|
|
|
if ((1 << p_instance->base_type) & RS::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 (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
|
|
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
|
|
light->shadow_dirty = true;
|
|
}
|
|
}
|
|
|
|
if (!p_instance->lightmap && geom->lightmap_captures.size()) {
|
|
//affected by lightmap captures, must update capture info!
|
|
_update_instance_lightmap_captures(p_instance);
|
|
} else {
|
|
if (!p_instance->lightmap_sh.is_empty()) {
|
|
p_instance->lightmap_sh.clear(); //don't need SH
|
|
p_instance->lightmap_target_sh.clear(); //don't need SH
|
|
scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, nullptr);
|
|
}
|
|
}
|
|
|
|
scene_render->geometry_instance_set_transform(geom->geometry_instance, p_instance->transform, p_instance->aabb, p_instance->transformed_aabb);
|
|
}
|
|
|
|
// note: we had to remove is equal approx check here, it meant that det == 0.000004 won't work, which is the case for some of our scenes.
|
|
if (p_instance->scenario == nullptr || !p_instance->visible || p_instance->transform.basis.determinant() == 0) {
|
|
p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
|
|
return;
|
|
}
|
|
|
|
//quantize to improve moving object performance
|
|
AABB bvh_aabb = p_instance->transformed_aabb;
|
|
|
|
if (p_instance->indexer_id.is_valid() && bvh_aabb != p_instance->prev_transformed_aabb) {
|
|
//assume motion, see if bounds need to be quantized
|
|
AABB motion_aabb = bvh_aabb.merge(p_instance->prev_transformed_aabb);
|
|
float motion_longest_axis = motion_aabb.get_longest_axis_size();
|
|
float longest_axis = p_instance->transformed_aabb.get_longest_axis_size();
|
|
|
|
if (motion_longest_axis < longest_axis * 2) {
|
|
//moved but not a lot, use motion aabb quantizing
|
|
float quantize_size = Math::pow(2.0, Math::ceil(Math::log(motion_longest_axis) / Math::log(2.0))) * 0.5; //one fifth
|
|
bvh_aabb.quantize(quantize_size);
|
|
}
|
|
}
|
|
|
|
if (!p_instance->indexer_id.is_valid()) {
|
|
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
|
|
p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].insert(bvh_aabb, p_instance);
|
|
} else {
|
|
p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].insert(bvh_aabb, p_instance);
|
|
}
|
|
|
|
p_instance->array_index = p_instance->scenario->instance_data.size();
|
|
InstanceData idata;
|
|
idata.instance = p_instance;
|
|
idata.layer_mask = p_instance->layer_mask;
|
|
idata.flags = p_instance->base_type; //changing it means de-indexing, so this never needs to be changed later
|
|
idata.base_rid = p_instance->base;
|
|
switch (p_instance->base_type) {
|
|
case RS::INSTANCE_MESH:
|
|
case RS::INSTANCE_MULTIMESH:
|
|
case RS::INSTANCE_IMMEDIATE:
|
|
case RS::INSTANCE_PARTICLES: {
|
|
idata.instance_geometry = static_cast<InstanceGeometryData *>(p_instance->base_data)->geometry_instance;
|
|
} break;
|
|
case RS::INSTANCE_LIGHT: {
|
|
idata.instance_data_rid = static_cast<InstanceLightData *>(p_instance->base_data)->instance.get_id();
|
|
} break;
|
|
case RS::INSTANCE_REFLECTION_PROBE: {
|
|
idata.instance_data_rid = static_cast<InstanceReflectionProbeData *>(p_instance->base_data)->instance.get_id();
|
|
} break;
|
|
case RS::INSTANCE_DECAL: {
|
|
idata.instance_data_rid = static_cast<InstanceDecalData *>(p_instance->base_data)->instance.get_id();
|
|
} break;
|
|
case RS::INSTANCE_LIGHTMAP: {
|
|
idata.instance_data_rid = static_cast<InstanceLightmapData *>(p_instance->base_data)->instance.get_id();
|
|
} break;
|
|
case RS::INSTANCE_GI_PROBE: {
|
|
idata.instance_data_rid = static_cast<InstanceGIProbeData *>(p_instance->base_data)->probe_instance.get_id();
|
|
} break;
|
|
default: {
|
|
}
|
|
}
|
|
|
|
if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
|
|
//always dirty when added
|
|
idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
|
|
}
|
|
if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
|
|
idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
|
|
}
|
|
if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
|
|
idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
|
|
}
|
|
if (p_instance->redraw_if_visible) {
|
|
idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
|
|
}
|
|
// dirty flags should not be set here, since no pairing has happened
|
|
if (p_instance->baked_light) {
|
|
idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
|
|
}
|
|
if (p_instance->mesh_instance.is_valid()) {
|
|
idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
|
|
}
|
|
|
|
p_instance->scenario->instance_data.push_back(idata);
|
|
p_instance->scenario->instance_aabbs.push_back(InstanceBounds(p_instance->transformed_aabb));
|
|
} else {
|
|
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
|
|
p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].update(p_instance->indexer_id, bvh_aabb);
|
|
} else {
|
|
p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].update(p_instance->indexer_id, bvh_aabb);
|
|
}
|
|
p_instance->scenario->instance_aabbs[p_instance->array_index] = InstanceBounds(p_instance->transformed_aabb);
|
|
}
|
|
|
|
//move instance and repair
|
|
pair_pass++;
|
|
|
|
PairInstances pair;
|
|
|
|
pair.instance = p_instance;
|
|
pair.pair_allocator = &pair_allocator;
|
|
pair.pair_pass = pair_pass;
|
|
pair.pair_mask = 0;
|
|
|
|
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
|
|
pair.pair_mask |= 1 << RS::INSTANCE_LIGHT;
|
|
pair.pair_mask |= 1 << RS::INSTANCE_GI_PROBE;
|
|
pair.pair_mask |= 1 << RS::INSTANCE_LIGHTMAP;
|
|
|
|
pair.pair_mask |= geometry_instance_pair_mask;
|
|
|
|
pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
|
|
} else if (p_instance->base_type == RS::INSTANCE_LIGHT) {
|
|
pair.pair_mask |= RS::INSTANCE_GEOMETRY_MASK;
|
|
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
|
|
|
|
if (RSG::storage->light_get_bake_mode(p_instance->base) == RS::LIGHT_BAKE_DYNAMIC) {
|
|
pair.pair_mask |= (1 << RS::INSTANCE_GI_PROBE);
|
|
pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
|
|
}
|
|
} else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE)) {
|
|
pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
|
|
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
|
|
} else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (p_instance->base_type == RS::INSTANCE_DECAL)) {
|
|
pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
|
|
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
|
|
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
|
|
pair.pair_mask = (1 << RS::INSTANCE_PARTICLES);
|
|
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
|
|
} else if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
|
|
//lights and geometries
|
|
pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT);
|
|
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
|
|
pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
|
|
}
|
|
|
|
pair.pair();
|
|
|
|
p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
|
|
}
|
|
|
|
void RendererSceneCull::_unpair_instance(Instance *p_instance) {
|
|
if (!p_instance->indexer_id.is_valid()) {
|
|
return; //nothing to do
|
|
}
|
|
|
|
while (p_instance->pairs.first()) {
|
|
InstancePair *pair = p_instance->pairs.first()->self();
|
|
Instance *other_instance = p_instance == pair->a ? pair->b : pair->a;
|
|
_instance_unpair(p_instance, other_instance);
|
|
pair_allocator.free(pair);
|
|
}
|
|
|
|
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
|
|
p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].remove(p_instance->indexer_id);
|
|
} else {
|
|
p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].remove(p_instance->indexer_id);
|
|
}
|
|
|
|
p_instance->indexer_id = DynamicBVH::ID();
|
|
|
|
//replace this by last
|
|
int32_t swap_with_index = p_instance->scenario->instance_data.size() - 1;
|
|
if (swap_with_index != p_instance->array_index) {
|
|
p_instance->scenario->instance_data[swap_with_index].instance->array_index = p_instance->array_index; //swap
|
|
p_instance->scenario->instance_data[p_instance->array_index] = p_instance->scenario->instance_data[swap_with_index];
|
|
p_instance->scenario->instance_aabbs[p_instance->array_index] = p_instance->scenario->instance_aabbs[swap_with_index];
|
|
}
|
|
|
|
// pop last
|
|
p_instance->scenario->instance_data.pop_back();
|
|
p_instance->scenario->instance_aabbs.pop_back();
|
|
|
|
//uninitialize
|
|
p_instance->array_index = -1;
|
|
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
|
|
// Clear these now because the InstanceData containing the dirty flags is gone
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
|
|
|
|
scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, nullptr, 0);
|
|
scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, nullptr, 0);
|
|
scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, nullptr, 0);
|
|
scene_render->geometry_instance_pair_gi_probe_instances(geom->geometry_instance, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
|
|
AABB new_aabb;
|
|
|
|
ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_NONE && !p_instance->base.is_valid());
|
|
|
|
switch (p_instance->base_type) {
|
|
case RenderingServer::INSTANCE_NONE: {
|
|
// do nothing
|
|
} break;
|
|
case RenderingServer::INSTANCE_MESH: {
|
|
if (p_instance->custom_aabb) {
|
|
new_aabb = *p_instance->custom_aabb;
|
|
} else {
|
|
new_aabb = RSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
|
|
}
|
|
|
|
} break;
|
|
|
|
case RenderingServer::INSTANCE_MULTIMESH: {
|
|
if (p_instance->custom_aabb) {
|
|
new_aabb = *p_instance->custom_aabb;
|
|
} else {
|
|
new_aabb = RSG::storage->multimesh_get_aabb(p_instance->base);
|
|
}
|
|
|
|
} break;
|
|
case RenderingServer::INSTANCE_IMMEDIATE: {
|
|
if (p_instance->custom_aabb) {
|
|
new_aabb = *p_instance->custom_aabb;
|
|
} else {
|
|
new_aabb = RSG::storage->immediate_get_aabb(p_instance->base);
|
|
}
|
|
|
|
} break;
|
|
case RenderingServer::INSTANCE_PARTICLES: {
|
|
if (p_instance->custom_aabb) {
|
|
new_aabb = *p_instance->custom_aabb;
|
|
} else {
|
|
new_aabb = RSG::storage->particles_get_aabb(p_instance->base);
|
|
}
|
|
|
|
} break;
|
|
case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
|
|
new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base);
|
|
|
|
} break;
|
|
case RenderingServer::INSTANCE_LIGHT: {
|
|
new_aabb = RSG::storage->light_get_aabb(p_instance->base);
|
|
|
|
} break;
|
|
case RenderingServer::INSTANCE_REFLECTION_PROBE: {
|
|
new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
|
|
|
|
} break;
|
|
case RenderingServer::INSTANCE_DECAL: {
|
|
new_aabb = RSG::storage->decal_get_aabb(p_instance->base);
|
|
|
|
} break;
|
|
case RenderingServer::INSTANCE_GI_PROBE: {
|
|
new_aabb = RSG::storage->gi_probe_get_bounds(p_instance->base);
|
|
|
|
} break;
|
|
case RenderingServer::INSTANCE_LIGHTMAP: {
|
|
new_aabb = RSG::storage->lightmap_get_aabb(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;
|
|
}
|
|
|
|
void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance) {
|
|
bool first_set = p_instance->lightmap_sh.size() == 0;
|
|
p_instance->lightmap_sh.resize(9); //using SH
|
|
p_instance->lightmap_target_sh.resize(9); //using SH
|
|
Color *instance_sh = p_instance->lightmap_target_sh.ptrw();
|
|
bool inside = false;
|
|
Color accum_sh[9];
|
|
float accum_blend = 0.0;
|
|
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
|
|
for (Set<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
|
|
Instance *lightmap = E->get();
|
|
|
|
bool interior = RSG::storage->lightmap_is_interior(lightmap->base);
|
|
|
|
if (inside && !interior) {
|
|
continue; //we are inside, ignore exteriors
|
|
}
|
|
|
|
Transform to_bounds = lightmap->transform.affine_inverse();
|
|
Vector3 center = p_instance->transform.xform(p_instance->aabb.position + p_instance->aabb.size * 0.5); //use aabb center
|
|
|
|
Vector3 lm_pos = to_bounds.xform(center);
|
|
|
|
AABB bounds = RSG::storage->lightmap_get_aabb(lightmap->base);
|
|
if (!bounds.has_point(lm_pos)) {
|
|
continue; //not in this lightmap
|
|
}
|
|
|
|
Color sh[9];
|
|
RSG::storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
|
|
|
|
//rotate it
|
|
Basis rot = lightmap->transform.basis.orthonormalized();
|
|
for (int i = 0; i < 3; i++) {
|
|
float csh[9];
|
|
for (int j = 0; j < 9; j++) {
|
|
csh[j] = sh[j][i];
|
|
}
|
|
rot.rotate_sh(csh);
|
|
for (int j = 0; j < 9; j++) {
|
|
sh[j][i] = csh[j];
|
|
}
|
|
}
|
|
|
|
Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
|
|
|
|
float blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
|
|
//make blend more rounded
|
|
blend = Math::lerp(inner_pos.length(), blend, blend);
|
|
blend *= blend;
|
|
blend = MAX(0.0, 1.0 - blend);
|
|
|
|
if (interior && !inside) {
|
|
//do not blend, just replace
|
|
for (int j = 0; j < 9; j++) {
|
|
accum_sh[j] = sh[j] * blend;
|
|
}
|
|
accum_blend = blend;
|
|
inside = true;
|
|
} else {
|
|
for (int j = 0; j < 9; j++) {
|
|
accum_sh[j] += sh[j] * blend;
|
|
}
|
|
accum_blend += blend;
|
|
}
|
|
}
|
|
|
|
if (accum_blend > 0.0) {
|
|
for (int j = 0; j < 9; j++) {
|
|
instance_sh[j] = accum_sh[j] / accum_blend;
|
|
if (first_set) {
|
|
p_instance->lightmap_sh.write[j] = instance_sh[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, p_instance->lightmap_sh.ptr());
|
|
}
|
|
|
|
void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect) {
|
|
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
|
|
|
|
Transform light_transform = p_instance->transform;
|
|
light_transform.orthonormalize(); //scale does not count on lights
|
|
|
|
real_t max_distance = p_cam_projection.get_z_far();
|
|
real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::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);
|
|
real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
|
|
|
|
RS::LightDirectionalShadowDepthRangeMode depth_range_mode = RSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
|
|
|
|
real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
|
|
|
|
real_t range = max_distance - min_distance;
|
|
|
|
int splits = 0;
|
|
switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
|
|
case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
|
|
splits = 1;
|
|
break;
|
|
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
|
|
splits = 2;
|
|
break;
|
|
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
|
|
splits = 4;
|
|
break;
|
|
}
|
|
|
|
real_t distances[5];
|
|
|
|
distances[0] = min_distance;
|
|
for (int i = 0; i < splits; i++) {
|
|
distances[i + 1] = min_distance + RSG::storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
|
|
};
|
|
|
|
distances[splits] = max_distance;
|
|
|
|
real_t texture_size = scene_render->get_directional_light_shadow_size(light->instance);
|
|
|
|
bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
|
|
|
|
real_t first_radius = 0.0;
|
|
|
|
real_t min_distance_bias_scale = distances[1];
|
|
|
|
cull.shadow_count = p_shadow_index + 1;
|
|
cull.shadows[p_shadow_index].cascade_count = splits;
|
|
cull.shadows[p_shadow_index].light_instance = light->instance;
|
|
|
|
for (int i = 0; i < splits; i++) {
|
|
RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
|
|
|
|
// setup a camera matrix for that range!
|
|
CameraMatrix camera_matrix;
|
|
|
|
real_t 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 {
|
|
real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
|
|
camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
|
|
}
|
|
|
|
//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 frustum 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 against the camera, like in default opengl
|
|
|
|
real_t x_min = 0.f, x_max = 0.f;
|
|
real_t y_min = 0.f, y_max = 0.f;
|
|
real_t 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.
|
|
real_t x_min_cam = 0.f, x_max_cam = 0.f;
|
|
real_t y_min_cam = 0.f, y_max_cam = 0.f;
|
|
real_t z_min_cam = 0.f;
|
|
//real_t z_max_cam = 0.f;
|
|
|
|
real_t bias_scale = 1.0;
|
|
real_t aspect_bias_scale = 1.0;
|
|
|
|
//used for culling
|
|
|
|
for (int j = 0; j < 8; j++) {
|
|
real_t d_x = x_vec.dot(endpoints[j]);
|
|
real_t d_y = y_vec.dot(endpoints[j]);
|
|
real_t 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;
|
|
}
|
|
}
|
|
|
|
real_t radius = 0;
|
|
real_t soft_shadow_expand = 0;
|
|
Vector3 center;
|
|
|
|
{
|
|
//camera viewport stuff
|
|
|
|
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;
|
|
|
|
for (int j = 0; j < 8; j++) {
|
|
real_t 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;
|
|
}
|
|
|
|
z_min_cam = z_vec.dot(center) - radius;
|
|
|
|
{
|
|
float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
|
|
|
|
if (soft_shadow_angle > 0.0) {
|
|
float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
|
|
soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
|
|
|
|
x_max += soft_shadow_expand;
|
|
y_max += soft_shadow_expand;
|
|
|
|
x_min -= soft_shadow_expand;
|
|
y_min -= soft_shadow_expand;
|
|
}
|
|
}
|
|
|
|
x_max_cam = x_vec.dot(center) + radius + soft_shadow_expand;
|
|
x_min_cam = x_vec.dot(center) - radius - soft_shadow_expand;
|
|
y_max_cam = y_vec.dot(center) + radius + soft_shadow_expand;
|
|
y_min_cam = y_vec.dot(center) - radius - soft_shadow_expand;
|
|
|
|
if (depth_range_mode == RS::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
|
|
|
|
real_t unit = radius * 2.0 / texture_size;
|
|
|
|
x_max_cam = Math::snapped(x_max_cam, unit);
|
|
x_min_cam = Math::snapped(x_min_cam, unit);
|
|
y_max_cam = Math::snapped(y_max_cam, unit);
|
|
y_min_cam = Math::snapped(y_min_cam, unit);
|
|
}
|
|
}
|
|
|
|
//now that we know 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
|
|
|
|
// a pre pass will need to be needed to determine the actual z-near to be used
|
|
|
|
if (pancake_size > 0) {
|
|
z_max = z_vec.dot(center) + radius + pancake_size;
|
|
}
|
|
|
|
if (aspect != 1.0) {
|
|
// if the aspect is different, then the radius will become larger.
|
|
// if this happens, then bias needs to be adjusted too, as depth will increase
|
|
// to do this, compare the depth of one that would have resulted from a square frustum
|
|
|
|
CameraMatrix camera_matrix_square;
|
|
if (p_cam_orthogonal) {
|
|
Vector2 vp_he = camera_matrix.get_viewport_half_extents();
|
|
if (p_cam_vaspect) {
|
|
camera_matrix_square.set_orthogonal(vp_he.x * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
|
|
} else {
|
|
camera_matrix_square.set_orthogonal(vp_he.y * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
|
|
}
|
|
} else {
|
|
Vector2 vp_he = camera_matrix.get_viewport_half_extents();
|
|
if (p_cam_vaspect) {
|
|
camera_matrix_square.set_frustum(vp_he.x * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
|
|
} else {
|
|
camera_matrix_square.set_frustum(vp_he.y * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
|
|
}
|
|
}
|
|
|
|
Vector3 endpoints_square[8]; // frustum plane endpoints
|
|
res = camera_matrix_square.get_endpoints(p_cam_transform, endpoints_square);
|
|
ERR_CONTINUE(!res);
|
|
Vector3 center_square;
|
|
|
|
for (int j = 0; j < 8; j++) {
|
|
center_square += endpoints_square[j];
|
|
}
|
|
|
|
center_square /= 8.0;
|
|
|
|
real_t radius_square = 0;
|
|
|
|
for (int j = 0; j < 8; j++) {
|
|
real_t d = center_square.distance_to(endpoints_square[j]);
|
|
if (d > radius_square) {
|
|
radius_square = d;
|
|
}
|
|
}
|
|
|
|
radius_square *= texture_size / (texture_size - 2.0); //add a texel by each side
|
|
|
|
float z_max_square = z_vec.dot(center_square) + radius_square + pancake_size;
|
|
|
|
real_t z_min_cam_square = z_vec.dot(center_square) - radius_square;
|
|
|
|
aspect_bias_scale = (z_max - z_min_cam) / (z_max_square - z_min_cam_square);
|
|
|
|
// this is not entirely perfect, because the cull-adjusted z-max may be different
|
|
// but at least it's warranted that it results in a greater bias, so no acne should be present either way.
|
|
// pancaking also helps with this.
|
|
}
|
|
|
|
{
|
|
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));
|
|
|
|
Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_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;
|
|
|
|
cull.shadows[p_shadow_index].cascades[i].frustum = Frustum(light_frustum_planes);
|
|
cull.shadows[p_shadow_index].cascades[i].projection = ortho_camera;
|
|
cull.shadows[p_shadow_index].cascades[i].transform = ortho_transform;
|
|
cull.shadows[p_shadow_index].cascades[i].zfar = z_max - z_min_cam;
|
|
cull.shadows[p_shadow_index].cascades[i].split = distances[i + 1];
|
|
cull.shadows[p_shadow_index].cascades[i].shadow_texel_size = radius * 2.0 / texture_size;
|
|
cull.shadows[p_shadow_index].cascades[i].bias_scale = bias_scale * aspect_bias_scale * min_distance_bias_scale;
|
|
cull.shadows[p_shadow_index].cascades[i].range_begin = z_max;
|
|
cull.shadows[p_shadow_index].cascades[i].uv_scale = uv_scale;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_lod_threshold) {
|
|
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 (RSG::storage->light_get_type(p_instance->base)) {
|
|
case RS::LIGHT_DIRECTIONAL: {
|
|
} break;
|
|
case RS::LIGHT_OMNI: {
|
|
RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
|
|
|
|
if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !scene_render->light_instances_can_render_shadow_cube()) {
|
|
if (max_shadows_used + 2 > MAX_UPDATE_SHADOWS) {
|
|
return true;
|
|
}
|
|
for (int i = 0; i < 2; i++) {
|
|
//using this one ensures that raster deferred will have it
|
|
RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
|
|
|
|
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
|
|
|
|
real_t 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));
|
|
|
|
instance_shadow_cull_result.clear();
|
|
|
|
Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
|
|
|
|
struct CullConvex {
|
|
PagedArray<Instance *> *result;
|
|
_FORCE_INLINE_ bool operator()(void *p_data) {
|
|
Instance *p_instance = (Instance *)p_data;
|
|
result->push_back(p_instance);
|
|
return false;
|
|
}
|
|
};
|
|
|
|
CullConvex cull_convex;
|
|
cull_convex.result = &instance_shadow_cull_result;
|
|
|
|
p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
|
|
|
|
Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
|
|
|
|
RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
|
|
|
|
for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
|
|
Instance *instance = instance_shadow_cull_result[j];
|
|
if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
|
|
continue;
|
|
} else {
|
|
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
|
|
animated_material_found = true;
|
|
}
|
|
|
|
if (instance->mesh_instance.is_valid()) {
|
|
RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
|
|
}
|
|
}
|
|
|
|
shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
|
|
}
|
|
|
|
RSG::storage->update_mesh_instances();
|
|
|
|
scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
|
|
shadow_data.light = light->instance;
|
|
shadow_data.pass = i;
|
|
}
|
|
} else { //shadow cube
|
|
|
|
if (max_shadows_used + 6 > MAX_UPDATE_SHADOWS) {
|
|
return true;
|
|
}
|
|
|
|
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
|
|
CameraMatrix cm;
|
|
cm.set_perspective(90, 1, 0.01, radius);
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(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);
|
|
|
|
instance_shadow_cull_result.clear();
|
|
|
|
Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
|
|
|
|
struct CullConvex {
|
|
PagedArray<Instance *> *result;
|
|
_FORCE_INLINE_ bool operator()(void *p_data) {
|
|
Instance *p_instance = (Instance *)p_data;
|
|
result->push_back(p_instance);
|
|
return false;
|
|
}
|
|
};
|
|
|
|
CullConvex cull_convex;
|
|
cull_convex.result = &instance_shadow_cull_result;
|
|
|
|
p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
|
|
|
|
RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
|
|
|
|
for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
|
|
Instance *instance = instance_shadow_cull_result[j];
|
|
if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
|
|
continue;
|
|
} else {
|
|
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
|
|
animated_material_found = true;
|
|
}
|
|
if (instance->mesh_instance.is_valid()) {
|
|
RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
|
|
}
|
|
}
|
|
|
|
shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
|
|
}
|
|
|
|
RSG::storage->update_mesh_instances();
|
|
scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
|
|
|
|
shadow_data.light = light->instance;
|
|
shadow_data.pass = i;
|
|
}
|
|
|
|
//restore the regular DP matrix
|
|
//scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
|
|
}
|
|
|
|
} break;
|
|
case RS::LIGHT_SPOT: {
|
|
RENDER_TIMESTAMP("Culling Spot Light");
|
|
|
|
if (max_shadows_used + 1 > MAX_UPDATE_SHADOWS) {
|
|
return true;
|
|
}
|
|
|
|
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
|
|
real_t angle = RSG::storage->light_get_param(p_instance->base, RS::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);
|
|
|
|
instance_shadow_cull_result.clear();
|
|
|
|
Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
|
|
|
|
struct CullConvex {
|
|
PagedArray<Instance *> *result;
|
|
_FORCE_INLINE_ bool operator()(void *p_data) {
|
|
Instance *p_instance = (Instance *)p_data;
|
|
result->push_back(p_instance);
|
|
return false;
|
|
}
|
|
};
|
|
|
|
CullConvex cull_convex;
|
|
cull_convex.result = &instance_shadow_cull_result;
|
|
|
|
p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
|
|
|
|
RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
|
|
|
|
for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
|
|
Instance *instance = instance_shadow_cull_result[j];
|
|
if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
|
|
continue;
|
|
} else {
|
|
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
|
|
animated_material_found = true;
|
|
}
|
|
|
|
if (instance->mesh_instance.is_valid()) {
|
|
RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
|
|
}
|
|
}
|
|
shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
|
|
}
|
|
|
|
RSG::storage->update_mesh_instances();
|
|
|
|
scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
|
|
shadow_data.light = light->instance;
|
|
shadow_data.pass = 0;
|
|
|
|
} break;
|
|
}
|
|
|
|
return animated_material_found;
|
|
}
|
|
|
|
void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, 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;
|
|
}
|
|
|
|
RID environment = _render_get_environment(p_camera, p_scenario);
|
|
|
|
_render_scene(camera->transform, camera_matrix, ortho, camera->vaspect, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), -1, p_screen_lod_threshold);
|
|
#endif
|
|
}
|
|
|
|
void RendererSceneCull::render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas) {
|
|
// render for AR/VR interface
|
|
#if 0
|
|
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 = XRServer::get_singleton()->get_world_origin();
|
|
Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
|
|
|
|
RID environment = _render_get_environment(p_camera, p_scenario);
|
|
|
|
// For stereo render we only prepare for our left eye and then reuse the outcome for our right eye
|
|
if (p_eye == XRInterface::EYE_LEFT) {
|
|
// Center our transform, we assume basis is equal.
|
|
Transform mono_transform = cam_transform;
|
|
Transform right_transform = p_interface->get_transform_for_eye(XRInterface::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, false, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), p_screen_lod_threshold);
|
|
} else if (p_eye == XRInterface::EYE_MONO) {
|
|
// For mono render, prepare as per usual
|
|
_prepare_scene(cam_transform, camera_matrix, false, false, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), p_screen_lod_threshold);
|
|
}
|
|
|
|
// And render our scene...
|
|
_render_scene(p_render_buffers, cam_transform, camera_matrix, false, environment, camera->effects, p_scenario, p_shadow_atlas, RID(), -1, p_screen_lod_threshold);
|
|
#endif
|
|
};
|
|
|
|
void RendererSceneCull::_frustum_cull_threaded(uint32_t p_thread, FrustumCullData *cull_data) {
|
|
uint32_t cull_total = cull_data->scenario->instance_data.size();
|
|
uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
|
|
uint32_t cull_from = p_thread * cull_total / total_threads;
|
|
uint32_t cull_to = (p_thread + 1 == total_threads) ? cull_total : ((p_thread + 1) * cull_total / total_threads);
|
|
|
|
_frustum_cull(*cull_data, frustum_cull_result_threads[p_thread], cull_from, cull_to);
|
|
}
|
|
|
|
void RendererSceneCull::_frustum_cull(FrustumCullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
|
|
uint64_t frame_number = RSG::rasterizer->get_frame_number();
|
|
float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
|
|
|
|
uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
|
|
uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
|
|
|
|
RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
|
|
|
|
for (uint64_t i = p_from; i < p_to; i++) {
|
|
bool mesh_visible = false;
|
|
|
|
if (cull_data.scenario->instance_aabbs[i].in_frustum(cull_data.cull->frustum)) {
|
|
InstanceData &idata = cull_data.scenario->instance_data[i];
|
|
uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
|
|
|
|
if ((cull_data.visible_layers & idata.layer_mask) == 0) {
|
|
//failure
|
|
} else if (base_type == RS::INSTANCE_LIGHT) {
|
|
cull_result.lights.push_back(idata.instance);
|
|
cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
|
|
if (cull_data.shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
|
|
scene_render->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
|
|
}
|
|
|
|
} else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
|
|
if (cull_data.render_reflection_probe != idata.instance) {
|
|
//avoid entering The Matrix
|
|
|
|
if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || scene_render->reflection_probe_instance_needs_redraw(RID::from_uint64(idata.instance_data_rid))) {
|
|
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
|
|
cull_data.cull->lock.lock();
|
|
if (!reflection_probe->update_list.in_list()) {
|
|
reflection_probe->render_step = 0;
|
|
reflection_probe_render_list.add_last(&reflection_probe->update_list);
|
|
}
|
|
cull_data.cull->lock.unlock();
|
|
|
|
idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
|
|
}
|
|
|
|
if (scene_render->reflection_probe_instance_has_reflection(RID::from_uint64(idata.instance_data_rid))) {
|
|
cull_result.reflections.push_back(RID::from_uint64(idata.instance_data_rid));
|
|
}
|
|
}
|
|
} else if (base_type == RS::INSTANCE_DECAL) {
|
|
cull_result.decals.push_back(RID::from_uint64(idata.instance_data_rid));
|
|
|
|
} else if (base_type == RS::INSTANCE_GI_PROBE) {
|
|
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(idata.instance->base_data);
|
|
cull_data.cull->lock.lock();
|
|
if (!gi_probe->update_element.in_list()) {
|
|
gi_probe_update_list.add(&gi_probe->update_element);
|
|
}
|
|
cull_data.cull->lock.unlock();
|
|
cull_result.gi_probes.push_back(RID::from_uint64(idata.instance_data_rid));
|
|
|
|
} else if (base_type == RS::INSTANCE_LIGHTMAP) {
|
|
cull_result.gi_probes.push_back(RID::from_uint64(idata.instance_data_rid));
|
|
} else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
|
|
bool keep = true;
|
|
|
|
if (idata.flags & InstanceData::FLAG_REDRAW_IF_VISIBLE) {
|
|
RenderingServerDefault::redraw_request();
|
|
}
|
|
|
|
if (base_type == RS::INSTANCE_MESH) {
|
|
mesh_visible = true;
|
|
} else if (base_type == RS::INSTANCE_PARTICLES) {
|
|
//particles visible? process them
|
|
if (RSG::storage->particles_is_inactive(idata.base_rid)) {
|
|
//but if nothing is going on, don't do it.
|
|
keep = false;
|
|
} else {
|
|
cull_data.cull->lock.lock();
|
|
RSG::storage->particles_request_process(idata.base_rid);
|
|
cull_data.cull->lock.unlock();
|
|
RSG::storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized());
|
|
//particles visible? request redraw
|
|
RenderingServerDefault::redraw_request();
|
|
}
|
|
}
|
|
|
|
if (geometry_instance_pair_mask & (1 << RS::INSTANCE_LIGHT) && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
|
|
uint32_t idx = 0;
|
|
|
|
for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
|
|
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
|
|
instance_pair_buffer[idx++] = light->instance;
|
|
if (idx == MAX_INSTANCE_PAIRS) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, instance_pair_buffer, idx);
|
|
idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
|
|
}
|
|
|
|
if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
|
|
uint32_t idx = 0;
|
|
|
|
for (Set<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
|
|
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
|
|
|
|
instance_pair_buffer[idx++] = reflection_probe->instance;
|
|
if (idx == MAX_INSTANCE_PAIRS) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
|
|
idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_REFLECTION_DIRTY);
|
|
}
|
|
|
|
if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
|
|
//InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
|
|
//todo for GLES3
|
|
idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
|
|
/*for (Set<Instance *>::Element *E = geom->dec.front(); E; E = E->next()) {
|
|
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
|
|
|
|
instance_pair_buffer[idx++] = reflection_probe->instance;
|
|
if (idx==MAX_INSTANCE_PAIRS) {
|
|
break;
|
|
}
|
|
}*/
|
|
//scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, light_instances, idx);
|
|
}
|
|
|
|
if (idata.flags & InstanceData::FLAG_GEOM_GI_PROBE_DIRTY) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
|
|
uint32_t idx = 0;
|
|
for (Set<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) {
|
|
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data);
|
|
|
|
instance_pair_buffer[idx++] = gi_probe->probe_instance;
|
|
if (idx == MAX_INSTANCE_PAIRS) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
scene_render->geometry_instance_pair_gi_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
|
|
idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_GI_PROBE_DIRTY);
|
|
}
|
|
|
|
if ((idata.flags & InstanceData::FLAG_LIGHTMAP_CAPTURE) && idata.instance->last_frame_pass != frame_number && !idata.instance->lightmap_target_sh.is_empty() && !idata.instance->lightmap_sh.is_empty()) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
|
|
Color *sh = idata.instance->lightmap_sh.ptrw();
|
|
const Color *target_sh = idata.instance->lightmap_target_sh.ptr();
|
|
for (uint32_t j = 0; j < 9; j++) {
|
|
sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
|
|
}
|
|
scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, sh);
|
|
idata.instance->last_frame_pass = frame_number;
|
|
}
|
|
|
|
if (keep) {
|
|
cull_result.geometry_instances.push_back(idata.instance_geometry);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (uint32_t j = 0; j < cull_data.cull->shadow_count; j++) {
|
|
for (uint32_t k = 0; k < cull_data.cull->shadows[j].cascade_count; k++) {
|
|
if (cull_data.scenario->instance_aabbs[i].in_frustum(cull_data.cull->shadows[j].cascades[k].frustum)) {
|
|
InstanceData &idata = cull_data.scenario->instance_data[i];
|
|
uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
|
|
|
|
if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) {
|
|
cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry);
|
|
mesh_visible = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (uint32_t j = 0; j < cull_data.cull->sdfgi.region_count; j++) {
|
|
if (cull_data.scenario->instance_aabbs[i].in_aabb(cull_data.cull->sdfgi.region_aabb[j])) {
|
|
InstanceData &idata = cull_data.scenario->instance_data[i];
|
|
uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
|
|
|
|
if (base_type == RS::INSTANCE_LIGHT) {
|
|
InstanceLightData *instance_light = (InstanceLightData *)idata.instance->base_data;
|
|
if (instance_light->bake_mode == RS::LIGHT_BAKE_STATIC && cull_data.cull->sdfgi.region_cascade[j] <= instance_light->max_sdfgi_cascade) {
|
|
if (sdfgi_last_light_index != i || sdfgi_last_light_cascade != cull_data.cull->sdfgi.region_cascade[j]) {
|
|
sdfgi_last_light_index = i;
|
|
sdfgi_last_light_cascade = cull_data.cull->sdfgi.region_cascade[j];
|
|
cull_result.sdfgi_cascade_lights[sdfgi_last_light_cascade].push_back(instance_light->instance);
|
|
}
|
|
}
|
|
} else if ((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) {
|
|
if (idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) {
|
|
cull_result.sdfgi_region_geometry_instances[j].push_back(idata.instance_geometry);
|
|
mesh_visible = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mesh_visible && cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_USES_MESH_INSTANCE) {
|
|
cull_result.mesh_instances.push_back(cull_data.scenario->instance_data[i].instance->mesh_instance);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows) {
|
|
// 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
|
|
|
|
Instance *render_reflection_probe = instance_owner.getornull(p_reflection_probe); //if null, not rendering to it
|
|
|
|
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
|
|
|
render_pass++;
|
|
|
|
scene_render->set_scene_pass(render_pass);
|
|
|
|
if (p_render_buffers.is_valid()) {
|
|
//no rendering code here, this is only to set up what needs to be done, request regions, etc.
|
|
scene_render->sdfgi_update(p_render_buffers, p_environment, p_cam_transform.origin); //update conditions for SDFGI (whether its used or not)
|
|
}
|
|
|
|
RENDER_TIMESTAMP("Frustum Culling");
|
|
|
|
//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());
|
|
|
|
/* STEP 2 - CULL */
|
|
|
|
cull.frustum = Frustum(planes);
|
|
|
|
Vector<RID> directional_lights;
|
|
// directional lights
|
|
{
|
|
cull.shadow_count = 0;
|
|
|
|
Vector<Instance *> lights_with_shadow;
|
|
|
|
for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
|
|
if (!E->get()->visible) {
|
|
continue;
|
|
}
|
|
|
|
if (directional_lights.size() > RendererSceneRender::MAX_DIRECTIONAL_LIGHTS) {
|
|
break;
|
|
}
|
|
|
|
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
|
|
|
|
//check shadow..
|
|
|
|
if (light) {
|
|
if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->get()->base) && !(RSG::storage->light_get_type(E->get()->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->get()->base))) {
|
|
lights_with_shadow.push_back(E->get());
|
|
}
|
|
//add to list
|
|
directional_lights.push_back(light->instance);
|
|
}
|
|
}
|
|
|
|
scene_render->set_directional_shadow_count(lights_with_shadow.size());
|
|
|
|
for (int i = 0; i < lights_with_shadow.size(); i++) {
|
|
_light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect);
|
|
}
|
|
}
|
|
|
|
{ //sdfgi
|
|
cull.sdfgi.region_count = 0;
|
|
|
|
if (p_render_buffers.is_valid()) {
|
|
cull.sdfgi.cascade_light_count = 0;
|
|
|
|
uint32_t prev_cascade = 0xFFFFFFFF;
|
|
uint32_t pending_region_count = scene_render->sdfgi_get_pending_region_count(p_render_buffers);
|
|
|
|
for (uint32_t i = 0; i < pending_region_count; i++) {
|
|
cull.sdfgi.region_aabb[i] = scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
|
|
uint32_t region_cascade = scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
|
|
cull.sdfgi.region_cascade[i] = region_cascade;
|
|
|
|
if (region_cascade != prev_cascade) {
|
|
cull.sdfgi.cascade_light_index[cull.sdfgi.cascade_light_count] = region_cascade;
|
|
cull.sdfgi.cascade_light_count++;
|
|
prev_cascade = region_cascade;
|
|
}
|
|
}
|
|
|
|
cull.sdfgi.region_count = pending_region_count;
|
|
}
|
|
}
|
|
|
|
frustum_cull_result.clear();
|
|
|
|
{
|
|
uint64_t cull_from = 0;
|
|
uint64_t cull_to = scenario->instance_data.size();
|
|
|
|
FrustumCullData cull_data;
|
|
|
|
//prepare for eventual thread usage
|
|
cull_data.cull = &cull;
|
|
cull_data.scenario = scenario;
|
|
cull_data.shadow_atlas = p_shadow_atlas;
|
|
cull_data.cam_transform = p_cam_transform;
|
|
cull_data.visible_layers = p_visible_layers;
|
|
cull_data.render_reflection_probe = render_reflection_probe;
|
|
//#define DEBUG_CULL_TIME
|
|
#ifdef DEBUG_CULL_TIME
|
|
uint64_t time_from = OS::get_singleton()->get_ticks_usec();
|
|
#endif
|
|
if (cull_to > thread_cull_threshold) {
|
|
//multiple threads
|
|
for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
|
|
frustum_cull_result_threads[i].clear();
|
|
}
|
|
|
|
RendererThreadPool::singleton->thread_work_pool.do_work(frustum_cull_result_threads.size(), this, &RendererSceneCull::_frustum_cull_threaded, &cull_data);
|
|
|
|
for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
|
|
frustum_cull_result.append_from(frustum_cull_result_threads[i]);
|
|
}
|
|
|
|
} else {
|
|
//single threaded
|
|
_frustum_cull(cull_data, frustum_cull_result, cull_from, cull_to);
|
|
}
|
|
|
|
#ifdef DEBUG_CULL_TIME
|
|
static float time_avg = 0;
|
|
static uint32_t time_count = 0;
|
|
time_avg += double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0;
|
|
time_count++;
|
|
print_line("time taken: " + rtos(time_avg / time_count));
|
|
#endif
|
|
|
|
if (frustum_cull_result.mesh_instances.size()) {
|
|
for (uint64_t i = 0; i < frustum_cull_result.mesh_instances.size(); i++) {
|
|
RSG::storage->mesh_instance_check_for_update(frustum_cull_result.mesh_instances[i]);
|
|
}
|
|
RSG::storage->update_mesh_instances();
|
|
}
|
|
}
|
|
|
|
//render shadows
|
|
|
|
max_shadows_used = 0;
|
|
|
|
if (p_using_shadows) { //setup shadow maps
|
|
|
|
// Directional Shadows
|
|
|
|
for (uint32_t i = 0; i < cull.shadow_count; i++) {
|
|
for (uint32_t j = 0; j < cull.shadows[i].cascade_count; j++) {
|
|
const Cull::Shadow::Cascade &c = cull.shadows[i].cascades[j];
|
|
// print_line("shadow " + itos(i) + " cascade " + itos(j) + " elements: " + itos(c.cull_result.size()));
|
|
scene_render->light_instance_set_shadow_transform(cull.shadows[i].light_instance, c.projection, c.transform, c.zfar, c.split, j, c.shadow_texel_size, c.bias_scale, c.range_begin, c.uv_scale);
|
|
if (max_shadows_used == MAX_UPDATE_SHADOWS) {
|
|
continue;
|
|
}
|
|
render_shadow_data[max_shadows_used].light = cull.shadows[i].light_instance;
|
|
render_shadow_data[max_shadows_used].pass = j;
|
|
render_shadow_data[max_shadows_used].instances.merge_unordered(frustum_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
|
|
max_shadows_used++;
|
|
}
|
|
}
|
|
|
|
// Positional Shadowss
|
|
for (uint32_t i = 0; i < (uint32_t)frustum_cull_result.lights.size(); i++) {
|
|
Instance *ins = frustum_cull_result.lights[i];
|
|
|
|
if (!p_shadow_atlas.is_valid() || !RSG::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 (RSG::storage->light_get_type(ins->base)) {
|
|
case RS::LIGHT_OMNI: {
|
|
float radius = RSG::storage->light_get_param(ins->base, RS::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 RS::LIGHT_SPOT: {
|
|
float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
|
|
float angle = RSG::storage->light_get_param(ins->base, RS::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");
|
|
}
|
|
}
|
|
}
|
|
|
|
if (light->shadow_dirty) {
|
|
light->last_version++;
|
|
light->shadow_dirty = false;
|
|
}
|
|
|
|
bool redraw = scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
|
|
|
|
if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
|
|
//must redraw!
|
|
RENDER_TIMESTAMP(">Rendering Light " + itos(i));
|
|
light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold);
|
|
RENDER_TIMESTAMP("<Rendering Light " + itos(i));
|
|
} else {
|
|
light->shadow_dirty = redraw;
|
|
}
|
|
}
|
|
}
|
|
|
|
//render SDFGI
|
|
|
|
{
|
|
sdfgi_update_data.update_static = false;
|
|
|
|
if (cull.sdfgi.region_count > 0) {
|
|
//update regions
|
|
for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
|
|
render_sdfgi_data[i].instances.merge_unordered(frustum_cull_result.sdfgi_region_geometry_instances[i]);
|
|
render_sdfgi_data[i].region = i;
|
|
}
|
|
//check if static lights were culled
|
|
bool static_lights_culled = false;
|
|
for (uint32_t i = 0; i < cull.sdfgi.cascade_light_count; i++) {
|
|
if (frustum_cull_result.sdfgi_cascade_lights[i].size()) {
|
|
static_lights_culled = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (static_lights_culled) {
|
|
sdfgi_update_data.static_cascade_count = cull.sdfgi.cascade_light_count;
|
|
sdfgi_update_data.static_cascade_indices = cull.sdfgi.cascade_light_index;
|
|
sdfgi_update_data.static_positional_lights = frustum_cull_result.sdfgi_cascade_lights;
|
|
sdfgi_update_data.update_static = true;
|
|
}
|
|
}
|
|
|
|
if (p_render_buffers.is_valid()) {
|
|
sdfgi_update_data.directional_lights = &directional_lights;
|
|
sdfgi_update_data.positional_light_instances = scenario->dynamic_lights.ptr();
|
|
sdfgi_update_data.positional_light_count = scenario->dynamic_lights.size();
|
|
}
|
|
}
|
|
|
|
//append the directional lights to the lights culled
|
|
for (int i = 0; i < directional_lights.size(); i++) {
|
|
frustum_cull_result.light_instances.push_back(directional_lights[i]);
|
|
}
|
|
|
|
RID camera_effects;
|
|
if (p_force_camera_effects.is_valid()) {
|
|
camera_effects = p_force_camera_effects;
|
|
} else {
|
|
camera_effects = scenario->camera_effects;
|
|
}
|
|
/* PROCESS GEOMETRY AND DRAW SCENE */
|
|
|
|
RENDER_TIMESTAMP("Render Scene ");
|
|
scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, frustum_cull_result.geometry_instances, frustum_cull_result.light_instances, frustum_cull_result.reflections, frustum_cull_result.gi_probes, frustum_cull_result.decals, frustum_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data);
|
|
|
|
for (uint32_t i = 0; i < max_shadows_used; i++) {
|
|
render_shadow_data[i].instances.clear();
|
|
}
|
|
max_shadows_used = 0;
|
|
|
|
for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
|
|
render_sdfgi_data[i].instances.clear();
|
|
}
|
|
|
|
// virtual void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
|
|
}
|
|
|
|
RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
|
|
Camera *camera = camera_owner.getornull(p_camera);
|
|
if (camera && scene_render->is_environment(camera->env)) {
|
|
return camera->env;
|
|
}
|
|
|
|
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
|
if (!scenario) {
|
|
return RID();
|
|
}
|
|
if (scene_render->is_environment(scenario->environment)) {
|
|
return scenario->environment;
|
|
}
|
|
|
|
if (scene_render->is_environment(scenario->fallback_environment)) {
|
|
return scenario->fallback_environment;
|
|
}
|
|
|
|
return RID();
|
|
}
|
|
|
|
void RendererSceneCull::render_empty_scene(RID p_render_buffers, 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;
|
|
}
|
|
RENDER_TIMESTAMP("Render Empty Scene ");
|
|
scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
|
|
#endif
|
|
}
|
|
|
|
bool RendererSceneCull::_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);
|
|
|
|
RenderingServerDefault::redraw_request(); //update, so it updates in editor
|
|
|
|
if (p_step == 0) {
|
|
if (!scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
|
|
return true; //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)
|
|
};
|
|
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)
|
|
};
|
|
|
|
Vector3 extents = RSG::storage->reflection_probe_get_extents(p_instance->base);
|
|
Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base);
|
|
float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
|
|
float size = scene_render->reflection_atlas_get_size(scenario->reflection_atlas);
|
|
float lod_threshold = RSG::storage->reflection_probe_get_lod_threshold(p_instance->base) / size;
|
|
|
|
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);
|
|
|
|
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;
|
|
|
|
bool use_shadows = RSG::storage->reflection_probe_renders_shadows(p_instance->base);
|
|
if (use_shadows) {
|
|
shadow_atlas = scenario->reflection_probe_shadow_atlas;
|
|
}
|
|
|
|
RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
|
|
_render_scene(xform, cm, false, false, RID(), RID(), RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step, lod_threshold, use_shadows);
|
|
|
|
} else {
|
|
//do roughness postprocess step until it believes it's done
|
|
RENDER_TIMESTAMP("Post-Process Reflection Probe, Step " + itos(p_step));
|
|
return scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void RendererSceneCull::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 (RSG::storage->reflection_probe_get_update_mode(base)) {
|
|
case RS::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 RS::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();
|
|
|
|
if (gi_probe) {
|
|
RENDER_TIMESTAMP("Render GI Probes");
|
|
}
|
|
|
|
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 cache_dirty = false;
|
|
int cache_count = 0;
|
|
{
|
|
int light_cache_size = probe->light_cache.size();
|
|
const InstanceGIProbeData::LightCache *caches = probe->light_cache.ptr();
|
|
const RID *instance_caches = probe->light_instances.ptr();
|
|
|
|
int idx = 0; //must count visible lights
|
|
for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
|
|
Instance *instance = E->get();
|
|
InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
|
|
if (!instance->visible) {
|
|
continue;
|
|
}
|
|
if (cache_dirty) {
|
|
//do nothing, since idx must count all visible lights anyway
|
|
} else if (idx >= light_cache_size) {
|
|
cache_dirty = true;
|
|
} else {
|
|
const InstanceGIProbeData::LightCache *cache = &caches[idx];
|
|
|
|
if (
|
|
instance_caches[idx] != instance_light->instance ||
|
|
cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
|
|
cache->type != RSG::storage->light_get_type(instance->base) ||
|
|
cache->transform != instance->transform ||
|
|
cache->color != RSG::storage->light_get_color(instance->base) ||
|
|
cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
|
|
cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
|
|
cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
|
|
cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
|
|
cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
|
|
cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
|
|
cache_dirty = true;
|
|
}
|
|
}
|
|
|
|
idx++;
|
|
}
|
|
|
|
for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
|
|
Instance *instance = E->get();
|
|
InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
|
|
if (!instance->visible) {
|
|
continue;
|
|
}
|
|
if (cache_dirty) {
|
|
//do nothing, since idx must count all visible lights anyway
|
|
} else if (idx >= light_cache_size) {
|
|
cache_dirty = true;
|
|
} else {
|
|
const InstanceGIProbeData::LightCache *cache = &caches[idx];
|
|
|
|
if (
|
|
instance_caches[idx] != instance_light->instance ||
|
|
cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
|
|
cache->type != RSG::storage->light_get_type(instance->base) ||
|
|
cache->transform != instance->transform ||
|
|
cache->color != RSG::storage->light_get_color(instance->base) ||
|
|
cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
|
|
cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
|
|
cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
|
|
cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
|
|
cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
|
|
cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
|
|
cache->sky_only != RSG::storage->light_directional_is_sky_only(instance->base)) {
|
|
cache_dirty = true;
|
|
}
|
|
}
|
|
|
|
idx++;
|
|
}
|
|
|
|
if (idx != light_cache_size) {
|
|
cache_dirty = true;
|
|
}
|
|
|
|
cache_count = idx;
|
|
}
|
|
|
|
bool update_lights = scene_render->gi_probe_needs_update(probe->probe_instance);
|
|
|
|
if (cache_dirty) {
|
|
probe->light_cache.resize(cache_count);
|
|
probe->light_instances.resize(cache_count);
|
|
|
|
if (cache_count) {
|
|
InstanceGIProbeData::LightCache *caches = probe->light_cache.ptrw();
|
|
RID *instance_caches = probe->light_instances.ptrw();
|
|
|
|
int idx = 0; //must count visible lights
|
|
for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
|
|
Instance *instance = E->get();
|
|
InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
|
|
if (!instance->visible) {
|
|
continue;
|
|
}
|
|
|
|
InstanceGIProbeData::LightCache *cache = &caches[idx];
|
|
|
|
instance_caches[idx] = instance_light->instance;
|
|
cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
|
|
cache->type = RSG::storage->light_get_type(instance->base);
|
|
cache->transform = instance->transform;
|
|
cache->color = RSG::storage->light_get_color(instance->base);
|
|
cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
|
|
cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
|
|
cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
|
|
cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
|
|
cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
|
|
cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
|
|
|
|
idx++;
|
|
}
|
|
for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
|
|
Instance *instance = E->get();
|
|
InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
|
|
if (!instance->visible) {
|
|
continue;
|
|
}
|
|
|
|
InstanceGIProbeData::LightCache *cache = &caches[idx];
|
|
|
|
instance_caches[idx] = instance_light->instance;
|
|
cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
|
|
cache->type = RSG::storage->light_get_type(instance->base);
|
|
cache->transform = instance->transform;
|
|
cache->color = RSG::storage->light_get_color(instance->base);
|
|
cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
|
|
cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
|
|
cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
|
|
cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
|
|
cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
|
|
cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
|
|
cache->sky_only = RSG::storage->light_directional_is_sky_only(instance->base);
|
|
|
|
idx++;
|
|
}
|
|
}
|
|
|
|
update_lights = true;
|
|
}
|
|
|
|
frustum_cull_result.geometry_instances.clear();
|
|
|
|
RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
|
|
|
|
for (Set<Instance *>::Element *E = probe->dynamic_geometries.front(); E; E = E->next()) {
|
|
Instance *ins = E->get();
|
|
if (!ins->visible) {
|
|
continue;
|
|
}
|
|
InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
|
|
|
|
if (ins->scenario && ins->array_index >= 0 && (ins->scenario->instance_data[ins->array_index].flags & InstanceData::FLAG_GEOM_GI_PROBE_DIRTY)) {
|
|
uint32_t idx = 0;
|
|
for (Set<Instance *>::Element *F = geom->gi_probes.front(); F; F = F->next()) {
|
|
InstanceGIProbeData *gi_probe2 = static_cast<InstanceGIProbeData *>(F->get()->base_data);
|
|
|
|
instance_pair_buffer[idx++] = gi_probe2->probe_instance;
|
|
if (idx == MAX_INSTANCE_PAIRS) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
scene_render->geometry_instance_pair_gi_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
|
|
|
|
ins->scenario->instance_data[ins->array_index].flags &= ~uint32_t(InstanceData::FLAG_GEOM_GI_PROBE_DIRTY);
|
|
}
|
|
|
|
frustum_cull_result.geometry_instances.push_back(geom->geometry_instance);
|
|
}
|
|
|
|
scene_render->gi_probe_update(probe->probe_instance, update_lights, probe->light_instances, frustum_cull_result.geometry_instances);
|
|
|
|
gi_probe_update_list.remove(gi_probe);
|
|
|
|
gi_probe = next;
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::render_particle_colliders() {
|
|
while (heightfield_particle_colliders_update_list.front()) {
|
|
Instance *hfpc = heightfield_particle_colliders_update_list.front()->get();
|
|
|
|
if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
|
|
//update heightfield
|
|
instance_cull_result.clear();
|
|
frustum_cull_result.geometry_instances.clear();
|
|
|
|
struct CullAABB {
|
|
PagedArray<Instance *> *result;
|
|
_FORCE_INLINE_ bool operator()(void *p_data) {
|
|
Instance *p_instance = (Instance *)p_data;
|
|
result->push_back(p_instance);
|
|
return false;
|
|
}
|
|
};
|
|
|
|
CullAABB cull_aabb;
|
|
cull_aabb.result = &instance_cull_result;
|
|
hfpc->scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(hfpc->transformed_aabb, cull_aabb);
|
|
hfpc->scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(hfpc->transformed_aabb, cull_aabb);
|
|
|
|
for (int i = 0; i < (int)instance_cull_result.size(); i++) {
|
|
Instance *instance = instance_cull_result[i];
|
|
if (!instance || !((1 << instance->base_type) & (RS::INSTANCE_GEOMETRY_MASK & (~(1 << RS::INSTANCE_PARTICLES))))) { //all but particles to avoid self collision
|
|
continue;
|
|
}
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
|
|
frustum_cull_result.geometry_instances.push_back(geom->geometry_instance);
|
|
}
|
|
|
|
scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, frustum_cull_result.geometry_instances);
|
|
}
|
|
heightfield_particle_colliders_update_list.erase(heightfield_particle_colliders_update_list.front());
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
|
|
List<RendererStorage::InstanceShaderParam> plist;
|
|
RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
|
|
for (List<RendererStorage::InstanceShaderParam>::Element *E = plist.front(); E; E = E->next()) {
|
|
StringName name = E->get().info.name;
|
|
if (isparams.has(name)) {
|
|
if (isparams[name].info.type != E->get().info.type) {
|
|
WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
|
|
}
|
|
if (isparams[name].index != E->get().index) {
|
|
WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
|
|
}
|
|
continue; //first one found always has priority
|
|
}
|
|
|
|
Instance::InstanceShaderParameter isp;
|
|
isp.index = E->get().index;
|
|
isp.info = E->get().info;
|
|
isp.default_value = E->get().default_value;
|
|
if (existing_isparams.has(name)) {
|
|
isp.value = existing_isparams[name].value;
|
|
} else {
|
|
isp.value = E->get().default_value;
|
|
}
|
|
isparams[name] = isp;
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
|
|
if (p_instance->update_aabb) {
|
|
_update_instance_aabb(p_instance);
|
|
}
|
|
|
|
if (p_instance->update_dependencies) {
|
|
p_instance->dependency_tracker.update_begin();
|
|
|
|
if (p_instance->base.is_valid()) {
|
|
RSG::storage->base_update_dependency(p_instance->base, &p_instance->dependency_tracker);
|
|
}
|
|
|
|
if (p_instance->material_override.is_valid()) {
|
|
RSG::storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker);
|
|
}
|
|
|
|
if (p_instance->base_type == RS::INSTANCE_MESH) {
|
|
//remove materials no longer used and un-own them
|
|
|
|
int new_mat_count = RSG::storage->mesh_get_surface_count(p_instance->base);
|
|
p_instance->materials.resize(new_mat_count);
|
|
|
|
_instance_update_mesh_instance(p_instance);
|
|
}
|
|
|
|
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
|
|
|
|
bool can_cast_shadows = true;
|
|
bool is_animated = false;
|
|
Map<StringName, Instance::InstanceShaderParameter> isparams;
|
|
|
|
if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
|
|
can_cast_shadows = false;
|
|
}
|
|
|
|
if (p_instance->material_override.is_valid()) {
|
|
if (!RSG::storage->material_casts_shadows(p_instance->material_override)) {
|
|
can_cast_shadows = false;
|
|
}
|
|
is_animated = RSG::storage->material_is_animated(p_instance->material_override);
|
|
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override);
|
|
} else {
|
|
if (p_instance->base_type == RS::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] : RSG::storage->mesh_surface_get_material(mesh, i);
|
|
|
|
if (!mat.is_valid()) {
|
|
cast_shadows = true;
|
|
} else {
|
|
if (RSG::storage->material_casts_shadows(mat)) {
|
|
cast_shadows = true;
|
|
}
|
|
|
|
if (RSG::storage->material_is_animated(mat)) {
|
|
is_animated = true;
|
|
}
|
|
|
|
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
|
|
|
|
RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
|
|
}
|
|
}
|
|
|
|
if (!cast_shadows) {
|
|
can_cast_shadows = false;
|
|
}
|
|
}
|
|
|
|
} else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
|
|
RID mesh = RSG::storage->multimesh_get_mesh(p_instance->base);
|
|
if (mesh.is_valid()) {
|
|
bool cast_shadows = false;
|
|
|
|
int sc = RSG::storage->mesh_get_surface_count(mesh);
|
|
for (int i = 0; i < sc; i++) {
|
|
RID mat = RSG::storage->mesh_surface_get_material(mesh, i);
|
|
|
|
if (!mat.is_valid()) {
|
|
cast_shadows = true;
|
|
|
|
} else {
|
|
if (RSG::storage->material_casts_shadows(mat)) {
|
|
cast_shadows = true;
|
|
}
|
|
if (RSG::storage->material_is_animated(mat)) {
|
|
is_animated = true;
|
|
}
|
|
|
|
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
|
|
|
|
RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
|
|
}
|
|
}
|
|
|
|
if (!cast_shadows) {
|
|
can_cast_shadows = false;
|
|
}
|
|
|
|
RSG::storage->base_update_dependency(mesh, &p_instance->dependency_tracker);
|
|
}
|
|
} else if (p_instance->base_type == RS::INSTANCE_IMMEDIATE) {
|
|
RID mat = RSG::storage->immediate_get_material(p_instance->base);
|
|
|
|
if (!(!mat.is_valid() || RSG::storage->material_casts_shadows(mat))) {
|
|
can_cast_shadows = false;
|
|
}
|
|
|
|
if (mat.is_valid() && RSG::storage->material_is_animated(mat)) {
|
|
is_animated = true;
|
|
}
|
|
|
|
if (mat.is_valid()) {
|
|
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
|
|
}
|
|
|
|
if (mat.is_valid()) {
|
|
RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
|
|
}
|
|
|
|
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
|
|
bool cast_shadows = false;
|
|
|
|
int dp = RSG::storage->particles_get_draw_passes(p_instance->base);
|
|
|
|
for (int i = 0; i < dp; i++) {
|
|
RID mesh = RSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
|
|
if (!mesh.is_valid()) {
|
|
continue;
|
|
}
|
|
|
|
int sc = RSG::storage->mesh_get_surface_count(mesh);
|
|
for (int j = 0; j < sc; j++) {
|
|
RID mat = RSG::storage->mesh_surface_get_material(mesh, j);
|
|
|
|
if (!mat.is_valid()) {
|
|
cast_shadows = true;
|
|
} else {
|
|
if (RSG::storage->material_casts_shadows(mat)) {
|
|
cast_shadows = true;
|
|
}
|
|
|
|
if (RSG::storage->material_is_animated(mat)) {
|
|
is_animated = true;
|
|
}
|
|
|
|
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
|
|
|
|
RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!cast_shadows) {
|
|
can_cast_shadows = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (can_cast_shadows != geom->can_cast_shadows) {
|
|
//ability to cast shadows change, let lights now
|
|
for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
|
|
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
|
|
light->shadow_dirty = true;
|
|
}
|
|
|
|
geom->can_cast_shadows = can_cast_shadows;
|
|
}
|
|
|
|
geom->material_is_animated = is_animated;
|
|
p_instance->instance_shader_parameters = isparams;
|
|
|
|
if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
|
|
p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
|
|
if (p_instance->instance_allocated_shader_parameters) {
|
|
p_instance->instance_allocated_shader_parameters_offset = RSG::storage->global_variables_instance_allocate(p_instance->self);
|
|
scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, p_instance->instance_allocated_shader_parameters_offset);
|
|
|
|
for (Map<StringName, Instance::InstanceShaderParameter>::Element *E = p_instance->instance_shader_parameters.front(); E; E = E->next()) {
|
|
if (E->get().value.get_type() != Variant::NIL) {
|
|
RSG::storage->global_variables_instance_update(p_instance->self, E->get().index, E->get().value);
|
|
}
|
|
}
|
|
} else {
|
|
RSG::storage->global_variables_instance_free(p_instance->self);
|
|
p_instance->instance_allocated_shader_parameters_offset = -1;
|
|
scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (p_instance->skeleton.is_valid()) {
|
|
RSG::storage->skeleton_update_dependency(p_instance->skeleton, &p_instance->dependency_tracker);
|
|
}
|
|
|
|
p_instance->dependency_tracker.update_end();
|
|
|
|
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
|
|
scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, p_instance->materials);
|
|
}
|
|
}
|
|
|
|
_instance_update_list.remove(&p_instance->update_item);
|
|
|
|
_update_instance(p_instance);
|
|
|
|
p_instance->update_aabb = false;
|
|
p_instance->update_dependencies = false;
|
|
}
|
|
|
|
void RendererSceneCull::update_dirty_instances() {
|
|
RSG::storage->update_dirty_resources();
|
|
|
|
while (_instance_update_list.first()) {
|
|
_update_dirty_instance(_instance_update_list.first()->self());
|
|
}
|
|
}
|
|
|
|
void RendererSceneCull::update() {
|
|
//optimize bvhs
|
|
for (uint32_t i = 0; i < scenario_owner.get_rid_count(); i++) {
|
|
Scenario *s = scenario_owner.get_ptr_by_index(i);
|
|
s->indexers[Scenario::INDEXER_GEOMETRY].optimize_incremental(indexer_update_iterations);
|
|
s->indexers[Scenario::INDEXER_VOLUMES].optimize_incremental(indexer_update_iterations);
|
|
}
|
|
scene_render->update();
|
|
update_dirty_instances();
|
|
render_particle_colliders();
|
|
}
|
|
|
|
bool RendererSceneCull::free(RID p_rid) {
|
|
if (scene_render->free(p_rid)) {
|
|
return true;
|
|
}
|
|
|
|
if (camera_owner.owns(p_rid)) {
|
|
Camera *camera = camera_owner.getornull(p_rid);
|
|
|
|
camera_owner.free(p_rid);
|
|
memdelete(camera);
|
|
|
|
} else if (scenario_owner.owns(p_rid)) {
|
|
Scenario *scenario = scenario_owner.getornull(p_rid);
|
|
|
|
while (scenario->instances.first()) {
|
|
instance_set_scenario(scenario->instances.first()->self()->self, RID());
|
|
}
|
|
scenario->instance_aabbs.reset();
|
|
scenario->instance_data.reset();
|
|
|
|
scene_render->free(scenario->reflection_probe_shadow_atlas);
|
|
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.getornull(p_rid);
|
|
|
|
instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
|
|
instance_set_scenario(p_rid, RID());
|
|
instance_set_base(p_rid, RID());
|
|
instance_geometry_set_material_override(p_rid, RID());
|
|
instance_attach_skeleton(p_rid, RID());
|
|
|
|
if (instance->instance_allocated_shader_parameters) {
|
|
//free the used shader parameters
|
|
RSG::storage->global_variables_instance_free(instance->self);
|
|
}
|
|
update_dirty_instances(); //in case something changed this
|
|
|
|
instance_owner.free(p_rid);
|
|
memdelete(instance);
|
|
} else {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
TypedArray<Image> RendererSceneCull::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
|
|
return scene_render->bake_render_uv2(p_base, p_material_overrides, p_image_size);
|
|
}
|
|
|
|
/*******************************/
|
|
/* Passthrough to Scene Render */
|
|
/*******************************/
|
|
|
|
/* ENVIRONMENT API */
|
|
|
|
RendererSceneCull *RendererSceneCull::singleton = nullptr;
|
|
|
|
void RendererSceneCull::set_scene_render(RendererSceneRender *p_scene_render) {
|
|
scene_render = p_scene_render;
|
|
geometry_instance_pair_mask = scene_render->geometry_instance_get_pair_mask();
|
|
}
|
|
|
|
RendererSceneCull::RendererSceneCull() {
|
|
render_pass = 1;
|
|
singleton = this;
|
|
|
|
instance_cull_result.set_page_pool(&instance_cull_page_pool);
|
|
instance_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
|
|
|
|
for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
|
|
render_shadow_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
|
|
}
|
|
for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
|
render_sdfgi_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
|
|
}
|
|
|
|
frustum_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
|
|
frustum_cull_result_threads.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
|
|
for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
|
|
frustum_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
|
|
}
|
|
|
|
indexer_update_iterations = GLOBAL_GET("rendering/spatial_indexer/update_iterations_per_frame");
|
|
thread_cull_threshold = GLOBAL_GET("rendering/spatial_indexer/threaded_cull_minimum_instances");
|
|
thread_cull_threshold = MAX(thread_cull_threshold, (uint32_t)RendererThreadPool::singleton->thread_work_pool.get_thread_count()); //make sure there is at least one thread per CPU
|
|
}
|
|
|
|
RendererSceneCull::~RendererSceneCull() {
|
|
instance_cull_result.reset();
|
|
instance_shadow_cull_result.reset();
|
|
|
|
for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
|
|
render_shadow_data[i].instances.reset();
|
|
}
|
|
for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
|
render_sdfgi_data[i].instances.reset();
|
|
}
|
|
|
|
frustum_cull_result.reset();
|
|
for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
|
|
frustum_cull_result_threads[i].reset();
|
|
}
|
|
frustum_cull_result_threads.clear();
|
|
}
|