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/*************************************************************************/
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/* renderer_scene_cull.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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# include "renderer_scene_cull.h"
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# include "core/config/project_settings.h"
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# include "core/os/os.h"
# include "rendering_server_default.h"
# include "rendering_server_globals.h"
# include <new>
/* CAMERA API */
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RID RendererSceneCull : : camera_allocate ( ) {
return camera_owner . allocate_rid ( ) ;
}
void RendererSceneCull : : camera_initialize ( RID p_rid ) {
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camera_owner . initialize_rid ( p_rid ) ;
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}
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void RendererSceneCull : : camera_set_perspective ( RID p_camera , float p_fovy_degrees , float p_z_near , float p_z_far ) {
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Camera * camera = camera_owner . get_or_null ( p_camera ) ;
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ERR_FAIL_COND ( ! camera ) ;
camera - > type = Camera : : PERSPECTIVE ;
camera - > fov = p_fovy_degrees ;
camera - > znear = p_z_near ;
camera - > zfar = p_z_far ;
}
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void RendererSceneCull : : camera_set_orthogonal ( RID p_camera , float p_size , float p_z_near , float p_z_far ) {
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Camera * camera = camera_owner . get_or_null ( p_camera ) ;
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ERR_FAIL_COND ( ! camera ) ;
camera - > type = Camera : : ORTHOGONAL ;
camera - > size = p_size ;
camera - > znear = p_z_near ;
camera - > zfar = p_z_far ;
}
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void RendererSceneCull : : camera_set_frustum ( RID p_camera , float p_size , Vector2 p_offset , float p_z_near , float p_z_far ) {
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Camera * camera = camera_owner . get_or_null ( p_camera ) ;
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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 ;
}
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void RendererSceneCull : : camera_set_transform ( RID p_camera , const Transform3D & p_transform ) {
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Camera * camera = camera_owner . get_or_null ( p_camera ) ;
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ERR_FAIL_COND ( ! camera ) ;
camera - > transform = p_transform . orthonormalized ( ) ;
}
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void RendererSceneCull : : camera_set_cull_mask ( RID p_camera , uint32_t p_layers ) {
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Camera * camera = camera_owner . get_or_null ( p_camera ) ;
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ERR_FAIL_COND ( ! camera ) ;
camera - > visible_layers = p_layers ;
}
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void RendererSceneCull : : camera_set_environment ( RID p_camera , RID p_env ) {
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Camera * camera = camera_owner . get_or_null ( p_camera ) ;
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ERR_FAIL_COND ( ! camera ) ;
camera - > env = p_env ;
}
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void RendererSceneCull : : camera_set_camera_effects ( RID p_camera , RID p_fx ) {
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Camera * camera = camera_owner . get_or_null ( p_camera ) ;
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ERR_FAIL_COND ( ! camera ) ;
camera - > effects = p_fx ;
}
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void RendererSceneCull : : camera_set_use_vertical_aspect ( RID p_camera , bool p_enable ) {
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Camera * camera = camera_owner . get_or_null ( p_camera ) ;
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ERR_FAIL_COND ( ! camera ) ;
camera - > vaspect = p_enable ;
}
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bool RendererSceneCull : : is_camera ( RID p_camera ) const {
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return camera_owner . owns ( p_camera ) ;
}
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/* OCCLUDER API */
RID RendererSceneCull : : occluder_allocate ( ) {
return RendererSceneOcclusionCull : : get_singleton ( ) - > occluder_allocate ( ) ;
}
void RendererSceneCull : : occluder_initialize ( RID p_rid ) {
RendererSceneOcclusionCull : : get_singleton ( ) - > occluder_initialize ( p_rid ) ;
}
void RendererSceneCull : : occluder_set_mesh ( RID p_occluder , const PackedVector3Array & p_vertices , const PackedInt32Array & p_indices ) {
RendererSceneOcclusionCull : : get_singleton ( ) - > occluder_set_mesh ( p_occluder , p_vertices , p_indices ) ;
}
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/* SCENARIO API */
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void RendererSceneCull : : _instance_pair ( Instance * p_A , Instance * p_B ) {
RendererSceneCull * self = ( RendererSceneCull * ) singleton ;
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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 ) ;
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geom - > lights . insert ( B ) ;
light - > geometries . insert ( A ) ;
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if ( geom - > can_cast_shadows ) {
light - > shadow_dirty = true ;
}
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if ( A - > scenario & & A - > array_index > = 0 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
idata . flags | = InstanceData : : FLAG_GEOM_LIGHTING_DIRTY ;
}
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if ( light - > uses_projector ) {
geom - > projector_count + + ;
if ( geom - > projector_count = = 1 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
idata . flags | = InstanceData : : FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY ;
}
}
if ( light - > uses_softshadow ) {
geom - > softshadow_count + + ;
if ( geom - > softshadow_count = = 1 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
idata . flags | = InstanceData : : FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY ;
}
}
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} 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 ) ) {
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InstanceReflectionProbeData * reflection_probe = static_cast < InstanceReflectionProbeData * > ( B - > base_data ) ;
InstanceGeometryData * geom = static_cast < InstanceGeometryData * > ( A - > base_data ) ;
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geom - > reflection_probes . insert ( B ) ;
reflection_probe - > geometries . insert ( A ) ;
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if ( A - > scenario & & A - > array_index > = 0 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
idata . flags | = InstanceData : : FLAG_GEOM_REFLECTION_DIRTY ;
}
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} 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 ) ) {
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InstanceDecalData * decal = static_cast < InstanceDecalData * > ( B - > base_data ) ;
InstanceGeometryData * geom = static_cast < InstanceGeometryData * > ( A - > base_data ) ;
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geom - > decals . insert ( B ) ;
decal - > geometries . insert ( A ) ;
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if ( A - > scenario & & A - > array_index > = 0 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
idata . flags | = InstanceData : : FLAG_GEOM_DECAL_DIRTY ;
}
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} 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 ) {
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geom - > lightmap_captures . insert ( A ) ;
lightmap_data - > geometries . insert ( B ) ;
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if ( A - > scenario & & A - > array_index > = 0 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
idata . flags | = InstanceData : : FLAG_LIGHTMAP_CAPTURE ;
}
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( ( RendererSceneCull * ) self ) - > _instance_queue_update ( A , false , false ) ; //need to update capture
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}
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} else if ( self - > geometry_instance_pair_mask & ( 1 < < RS : : INSTANCE_VOXEL_GI ) & & B - > base_type = = RS : : INSTANCE_VOXEL_GI & & ( ( 1 < < A - > base_type ) & RS : : INSTANCE_GEOMETRY_MASK ) ) {
InstanceVoxelGIData * voxel_gi = static_cast < InstanceVoxelGIData * > ( B - > base_data ) ;
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InstanceGeometryData * geom = static_cast < InstanceGeometryData * > ( A - > base_data ) ;
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geom - > voxel_gi_instances . insert ( B ) ;
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if ( A - > dynamic_gi ) {
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voxel_gi - > dynamic_geometries . insert ( A ) ;
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} else {
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voxel_gi - > geometries . insert ( A ) ;
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}
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if ( A - > scenario & & A - > array_index > = 0 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
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idata . flags | = InstanceData : : FLAG_GEOM_VOXEL_GI_DIRTY ;
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}
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} else if ( B - > base_type = = RS : : INSTANCE_VOXEL_GI & & A - > base_type = = RS : : INSTANCE_LIGHT ) {
InstanceVoxelGIData * voxel_gi = static_cast < InstanceVoxelGIData * > ( B - > base_data ) ;
voxel_gi - > lights . insert ( A ) ;
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} else if ( B - > base_type = = RS : : INSTANCE_PARTICLES_COLLISION & & A - > base_type = = RS : : INSTANCE_PARTICLES ) {
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InstanceParticlesCollisionData * collision = static_cast < InstanceParticlesCollisionData * > ( B - > base_data ) ;
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RSG : : particles_storage - > particles_add_collision ( A - > base , collision - > instance ) ;
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}
}
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void RendererSceneCull : : _instance_unpair ( Instance * p_A , Instance * p_B ) {
RendererSceneCull * self = ( RendererSceneCull * ) singleton ;
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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 ) ;
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geom - > lights . erase ( B ) ;
light - > geometries . erase ( A ) ;
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if ( geom - > can_cast_shadows ) {
light - > shadow_dirty = true ;
}
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if ( A - > scenario & & A - > array_index > = 0 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
idata . flags | = InstanceData : : FLAG_GEOM_LIGHTING_DIRTY ;
}
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if ( light - > uses_projector ) {
# ifdef DEBUG_ENABLED
if ( geom - > projector_count = = 0 ) {
ERR_PRINT ( " geom->projector_count==0 - BUG! " ) ;
}
# endif
geom - > projector_count - - ;
if ( geom - > projector_count = = 0 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
idata . flags | = InstanceData : : FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY ;
}
}
if ( light - > uses_softshadow ) {
# ifdef DEBUG_ENABLED
if ( geom - > softshadow_count = = 0 ) {
ERR_PRINT ( " geom->softshadow_count==0 - BUG! " ) ;
}
# endif
geom - > softshadow_count - - ;
if ( geom - > softshadow_count = = 0 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
idata . flags | = InstanceData : : FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY ;
}
}
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} 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 ) ) {
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InstanceReflectionProbeData * reflection_probe = static_cast < InstanceReflectionProbeData * > ( B - > base_data ) ;
InstanceGeometryData * geom = static_cast < InstanceGeometryData * > ( A - > base_data ) ;
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geom - > reflection_probes . erase ( B ) ;
reflection_probe - > geometries . erase ( A ) ;
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if ( A - > scenario & & A - > array_index > = 0 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
idata . flags | = InstanceData : : FLAG_GEOM_REFLECTION_DIRTY ;
}
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} 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 ) ) {
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InstanceDecalData * decal = static_cast < InstanceDecalData * > ( B - > base_data ) ;
InstanceGeometryData * geom = static_cast < InstanceGeometryData * > ( A - > base_data ) ;
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geom - > decals . erase ( B ) ;
decal - > geometries . erase ( A ) ;
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if ( A - > scenario & & A - > array_index > = 0 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
idata . flags | = InstanceData : : FLAG_GEOM_DECAL_DIRTY ;
}
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} else if ( B - > base_type = = RS : : INSTANCE_LIGHTMAP & & ( ( 1 < < A - > base_type ) & RS : : INSTANCE_GEOMETRY_MASK ) ) {
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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 ) ;
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if ( geom - > lightmap_captures . is_empty ( ) & & A - > scenario & & A - > array_index > = 0 ) {
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InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
idata . flags & = ~ uint32_t ( InstanceData : : FLAG_LIGHTMAP_CAPTURE ) ;
}
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lightmap_data - > geometries . erase ( A ) ;
( ( RendererSceneCull * ) self ) - > _instance_queue_update ( A , false , false ) ; //need to update capture
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}
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} else if ( self - > geometry_instance_pair_mask & ( 1 < < RS : : INSTANCE_VOXEL_GI ) & & B - > base_type = = RS : : INSTANCE_VOXEL_GI & & ( ( 1 < < A - > base_type ) & RS : : INSTANCE_GEOMETRY_MASK ) ) {
InstanceVoxelGIData * voxel_gi = static_cast < InstanceVoxelGIData * > ( B - > base_data ) ;
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InstanceGeometryData * geom = static_cast < InstanceGeometryData * > ( A - > base_data ) ;
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geom - > voxel_gi_instances . erase ( B ) ;
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if ( A - > dynamic_gi ) {
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voxel_gi - > dynamic_geometries . erase ( A ) ;
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} else {
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voxel_gi - > geometries . erase ( A ) ;
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}
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if ( A - > scenario & & A - > array_index > = 0 ) {
InstanceData & idata = A - > scenario - > instance_data [ A - > array_index ] ;
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idata . flags | = InstanceData : : FLAG_GEOM_VOXEL_GI_DIRTY ;
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}
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} else if ( B - > base_type = = RS : : INSTANCE_VOXEL_GI & & A - > base_type = = RS : : INSTANCE_LIGHT ) {
InstanceVoxelGIData * voxel_gi = static_cast < InstanceVoxelGIData * > ( B - > base_data ) ;
voxel_gi - > lights . erase ( A ) ;
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} else if ( B - > base_type = = RS : : INSTANCE_PARTICLES_COLLISION & & A - > base_type = = RS : : INSTANCE_PARTICLES ) {
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InstanceParticlesCollisionData * collision = static_cast < InstanceParticlesCollisionData * > ( B - > base_data ) ;
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RSG : : particles_storage - > particles_remove_collision ( A - > base , collision - > instance ) ;
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}
}
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RID RendererSceneCull : : scenario_allocate ( ) {
return scenario_owner . allocate_rid ( ) ;
}
void RendererSceneCull : : scenario_initialize ( RID p_rid ) {
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scenario_owner . initialize_rid ( p_rid ) ;
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Scenario * scenario = scenario_owner . get_or_null ( p_rid ) ;
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scenario - > self = p_rid ;
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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 ( ) ;
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scenario - > instance_aabbs . set_page_pool ( & instance_aabb_page_pool ) ;
scenario - > instance_data . set_page_pool ( & instance_data_page_pool ) ;
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scenario - > instance_visibility . set_page_pool ( & instance_visibility_data_page_pool ) ;
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RendererSceneOcclusionCull : : get_singleton ( ) - > add_scenario ( p_rid ) ;
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}
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void RendererSceneCull : : scenario_set_environment ( RID p_scenario , RID p_environment ) {
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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ERR_FAIL_COND ( ! scenario ) ;
scenario - > environment = p_environment ;
}
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void RendererSceneCull : : scenario_set_camera_effects ( RID p_scenario , RID p_camera_effects ) {
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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ERR_FAIL_COND ( ! scenario ) ;
scenario - > camera_effects = p_camera_effects ;
}
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void RendererSceneCull : : scenario_set_fallback_environment ( RID p_scenario , RID p_environment ) {
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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ERR_FAIL_COND ( ! scenario ) ;
scenario - > fallback_environment = p_environment ;
}
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void RendererSceneCull : : scenario_set_reflection_atlas_size ( RID p_scenario , int p_reflection_size , int p_reflection_count ) {
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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ERR_FAIL_COND ( ! scenario ) ;
scene_render - > reflection_atlas_set_size ( scenario - > reflection_atlas , p_reflection_size , p_reflection_count ) ;
}
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bool RendererSceneCull : : is_scenario ( RID p_scenario ) const {
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return scenario_owner . owns ( p_scenario ) ;
}
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RID RendererSceneCull : : scenario_get_environment ( RID p_scenario ) {
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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ERR_FAIL_COND_V ( ! scenario , RID ( ) ) ;
return scenario - > environment ;
}
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void RendererSceneCull : : scenario_remove_viewport_visibility_mask ( RID p_scenario , RID p_viewport ) {
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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ERR_FAIL_COND ( ! scenario ) ;
if ( ! scenario - > viewport_visibility_masks . has ( p_viewport ) ) {
return ;
}
uint64_t mask = scenario - > viewport_visibility_masks [ p_viewport ] ;
scenario - > used_viewport_visibility_bits & = ~ mask ;
scenario - > viewport_visibility_masks . erase ( p_viewport ) ;
}
void RendererSceneCull : : scenario_add_viewport_visibility_mask ( RID p_scenario , RID p_viewport ) {
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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ERR_FAIL_COND ( ! scenario ) ;
ERR_FAIL_COND ( scenario - > viewport_visibility_masks . has ( p_viewport ) ) ;
uint64_t new_mask = 1 ;
while ( new_mask & scenario - > used_viewport_visibility_bits ) {
new_mask < < = 1 ;
}
if ( new_mask = = 0 ) {
ERR_PRINT ( " Only 64 viewports per scenario allowed when using visibility ranges. " ) ;
new_mask = ( ( uint64_t ) 1 ) < < 63 ;
}
scenario - > viewport_visibility_masks [ p_viewport ] = new_mask ;
scenario - > used_viewport_visibility_bits | = new_mask ;
}
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/* INSTANCING API */
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void RendererSceneCull : : _instance_queue_update ( Instance * p_instance , bool p_update_aabb , bool p_update_dependencies ) {
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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 ) ;
}
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RID RendererSceneCull : : instance_allocate ( ) {
return instance_owner . allocate_rid ( ) ;
}
void RendererSceneCull : : instance_initialize ( RID p_rid ) {
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instance_owner . initialize_rid ( p_rid ) ;
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Instance * instance = instance_owner . get_or_null ( p_rid ) ;
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instance - > self = p_rid ;
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}
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void RendererSceneCull : : _instance_update_mesh_instance ( Instance * p_instance ) {
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bool needs_instance = RSG : : mesh_storage - > mesh_needs_instance ( p_instance - > base , p_instance - > skeleton . is_valid ( ) ) ;
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if ( needs_instance ! = p_instance - > mesh_instance . is_valid ( ) ) {
if ( needs_instance ) {
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p_instance - > mesh_instance = RSG : : mesh_storage - > mesh_instance_create ( p_instance - > base ) ;
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} else {
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RSG : : mesh_storage - > mesh_instance_free ( p_instance - > mesh_instance ) ;
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p_instance - > mesh_instance = RID ( ) ;
}
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InstanceGeometryData * geom = static_cast < InstanceGeometryData * > ( p_instance - > base_data ) ;
scene_render - > geometry_instance_set_mesh_instance ( geom - > geometry_instance , p_instance - > mesh_instance ) ;
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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 ) ;
}
}
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}
if ( p_instance - > mesh_instance . is_valid ( ) ) {
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RSG : : mesh_storage - > mesh_instance_set_skeleton ( p_instance - > mesh_instance , p_instance - > skeleton ) ;
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}
}
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void RendererSceneCull : : instance_set_base ( RID p_instance , RID p_base ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
Scenario * scenario = instance - > scenario ;
if ( instance - > base_type ! = RS : : INSTANCE_NONE ) {
//free anything related to that base
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if ( scenario & & instance - > indexer_id . is_valid ( ) ) {
_unpair_instance ( instance ) ;
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}
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if ( instance - > mesh_instance . is_valid ( ) ) {
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RSG : : mesh_storage - > mesh_free ( instance - > mesh_instance ) ;
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instance - > mesh_instance = RID ( ) ;
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// no need to set instance data flag here, as it was freed above
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}
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switch ( instance - > base_type ) {
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case RS : : INSTANCE_MESH :
case RS : : INSTANCE_MULTIMESH :
case RS : : INSTANCE_PARTICLES : {
InstanceGeometryData * geom = static_cast < InstanceGeometryData * > ( instance - > base_data ) ;
scene_render - > geometry_instance_free ( geom - > geometry_instance ) ;
} break ;
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case RS : : INSTANCE_LIGHT : {
InstanceLightData * light = static_cast < InstanceLightData * > ( instance - > base_data ) ;
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if ( scenario & & instance - > visible & & RSG : : light_storage - > light_get_type ( instance - > base ) ! = RS : : LIGHT_DIRECTIONAL & & light - > bake_mode = = RS : : LIGHT_BAKE_DYNAMIC ) {
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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 ;
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case RS : : INSTANCE_PARTICLES_COLLISION : {
InstanceParticlesCollisionData * collision = static_cast < InstanceParticlesCollisionData * > ( instance - > base_data ) ;
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RSG : : utilities - > free ( collision - > instance ) ;
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} break ;
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case RS : : INSTANCE_FOG_VOLUME : {
InstanceFogVolumeData * volume = static_cast < InstanceFogVolumeData * > ( instance - > base_data ) ;
scene_render - > free ( volume - > instance ) ;
} break ;
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case RS : : INSTANCE_VISIBLITY_NOTIFIER : {
//none
} break ;
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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
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while ( lightmap_data - > users . begin ( ) ) {
instance_geometry_set_lightmap ( ( * lightmap_data - > users . begin ( ) ) - > self , RID ( ) , Rect2 ( ) , 0 ) ;
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}
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scene_render - > free ( lightmap_data - > instance ) ;
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} break ;
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case RS : : INSTANCE_VOXEL_GI : {
InstanceVoxelGIData * voxel_gi = static_cast < InstanceVoxelGIData * > ( instance - > base_data ) ;
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# ifdef DEBUG_ENABLED
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if ( voxel_gi - > geometries . size ( ) ) {
ERR_PRINT ( " BUG, indexing did not unpair geometries from VoxelGI. " ) ;
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}
# endif
# ifdef DEBUG_ENABLED
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if ( voxel_gi - > lights . size ( ) ) {
ERR_PRINT ( " BUG, indexing did not unpair lights from VoxelGI. " ) ;
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}
# endif
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if ( voxel_gi - > update_element . in_list ( ) ) {
voxel_gi_update_list . remove ( & voxel_gi - > update_element ) ;
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}
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scene_render - > free ( voxel_gi - > probe_instance ) ;
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} break ;
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case RS : : INSTANCE_OCCLUDER : {
if ( scenario & & instance - > visible ) {
RendererSceneOcclusionCull : : get_singleton ( ) - > scenario_remove_instance ( instance - > scenario - > self , p_instance ) ;
}
} break ;
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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 ( ) ) {
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instance - > base_type = RSG : : utilities - > get_base_type ( p_base ) ;
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// fix up a specific malfunctioning case before the switch, so it can be handled
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if ( instance - > base_type = = RS : : INSTANCE_NONE & & RendererSceneOcclusionCull : : get_singleton ( ) - > is_occluder ( p_base ) ) {
instance - > base_type = RS : : INSTANCE_OCCLUDER ;
}
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switch ( instance - > base_type ) {
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case RS : : INSTANCE_NONE : {
ERR_PRINT_ONCE ( " unimplemented base type encountered in renderer scene cull " ) ;
return ;
}
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case RS : : INSTANCE_LIGHT : {
InstanceLightData * light = memnew ( InstanceLightData ) ;
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if ( scenario & & RSG : : light_storage - > light_get_type ( p_base ) = = RS : : LIGHT_DIRECTIONAL ) {
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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_PARTICLES : {
InstanceGeometryData * geom = memnew ( InstanceGeometryData ) ;
instance - > base_data = geom ;
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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 ) ;
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scene_render - > geometry_instance_set_material_overlay ( geom - > geometry_instance , instance - > material_overlay ) ;
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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 ) ;
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scene_render - > geometry_instance_set_transparency ( geom - > geometry_instance , instance - > transparency ) ;
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if ( instance - > lightmap_sh . size ( ) = = 9 ) {
scene_render - > geometry_instance_set_lightmap_capture ( geom - > geometry_instance , instance - > lightmap_sh . ptr ( ) ) ;
}
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for ( Instance * E : instance - > visibility_dependencies ) {
Instance * dep_instance = E ;
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ERR_CONTINUE ( dep_instance - > array_index = = - 1 ) ;
ERR_CONTINUE ( dep_instance - > scenario - > instance_data [ dep_instance - > array_index ] . parent_array_index ! = - 1 ) ;
dep_instance - > scenario - > instance_data [ dep_instance - > array_index ] . parent_array_index = instance - > array_index ;
}
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} break ;
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case RS : : INSTANCE_PARTICLES_COLLISION : {
InstanceParticlesCollisionData * collision = memnew ( InstanceParticlesCollisionData ) ;
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collision - > instance = RSG : : particles_storage - > particles_collision_instance_create ( p_base ) ;
RSG : : particles_storage - > particles_collision_instance_set_active ( collision - > instance , instance - > visible ) ;
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instance - > base_data = collision ;
} break ;
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case RS : : INSTANCE_FOG_VOLUME : {
InstanceFogVolumeData * volume = memnew ( InstanceFogVolumeData ) ;
volume - > instance = scene_render - > fog_volume_instance_create ( p_base ) ;
scene_render - > fog_volume_instance_set_active ( volume - > instance , instance - > visible ) ;
instance - > base_data = volume ;
} break ;
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case RS : : INSTANCE_VISIBLITY_NOTIFIER : {
InstanceVisibilityNotifierData * vnd = memnew ( InstanceVisibilityNotifierData ) ;
vnd - > base = p_base ;
instance - > base_data = vnd ;
} break ;
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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 ;
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lightmap_data - > instance = scene_render - > lightmap_instance_create ( p_base ) ;
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} break ;
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case RS : : INSTANCE_VOXEL_GI : {
InstanceVoxelGIData * voxel_gi = memnew ( InstanceVoxelGIData ) ;
instance - > base_data = voxel_gi ;
voxel_gi - > owner = instance ;
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if ( scenario & & ! voxel_gi - > update_element . in_list ( ) ) {
voxel_gi_update_list . add ( & voxel_gi - > update_element ) ;
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}
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voxel_gi - > probe_instance = scene_render - > voxel_gi_instance_create ( p_base ) ;
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} break ;
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case RS : : INSTANCE_OCCLUDER : {
if ( scenario ) {
RendererSceneOcclusionCull : : get_singleton ( ) - > scenario_set_instance ( scenario - > self , p_instance , p_base , instance - > transform , instance - > visible ) ;
}
} break ;
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default : {
}
}
instance - > base = p_base ;
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if ( instance - > base_type = = RS : : INSTANCE_MESH ) {
_instance_update_mesh_instance ( instance ) ;
}
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//forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
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RSG : : utilities - > base_update_dependency ( p_base , & instance - > dependency_tracker ) ;
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}
_instance_queue_update ( instance , true , true ) ;
}
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void RendererSceneCull : : instance_set_scenario ( RID p_instance , RID p_scenario ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
if ( instance - > scenario ) {
instance - > scenario - > instances . remove ( & instance - > scenario_item ) ;
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if ( instance - > indexer_id . is_valid ( ) ) {
_unpair_instance ( instance ) ;
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}
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 ;
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case RS : : INSTANCE_VOXEL_GI : {
InstanceVoxelGIData * voxel_gi = static_cast < InstanceVoxelGIData * > ( instance - > base_data ) ;
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# ifdef DEBUG_ENABLED
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if ( voxel_gi - > geometries . size ( ) ) {
ERR_PRINT ( " BUG, indexing did not unpair geometries from VoxelGI. " ) ;
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}
# endif
# ifdef DEBUG_ENABLED
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if ( voxel_gi - > lights . size ( ) ) {
ERR_PRINT ( " BUG, indexing did not unpair lights from VoxelGI. " ) ;
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}
# endif
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if ( voxel_gi - > update_element . in_list ( ) ) {
voxel_gi_update_list . remove ( & voxel_gi - > update_element ) ;
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}
} break ;
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case RS : : INSTANCE_OCCLUDER : {
if ( instance - > visible ) {
RendererSceneOcclusionCull : : get_singleton ( ) - > scenario_remove_instance ( instance - > scenario - > self , p_instance ) ;
}
} break ;
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default : {
}
}
instance - > scenario = nullptr ;
}
if ( p_scenario . is_valid ( ) ) {
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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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 ) ;
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if ( RSG : : light_storage - > light_get_type ( instance - > base ) = = RS : : LIGHT_DIRECTIONAL ) {
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light - > D = scenario - > directional_lights . push_back ( instance ) ;
}
} break ;
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case RS : : INSTANCE_VOXEL_GI : {
InstanceVoxelGIData * voxel_gi = static_cast < InstanceVoxelGIData * > ( instance - > base_data ) ;
if ( ! voxel_gi - > update_element . in_list ( ) ) {
voxel_gi_update_list . add ( & voxel_gi - > update_element ) ;
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}
} break ;
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case RS : : INSTANCE_OCCLUDER : {
RendererSceneOcclusionCull : : get_singleton ( ) - > scenario_set_instance ( scenario - > self , p_instance , instance - > base , instance - > transform , instance - > visible ) ;
} break ;
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default : {
}
}
_instance_queue_update ( instance , true , true ) ;
}
}
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void RendererSceneCull : : instance_set_layer_mask ( RID p_instance , uint32_t p_mask ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
instance - > layer_mask = p_mask ;
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if ( instance - > scenario & & instance - > array_index > = 0 ) {
instance - > scenario - > instance_data [ instance - > array_index ] . layer_mask = p_mask ;
}
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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 ) ;
}
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}
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void RendererSceneCull : : instance_geometry_set_transparency ( RID p_instance , float p_transparency ) {
Instance * instance = instance_owner . get_or_null ( p_instance ) ;
ERR_FAIL_COND ( ! instance ) ;
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instance - > transparency = p_transparency ;
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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_transparency ( geom - > geometry_instance , p_transparency ) ;
}
}
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void RendererSceneCull : : instance_set_transform ( RID p_instance , const Transform3D & p_transform ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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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 + + ) {
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const Vector3 & v = i < 3 ? p_transform . basis . rows [ i ] : p_transform . origin ;
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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 ) ;
}
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void RendererSceneCull : : instance_attach_object_instance_id ( RID p_instance , ObjectID p_id ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
instance - > object_id = p_id ;
}
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void RendererSceneCull : : instance_set_blend_shape_weight ( RID p_instance , int p_shape , float p_weight ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
if ( instance - > update_item . in_list ( ) ) {
_update_dirty_instance ( instance ) ;
}
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if ( instance - > mesh_instance . is_valid ( ) ) {
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RSG : : mesh_storage - > mesh_instance_set_blend_shape_weight ( instance - > mesh_instance , p_shape , p_weight ) ;
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}
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}
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void RendererSceneCull : : instance_set_surface_override_material ( RID p_instance , int p_surface , RID p_material ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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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
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instance - > materials . resize ( MAX ( p_surface + 1 , RSG : : mesh_storage - > mesh_get_surface_count ( instance - > base ) ) ) ;
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}
ERR_FAIL_INDEX ( p_surface , instance - > materials . size ( ) ) ;
instance - > materials . write [ p_surface ] = p_material ;
_instance_queue_update ( instance , false , true ) ;
}
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void RendererSceneCull : : instance_set_visible ( RID p_instance , bool p_visible ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
if ( instance - > visible = = p_visible ) {
return ;
}
instance - > visible = p_visible ;
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if ( p_visible ) {
if ( instance - > scenario ! = nullptr ) {
_instance_queue_update ( instance , true , false ) ;
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}
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} else if ( instance - > indexer_id . is_valid ( ) ) {
_unpair_instance ( instance ) ;
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}
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if ( instance - > base_type = = RS : : INSTANCE_LIGHT ) {
InstanceLightData * light = static_cast < InstanceLightData * > ( instance - > base_data ) ;
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if ( instance - > scenario & & RSG : : light_storage - > light_get_type ( instance - > base ) ! = RS : : LIGHT_DIRECTIONAL & & light - > bake_mode = = RS : : LIGHT_BAKE_DYNAMIC ) {
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if ( p_visible ) {
instance - > scenario - > dynamic_lights . push_back ( light - > instance ) ;
} else {
instance - > scenario - > dynamic_lights . erase ( light - > instance ) ;
}
}
}
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if ( instance - > base_type = = RS : : INSTANCE_PARTICLES_COLLISION ) {
InstanceParticlesCollisionData * collision = static_cast < InstanceParticlesCollisionData * > ( instance - > base_data ) ;
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RSG : : particles_storage - > particles_collision_instance_set_active ( collision - > instance , p_visible ) ;
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}
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if ( instance - > base_type = = RS : : INSTANCE_FOG_VOLUME ) {
InstanceFogVolumeData * volume = static_cast < InstanceFogVolumeData * > ( instance - > base_data ) ;
scene_render - > fog_volume_instance_set_active ( volume - > instance , p_visible ) ;
}
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if ( instance - > base_type = = RS : : INSTANCE_OCCLUDER ) {
if ( instance - > scenario ) {
RendererSceneOcclusionCull : : get_singleton ( ) - > scenario_set_instance ( instance - > scenario - > self , p_instance , instance - > base , instance - > transform , p_visible ) ;
}
}
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}
inline bool is_geometry_instance ( RenderingServer : : InstanceType p_type ) {
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return p_type = = RS : : INSTANCE_MESH | | p_type = = RS : : INSTANCE_MULTIMESH | | p_type = = RS : : INSTANCE_PARTICLES ;
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}
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void RendererSceneCull : : instance_set_custom_aabb ( RID p_instance , AABB p_aabb ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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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 ) ;
}
}
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void RendererSceneCull : : instance_attach_skeleton ( RID p_instance , RID p_skeleton ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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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
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RSG : : mesh_storage - > skeleton_update_dependency ( p_skeleton , & instance - > dependency_tracker ) ;
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}
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_instance_queue_update ( instance , true , true ) ;
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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 ) ;
}
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}
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void RendererSceneCull : : instance_set_extra_visibility_margin ( RID p_instance , real_t p_margin ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
instance - > extra_margin = p_margin ;
_instance_queue_update ( instance , true , false ) ;
}
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void RendererSceneCull : : instance_set_ignore_culling ( RID p_instance , bool p_enabled ) {
Instance * instance = instance_owner . get_or_null ( p_instance ) ;
ERR_FAIL_COND ( ! instance ) ;
instance - > ignore_all_culling = p_enabled ;
if ( instance - > scenario & & instance - > array_index > = 0 ) {
InstanceData & idata = instance - > scenario - > instance_data [ instance - > array_index ] ;
if ( instance - > ignore_all_culling ) {
idata . flags | = InstanceData : : FLAG_IGNORE_ALL_CULLING ;
} else {
idata . flags & = ~ uint32_t ( InstanceData : : FLAG_IGNORE_ALL_CULLING ) ;
}
}
}
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Vector < ObjectID > RendererSceneCull : : instances_cull_aabb ( const AABB & p_aabb , RID p_scenario ) const {
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Vector < ObjectID > instances ;
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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ERR_FAIL_COND_V ( ! scenario , instances ) ;
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const_cast < RendererSceneCull * > ( this ) - > update_dirty_instances ( ) ; // check dirty instances before culling
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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 ;
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}
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} ;
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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 ;
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}
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Vector < ObjectID > RendererSceneCull : : instances_cull_ray ( const Vector3 & p_from , const Vector3 & p_to , RID p_scenario ) const {
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Vector < ObjectID > instances ;
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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ERR_FAIL_COND_V ( ! scenario , instances ) ;
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const_cast < RendererSceneCull * > ( this ) - > update_dirty_instances ( ) ; // check dirty instances before culling
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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 ;
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}
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} ;
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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 ;
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}
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Vector < ObjectID > RendererSceneCull : : instances_cull_convex ( const Vector < Plane > & p_convex , RID p_scenario ) const {
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Vector < ObjectID > instances ;
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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ERR_FAIL_COND_V ( ! scenario , instances ) ;
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const_cast < RendererSceneCull * > ( this ) - > update_dirty_instances ( ) ; // check dirty instances before culling
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Vector < Vector3 > points = Geometry3D : : compute_convex_mesh_points ( & p_convex [ 0 ] , p_convex . size ( ) ) ;
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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 ;
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}
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} ;
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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 ;
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}
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void RendererSceneCull : : instance_geometry_set_flag ( RID p_instance , RS : : InstanceFlags p_flags , bool p_enabled ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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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 ;
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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 ) ;
}
}
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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 ) ;
}
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} break ;
case RS : : INSTANCE_FLAG_USE_DYNAMIC_GI : {
if ( p_enabled = = instance - > dynamic_gi ) {
//bye, redundant
return ;
}
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if ( instance - > indexer_id . is_valid ( ) ) {
_unpair_instance ( instance ) ;
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_instance_queue_update ( instance , true , true ) ;
}
//once out of octree, can be changed
instance - > dynamic_gi = p_enabled ;
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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 ) ;
}
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} break ;
case RS : : INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE : {
instance - > redraw_if_visible = p_enabled ;
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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 ) ;
}
}
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} break ;
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case RS : : INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING : {
instance - > ignore_occlusion_culling = p_enabled ;
if ( instance - > scenario & & instance - > array_index > = 0 ) {
InstanceData & idata = instance - > scenario - > instance_data [ instance - > array_index ] ;
if ( instance - > ignore_occlusion_culling ) {
idata . flags | = InstanceData : : FLAG_IGNORE_OCCLUSION_CULLING ;
} else {
idata . flags & = ~ uint32_t ( InstanceData : : FLAG_IGNORE_OCCLUSION_CULLING ) ;
}
}
} break ;
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default : {
}
}
}
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void RendererSceneCull : : instance_geometry_set_cast_shadows_setting ( RID p_instance , RS : : ShadowCastingSetting p_shadow_casting_setting ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
instance - > cast_shadows = p_shadow_casting_setting ;
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if ( instance - > scenario & & instance - > array_index > = 0 ) {
InstanceData & idata = instance - > scenario - > instance_data [ instance - > array_index ] ;
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if ( instance - > cast_shadows ! = RS : : SHADOW_CASTING_SETTING_OFF ) {
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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 ) ;
}
}
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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 ) ;
}
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_instance_queue_update ( instance , false , true ) ;
}
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void RendererSceneCull : : instance_geometry_set_material_override ( RID p_instance , RID p_material ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
instance - > material_override = p_material ;
_instance_queue_update ( instance , false , true ) ;
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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 ) ;
}
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}
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void RendererSceneCull : : instance_geometry_set_material_overlay ( RID p_instance , RID p_material ) {
Instance * instance = instance_owner . get_or_null ( p_instance ) ;
ERR_FAIL_COND ( ! instance ) ;
instance - > material_overlay = 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_overlay ( geom - > geometry_instance , p_material ) ;
}
}
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void RendererSceneCull : : instance_geometry_set_visibility_range ( RID p_instance , float p_min , float p_max , float p_min_margin , float p_max_margin , RS : : VisibilityRangeFadeMode p_fade_mode ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
instance - > visibility_range_begin = p_min ;
instance - > visibility_range_end = p_max ;
instance - > visibility_range_begin_margin = p_min_margin ;
instance - > visibility_range_end_margin = p_max_margin ;
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instance - > visibility_range_fade_mode = p_fade_mode ;
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_update_instance_visibility_dependencies ( instance ) ;
if ( instance - > scenario & & instance - > visibility_index ! = - 1 ) {
InstanceVisibilityData & vd = instance - > scenario - > instance_visibility [ instance - > visibility_index ] ;
vd . range_begin = instance - > visibility_range_begin ;
vd . range_end = instance - > visibility_range_end ;
vd . range_begin_margin = instance - > visibility_range_begin_margin ;
vd . range_end_margin = instance - > visibility_range_end_margin ;
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vd . fade_mode = p_fade_mode ;
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}
}
void RendererSceneCull : : instance_set_visibility_parent ( RID p_instance , RID p_parent_instance ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
Instance * old_parent = instance - > visibility_parent ;
if ( old_parent ) {
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old_parent - > visibility_dependencies . erase ( instance ) ;
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instance - > visibility_parent = nullptr ;
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_update_instance_visibility_depth ( old_parent ) ;
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}
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Instance * parent = instance_owner . get_or_null ( p_parent_instance ) ;
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ERR_FAIL_COND ( p_parent_instance . is_valid ( ) & & ! parent ) ;
if ( parent ) {
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parent - > visibility_dependencies . insert ( instance ) ;
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instance - > visibility_parent = parent ;
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bool cycle_detected = _update_instance_visibility_depth ( parent ) ;
if ( cycle_detected ) {
ERR_PRINT ( " Cycle detected in the visibility dependencies tree. The latest change to visibility_parent will have no effect. " ) ;
parent - > visibility_dependencies . erase ( instance ) ;
instance - > visibility_parent = nullptr ;
}
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}
_update_instance_visibility_dependencies ( instance ) ;
}
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bool RendererSceneCull : : _update_instance_visibility_depth ( Instance * p_instance ) {
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bool cycle_detected = false ;
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HashSet < Instance * > traversed_nodes ;
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{
Instance * instance = p_instance ;
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while ( instance ) {
if ( ! instance - > visibility_dependencies . is_empty ( ) ) {
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uint32_t depth = 0 ;
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for ( const Instance * E : instance - > visibility_dependencies ) {
depth = MAX ( depth , E - > visibility_dependencies_depth ) ;
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}
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instance - > visibility_dependencies_depth = depth + 1 ;
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} else {
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instance - > visibility_dependencies_depth = 0 ;
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}
if ( instance - > scenario & & instance - > visibility_index ! = - 1 ) {
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instance - > scenario - > instance_visibility . move ( instance - > visibility_index , instance - > visibility_dependencies_depth ) ;
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}
traversed_nodes . insert ( instance ) ;
instance = instance - > visibility_parent ;
if ( traversed_nodes . has ( instance ) ) {
cycle_detected = true ;
break ;
}
}
}
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return cycle_detected ;
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}
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void RendererSceneCull : : _update_instance_visibility_dependencies ( Instance * p_instance ) {
bool is_geometry_instance = ( ( 1 < < p_instance - > base_type ) & RS : : INSTANCE_GEOMETRY_MASK ) & & p_instance - > base_data ;
bool has_visibility_range = p_instance - > visibility_range_begin > 0.0 | | p_instance - > visibility_range_end > 0.0 ;
bool needs_visibility_cull = has_visibility_range & & is_geometry_instance & & p_instance - > array_index ! = - 1 ;
if ( ! needs_visibility_cull & & p_instance - > visibility_index ! = - 1 ) {
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p_instance - > scenario - > instance_visibility . remove_at ( p_instance - > visibility_index ) ;
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p_instance - > visibility_index = - 1 ;
} else if ( needs_visibility_cull & & p_instance - > visibility_index = = - 1 ) {
InstanceVisibilityData vd ;
vd . instance = p_instance ;
vd . range_begin = p_instance - > visibility_range_begin ;
vd . range_end = p_instance - > visibility_range_end ;
vd . range_begin_margin = p_instance - > visibility_range_begin_margin ;
vd . range_end_margin = p_instance - > visibility_range_end_margin ;
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vd . position = p_instance - > transformed_aabb . get_center ( ) ;
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vd . array_index = p_instance - > array_index ;
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vd . fade_mode = p_instance - > visibility_range_fade_mode ;
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p_instance - > scenario - > instance_visibility . insert ( vd , p_instance - > visibility_dependencies_depth ) ;
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}
if ( p_instance - > scenario & & p_instance - > array_index ! = - 1 ) {
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InstanceData & idata = p_instance - > scenario - > instance_data [ p_instance - > array_index ] ;
idata . visibility_index = p_instance - > visibility_index ;
if ( is_geometry_instance ) {
if ( has_visibility_range & & p_instance - > visibility_range_fade_mode = = RS : : VISIBILITY_RANGE_FADE_SELF ) {
bool begin_enabled = p_instance - > visibility_range_begin > 0.0f ;
float begin_min = p_instance - > visibility_range_begin - p_instance - > visibility_range_begin_margin ;
float begin_max = p_instance - > visibility_range_begin + p_instance - > visibility_range_begin_margin ;
bool end_enabled = p_instance - > visibility_range_end > 0.0f ;
float end_min = p_instance - > visibility_range_end - p_instance - > visibility_range_end_margin ;
float end_max = p_instance - > visibility_range_end + p_instance - > visibility_range_end_margin ;
scene_render - > geometry_instance_set_fade_range ( idata . instance_geometry , begin_enabled , begin_min , begin_max , end_enabled , end_min , end_max ) ;
} else {
scene_render - > geometry_instance_set_fade_range ( idata . instance_geometry , false , 0.0f , 0.0f , false , 0.0f , 0.0f ) ;
}
}
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if ( ( has_visibility_range | | p_instance - > visibility_parent ) & & ( p_instance - > visibility_index = = - 1 | | p_instance - > visibility_dependencies_depth = = 0 ) ) {
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idata . flags | = InstanceData : : FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK ;
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} else {
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idata . flags & = ~ InstanceData : : FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK ;
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}
if ( p_instance - > visibility_parent ) {
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idata . parent_array_index = p_instance - > visibility_parent - > array_index ;
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} else {
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idata . parent_array_index = - 1 ;
if ( is_geometry_instance ) {
scene_render - > geometry_instance_set_parent_fade_alpha ( idata . instance_geometry , 1.0f ) ;
}
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}
}
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}
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void RendererSceneCull : : instance_geometry_set_lightmap ( RID p_instance , RID p_lightmap , const Rect2 & p_lightmap_uv_scale , int p_slice_index ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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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 ;
}
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Instance * lightmap_instance = instance_owner . get_or_null ( p_lightmap ) ;
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instance - > lightmap = lightmap_instance ;
instance - > lightmap_uv_scale = p_lightmap_uv_scale ;
instance - > lightmap_slice_index = p_slice_index ;
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RID lightmap_instance_rid ;
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if ( lightmap_instance ) {
InstanceLightmapData * lightmap_data = static_cast < InstanceLightmapData * > ( lightmap_instance - > base_data ) ;
lightmap_data - > users . insert ( instance ) ;
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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 ) ;
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}
}
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void RendererSceneCull : : instance_geometry_set_lod_bias ( RID p_instance , float p_lod_bias ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
instance - > lod_bias = p_lod_bias ;
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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 ) ;
}
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}
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void RendererSceneCull : : instance_geometry_set_shader_parameter ( RID p_instance , const StringName & p_parameter , const Variant & p_value ) {
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Instance * instance = instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
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ERR_FAIL_COND ( p_value . get_type ( ) = = Variant : : OBJECT ) ;
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HashMap < StringName , Instance : : InstanceShaderParameter > : : Iterator E = instance - > instance_shader_parameters . find ( p_parameter ) ;
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if ( ! E ) {
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Instance : : InstanceShaderParameter isp ;
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isp . index = - 1 ;
isp . info = PropertyInfo ( ) ;
isp . value = p_value ;
instance - > instance_shader_parameters [ p_parameter ] = isp ;
} else {
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E - > value . value = p_value ;
if ( E - > value . index > = 0 & & instance - > instance_allocated_shader_parameters ) {
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//update directly
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RSG : : material_storage - > global_variables_instance_update ( p_instance , E - > value . index , p_value ) ;
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}
}
}
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Variant RendererSceneCull : : instance_geometry_get_shader_parameter ( RID p_instance , const StringName & p_parameter ) const {
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const Instance * instance = const_cast < RendererSceneCull * > ( this ) - > instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! instance , Variant ( ) ) ;
if ( instance - > instance_shader_parameters . has ( p_parameter ) ) {
return instance - > instance_shader_parameters [ p_parameter ] . value ;
}
return Variant ( ) ;
}
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Variant RendererSceneCull : : instance_geometry_get_shader_parameter_default_value ( RID p_instance , const StringName & p_parameter ) const {
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const Instance * instance = const_cast < RendererSceneCull * > ( this ) - > instance_owner . get_or_null ( p_instance ) ;
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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 ( ) ;
}
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void RendererSceneCull : : instance_geometry_get_shader_parameter_list ( RID p_instance , List < PropertyInfo > * p_parameters ) const {
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const Instance * instance = const_cast < RendererSceneCull * > ( this ) - > instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! instance ) ;
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const_cast < RendererSceneCull * > ( this ) - > update_dirty_instances ( ) ;
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Vector < StringName > names ;
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for ( const KeyValue < StringName , Instance : : InstanceShaderParameter > & E : instance - > instance_shader_parameters ) {
names . push_back ( E . key ) ;
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}
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 ) ;
}
}
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void RendererSceneCull : : _update_instance ( Instance * p_instance ) {
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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 ;
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RS : : LightBakeMode bake_mode = RSG : : light_storage - > light_get_bake_mode ( p_instance - > base ) ;
if ( RSG : : light_storage - > light_get_type ( p_instance - > base ) ! = RS : : LIGHT_DIRECTIONAL & & bake_mode ! = light - > bake_mode ) {
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if ( p_instance - > visible & & p_instance - > scenario & & light - > bake_mode = = RS : : LIGHT_BAKE_DYNAMIC ) {
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p_instance - > scenario - > dynamic_lights . erase ( light - > instance ) ;
}
light - > bake_mode = bake_mode ;
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if ( p_instance - > visible & & p_instance - > scenario & & light - > bake_mode = = RS : : LIGHT_BAKE_DYNAMIC ) {
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p_instance - > scenario - > dynamic_lights . push_back ( light - > instance ) ;
}
}
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uint32_t max_sdfgi_cascade = RSG : : light_storage - > light_get_max_sdfgi_cascade ( p_instance - > base ) ;
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if ( light - > max_sdfgi_cascade ! = max_sdfgi_cascade ) {
light - > max_sdfgi_cascade = max_sdfgi_cascade ; //should most likely make sdfgi dirty in scenario
}
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} else if ( p_instance - > base_type = = RS : : INSTANCE_REFLECTION_PROBE ) {
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InstanceReflectionProbeData * reflection_probe = static_cast < InstanceReflectionProbeData * > ( p_instance - > base_data ) ;
scene_render - > reflection_probe_instance_set_transform ( reflection_probe - > instance , p_instance - > transform ) ;
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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 ;
}
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} else if ( p_instance - > base_type = = RS : : INSTANCE_DECAL ) {
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InstanceDecalData * decal = static_cast < InstanceDecalData * > ( p_instance - > base_data ) ;
scene_render - > decal_instance_set_transform ( decal - > instance , p_instance - > transform ) ;
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} else if ( p_instance - > base_type = = RS : : INSTANCE_LIGHTMAP ) {
InstanceLightmapData * lightmap = static_cast < InstanceLightmapData * > ( p_instance - > base_data ) ;
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scene_render - > lightmap_instance_set_transform ( lightmap - > instance , p_instance - > transform ) ;
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} else if ( p_instance - > base_type = = RS : : INSTANCE_VOXEL_GI ) {
InstanceVoxelGIData * voxel_gi = static_cast < InstanceVoxelGIData * > ( p_instance - > base_data ) ;
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scene_render - > voxel_gi_instance_set_transform_to_data ( voxel_gi - > probe_instance , p_instance - > transform ) ;
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} else if ( p_instance - > base_type = = RS : : INSTANCE_PARTICLES ) {
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RSG : : particles_storage - > particles_set_emission_transform ( p_instance - > base , p_instance - > transform ) ;
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} else if ( p_instance - > base_type = = RS : : INSTANCE_PARTICLES_COLLISION ) {
InstanceParticlesCollisionData * collision = static_cast < InstanceParticlesCollisionData * > ( p_instance - > base_data ) ;
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//remove materials no longer used and un-own them
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if ( RSG : : particles_storage - > particles_collision_is_heightfield ( p_instance - > base ) ) {
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heightfield_particle_colliders_update_list . insert ( p_instance ) ;
}
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RSG : : particles_storage - > particles_collision_instance_set_transform ( collision - > instance , p_instance - > transform ) ;
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} else if ( p_instance - > base_type = = RS : : INSTANCE_FOG_VOLUME ) {
InstanceFogVolumeData * volume = static_cast < InstanceFogVolumeData * > ( p_instance - > base_data ) ;
scene_render - > fog_volume_instance_set_transform ( volume - > instance , p_instance - > transform ) ;
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} else if ( p_instance - > base_type = = RS : : INSTANCE_OCCLUDER ) {
if ( p_instance - > scenario ) {
RendererSceneOcclusionCull : : get_singleton ( ) - > scenario_set_instance ( p_instance - > scenario - > self , p_instance - > self , p_instance - > base , p_instance - > transform , p_instance - > visible ) ;
}
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}
if ( p_instance - > aabb . has_no_surface ( ) ) {
return ;
}
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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
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for ( Instance * E : lightmap_data - > geometries ) {
Instance * geom = E ;
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_instance_queue_update ( geom , true , false ) ;
}
}
AABB new_aabb ;
new_aabb = p_instance - > transform . xform ( p_instance - > aabb ) ;
p_instance - > transformed_aabb = new_aabb ;
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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 ) {
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for ( const Instance * E : geom - > lights ) {
InstanceLightData * light = static_cast < InstanceLightData * > ( E - > base_data ) ;
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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 {
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if ( ! p_instance - > lightmap_sh . is_empty ( ) ) {
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p_instance - > lightmap_sh . clear ( ) ; //don't need SH
p_instance - > lightmap_target_sh . clear ( ) ; //don't need SH
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scene_render - > geometry_instance_set_lightmap_capture ( geom - > geometry_instance , nullptr ) ;
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}
}
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scene_render - > geometry_instance_set_transform ( geom - > geometry_instance , p_instance - > transform , p_instance - > aabb , p_instance - > transformed_aabb ) ;
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}
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// 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 ) {
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p_instance - > prev_transformed_aabb = p_instance - > transformed_aabb ;
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return ;
}
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//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 ) ;
}
}
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if ( ! p_instance - > indexer_id . is_valid ( ) ) {
if ( ( 1 < < p_instance - > base_type ) & RS : : INSTANCE_GEOMETRY_MASK ) {
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p_instance - > indexer_id = p_instance - > scenario - > indexers [ Scenario : : INDEXER_GEOMETRY ] . insert ( bvh_aabb , p_instance ) ;
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} else {
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p_instance - > indexer_id = p_instance - > scenario - > indexers [ Scenario : : INDEXER_VOLUMES ] . insert ( bvh_aabb , p_instance ) ;
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}
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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 ;
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idata . parent_array_index = p_instance - > visibility_parent ? p_instance - > visibility_parent - > array_index : - 1 ;
idata . visibility_index = p_instance - > visibility_index ;
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for ( Instance * E : p_instance - > visibility_dependencies ) {
Instance * dep_instance = E ;
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if ( dep_instance - > array_index ! = - 1 ) {
dep_instance - > scenario - > instance_data [ dep_instance - > array_index ] . parent_array_index = p_instance - > array_index ;
}
}
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switch ( p_instance - > base_type ) {
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case RS : : INSTANCE_MESH :
case RS : : INSTANCE_MULTIMESH :
case RS : : INSTANCE_PARTICLES : {
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InstanceGeometryData * geom = static_cast < InstanceGeometryData * > ( p_instance - > base_data ) ;
idata . instance_geometry = geom - > geometry_instance ;
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} break ;
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case RS : : INSTANCE_LIGHT : {
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InstanceLightData * light_data = static_cast < InstanceLightData * > ( p_instance - > base_data ) ;
idata . instance_data_rid = light_data - > instance . get_id ( ) ;
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light_data - > uses_projector = RSG : : light_storage - > light_has_projector ( p_instance - > base ) ;
light_data - > uses_softshadow = RSG : : light_storage - > light_get_param ( p_instance - > base , RS : : LIGHT_PARAM_SIZE ) > CMP_EPSILON ;
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} break ;
case RS : : INSTANCE_REFLECTION_PROBE : {
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idata . instance_data_rid = static_cast < InstanceReflectionProbeData * > ( p_instance - > base_data ) - > instance . get_id ( ) ;
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} break ;
case RS : : INSTANCE_DECAL : {
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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 ( ) ;
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} break ;
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case RS : : INSTANCE_VOXEL_GI : {
idata . instance_data_rid = static_cast < InstanceVoxelGIData * > ( p_instance - > base_data ) - > probe_instance . get_id ( ) ;
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} break ;
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case RS : : INSTANCE_FOG_VOLUME : {
idata . instance_data_rid = static_cast < InstanceFogVolumeData * > ( p_instance - > base_data ) - > instance . get_id ( ) ;
} break ;
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case RS : : INSTANCE_VISIBLITY_NOTIFIER : {
idata . visibility_notifier = static_cast < InstanceVisibilityNotifierData * > ( p_instance - > base_data ) ;
} break ;
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default : {
}
}
if ( p_instance - > base_type = = RS : : INSTANCE_REFLECTION_PROBE ) {
//always dirty when added
idata . flags | = InstanceData : : FLAG_REFLECTION_PROBE_DIRTY ;
}
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if ( p_instance - > cast_shadows ! = RS : : SHADOW_CASTING_SETTING_OFF ) {
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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 ;
}
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if ( p_instance - > ignore_occlusion_culling ) {
idata . flags | = InstanceData : : FLAG_IGNORE_OCCLUSION_CULLING ;
}
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if ( p_instance - > ignore_all_culling ) {
idata . flags | = InstanceData : : FLAG_IGNORE_ALL_CULLING ;
}
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p_instance - > scenario - > instance_data . push_back ( idata ) ;
p_instance - > scenario - > instance_aabbs . push_back ( InstanceBounds ( p_instance - > transformed_aabb ) ) ;
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_update_instance_visibility_dependencies ( p_instance ) ;
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} else {
if ( ( 1 < < p_instance - > base_type ) & RS : : INSTANCE_GEOMETRY_MASK ) {
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p_instance - > scenario - > indexers [ Scenario : : INDEXER_GEOMETRY ] . update ( p_instance - > indexer_id , bvh_aabb ) ;
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} else {
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p_instance - > scenario - > indexers [ Scenario : : INDEXER_VOLUMES ] . update ( p_instance - > indexer_id , bvh_aabb ) ;
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}
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p_instance - > scenario - > instance_aabbs [ p_instance - > array_index ] = InstanceBounds ( p_instance - > transformed_aabb ) ;
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}
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if ( p_instance - > visibility_index ! = - 1 ) {
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p_instance - > scenario - > instance_visibility [ p_instance - > visibility_index ] . position = p_instance - > transformed_aabb . get_center ( ) ;
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}
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//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 ;
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pair . pair_mask | = 1 < < RS : : INSTANCE_VOXEL_GI ;
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pair . pair_mask | = 1 < < RS : : INSTANCE_LIGHTMAP ;
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if ( p_instance - > base_type = = RS : : INSTANCE_PARTICLES ) {
pair . pair_mask | = 1 < < RS : : INSTANCE_PARTICLES_COLLISION ;
}
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pair . pair_mask | = geometry_instance_pair_mask ;
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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 ] ;
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if ( RSG : : light_storage - > light_get_bake_mode ( p_instance - > base ) = = RS : : LIGHT_BAKE_DYNAMIC ) {
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pair . pair_mask | = ( 1 < < RS : : INSTANCE_VOXEL_GI ) ;
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pair . bvh2 = & p_instance - > scenario - > indexers [ Scenario : : INDEXER_VOLUMES ] ;
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}
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} 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 ) ) {
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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 ] ;
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} else if ( p_instance - > base_type = = RS : : INSTANCE_VOXEL_GI ) {
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//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 ] ;
}
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pair . pair ( ) ;
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p_instance - > prev_transformed_aabb = p_instance - > transformed_aabb ;
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}
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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 ) ;
}
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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 ) ;
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}
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p_instance - > indexer_id = DynamicBVH : : ID ( ) ;
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//replace this by last
int32_t swap_with_index = p_instance - > scenario - > instance_data . size ( ) - 1 ;
if ( swap_with_index ! = p_instance - > array_index ) {
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Instance * swapped_instance = p_instance - > scenario - > instance_data [ swap_with_index ] . instance ;
swapped_instance - > array_index = p_instance - > array_index ; //swap
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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 ] ;
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if ( swapped_instance - > visibility_index ! = - 1 ) {
swapped_instance - > scenario - > instance_visibility [ swapped_instance - > visibility_index ] . array_index = swapped_instance - > array_index ;
}
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for ( Instance * E : swapped_instance - > visibility_dependencies ) {
Instance * dep_instance = E ;
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if ( dep_instance ! = p_instance & & dep_instance - > array_index ! = - 1 ) {
dep_instance - > scenario - > instance_data [ dep_instance - > array_index ] . parent_array_index = swapped_instance - > array_index ;
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}
}
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}
// 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
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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 ) ;
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scene_render - > geometry_instance_pair_voxel_gi_instances ( geom - > geometry_instance , nullptr , 0 ) ;
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}
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for ( Instance * E : p_instance - > visibility_dependencies ) {
Instance * dep_instance = E ;
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if ( dep_instance - > array_index ! = - 1 ) {
dep_instance - > scenario - > instance_data [ dep_instance - > array_index ] . parent_array_index = - 1 ;
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if ( ( 1 < < dep_instance - > base_type ) & RS : : INSTANCE_GEOMETRY_MASK ) {
scene_render - > geometry_instance_set_parent_fade_alpha ( dep_instance - > scenario - > instance_data [ dep_instance - > array_index ] . instance_geometry , 1.0f ) ;
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}
}
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}
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_update_instance_visibility_dependencies ( p_instance ) ;
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}
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void RendererSceneCull : : _update_instance_aabb ( Instance * p_instance ) {
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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 {
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new_aabb = RSG : : mesh_storage - > mesh_get_aabb ( p_instance - > base , p_instance - > skeleton ) ;
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}
} break ;
case RenderingServer : : INSTANCE_MULTIMESH : {
if ( p_instance - > custom_aabb ) {
new_aabb = * p_instance - > custom_aabb ;
} else {
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new_aabb = RSG : : mesh_storage - > multimesh_get_aabb ( p_instance - > base ) ;
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}
} break ;
case RenderingServer : : INSTANCE_PARTICLES : {
if ( p_instance - > custom_aabb ) {
new_aabb = * p_instance - > custom_aabb ;
} else {
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new_aabb = RSG : : particles_storage - > particles_get_aabb ( p_instance - > base ) ;
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}
} break ;
case RenderingServer : : INSTANCE_PARTICLES_COLLISION : {
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new_aabb = RSG : : particles_storage - > particles_collision_get_aabb ( p_instance - > base ) ;
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} break ;
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case RenderingServer : : INSTANCE_FOG_VOLUME : {
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new_aabb = RSG : : fog - > fog_volume_get_aabb ( p_instance - > base ) ;
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} break ;
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case RenderingServer : : INSTANCE_VISIBLITY_NOTIFIER : {
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new_aabb = RSG : : utilities - > visibility_notifier_get_aabb ( p_instance - > base ) ;
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} break ;
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case RenderingServer : : INSTANCE_LIGHT : {
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new_aabb = RSG : : light_storage - > light_get_aabb ( p_instance - > base ) ;
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} break ;
case RenderingServer : : INSTANCE_REFLECTION_PROBE : {
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new_aabb = RSG : : light_storage - > reflection_probe_get_aabb ( p_instance - > base ) ;
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} break ;
case RenderingServer : : INSTANCE_DECAL : {
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new_aabb = RSG : : texture_storage - > decal_get_aabb ( p_instance - > base ) ;
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} break ;
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case RenderingServer : : INSTANCE_VOXEL_GI : {
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new_aabb = RSG : : gi - > voxel_gi_get_bounds ( p_instance - > base ) ;
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} break ;
case RenderingServer : : INSTANCE_LIGHTMAP : {
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new_aabb = RSG : : light_storage - > lightmap_get_aabb ( p_instance - > base ) ;
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} 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 ;
}
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void RendererSceneCull : : _update_instance_lightmap_captures ( Instance * p_instance ) {
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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 ) ;
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for ( Instance * E : geom - > lightmap_captures ) {
Instance * lightmap = E ;
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bool interior = RSG : : light_storage - > lightmap_is_interior ( lightmap - > base ) ;
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if ( inside & & ! interior ) {
continue ; //we are inside, ignore exteriors
}
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Transform3D to_bounds = lightmap - > transform . affine_inverse ( ) ;
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Vector3 center = p_instance - > transform . xform ( p_instance - > aabb . get_center ( ) ) ; //use aabb center
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Vector3 lm_pos = to_bounds . xform ( center ) ;
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AABB bounds = RSG : : light_storage - > lightmap_get_aabb ( lightmap - > base ) ;
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if ( ! bounds . has_point ( lm_pos ) ) {
continue ; //not in this lightmap
}
Color sh [ 9 ] ;
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RSG : : light_storage - > lightmap_tap_sh_light ( lightmap - > base , lm_pos , sh ) ;
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//rotate it
Basis rot = lightmap - > transform . basis . orthonormalized ( ) ;
for ( int i = 0 ; i < 3 ; i + + ) {
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real_t csh [ 9 ] ;
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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 ) ;
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real_t blend = MAX ( inner_pos . x , MAX ( inner_pos . y , inner_pos . z ) ) ;
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//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 ] ;
}
}
}
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scene_render - > geometry_instance_set_lightmap_capture ( geom - > geometry_instance , p_instance - > lightmap_sh . ptr ( ) ) ;
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}
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void RendererSceneCull : : _light_instance_setup_directional_shadow ( int p_shadow_index , Instance * p_instance , const Transform3D p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_orthogonal , bool p_cam_vaspect ) {
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InstanceLightData * light = static_cast < InstanceLightData * > ( p_instance - > base_data ) ;
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Transform3D light_transform = p_instance - > transform ;
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light_transform . orthonormalize ( ) ; //scale does not count on lights
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real_t max_distance = p_cam_projection . get_z_far ( ) ;
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real_t shadow_max = RSG : : light_storage - > light_get_param ( p_instance - > base , RS : : LIGHT_PARAM_SHADOW_MAX_DISTANCE ) ;
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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 ) ;
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real_t pancake_size = RSG : : light_storage - > light_get_param ( p_instance - > base , RS : : LIGHT_PARAM_SHADOW_PANCAKE_SIZE ) ;
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real_t range = max_distance - min_distance ;
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int splits = 0 ;
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switch ( RSG : : light_storage - > light_directional_get_shadow_mode ( p_instance - > base ) ) {
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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 ;
}
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real_t distances [ 5 ] ;
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distances [ 0 ] = min_distance ;
for ( int i = 0 ; i < splits ; i + + ) {
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distances [ i + 1 ] = min_distance + RSG : : light_storage - > light_get_param ( p_instance - > base , RS : : LightParam ( RS : : LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i ) ) * range ;
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} ;
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distances [ splits ] = max_distance ;
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real_t texture_size = scene_render - > get_directional_light_shadow_size ( light - > instance ) ;
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bool overlap = RSG : : light_storage - > light_directional_get_blend_splits ( p_instance - > base ) ;
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cull . shadow_count = p_shadow_index + 1 ;
cull . shadows [ p_shadow_index ] . cascade_count = splits ;
cull . shadows [ p_shadow_index ] . light_instance = light - > instance ;
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for ( int i = 0 ; i < splits ; i + + ) {
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RENDER_TIMESTAMP ( " Cull DirectionalLight3D, Split " + itos ( i ) ) ;
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// setup a camera matrix for that range!
CameraMatrix camera_matrix ;
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real_t aspect = p_cam_projection . get_aspect ( ) ;
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if ( p_cam_orthogonal ) {
Vector2 vp_he = p_cam_projection . get_viewport_half_extents ( ) ;
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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 ) ;
}
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//obtain the frustum endpoints
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Vector3 endpoints [ 8 ] ; // frustum plane endpoints
bool res = camera_matrix . get_endpoints ( p_cam_transform , endpoints ) ;
ERR_CONTINUE ( ! res ) ;
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// obtain the light frustum ranges (given endpoints)
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Transform3D transform = light_transform ; //discard scale and stabilize light
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Vector3 x_vec = transform . basis . get_column ( Vector3 : : AXIS_X ) . normalized ( ) ;
Vector3 y_vec = transform . basis . get_column ( Vector3 : : AXIS_Y ) . normalized ( ) ;
Vector3 z_vec = transform . basis . get_column ( Vector3 : : AXIS_Z ) . normalized ( ) ;
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//z_vec points against the camera, like in default opengl
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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 ;
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// 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;
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//real_t bias_scale = 1.0;
//real_t aspect_bias_scale = 1.0;
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//used for culling
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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 ] ) ;
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if ( j = = 0 | | d_x < x_min ) {
x_min = d_x ;
}
if ( j = = 0 | | d_x > x_max ) {
x_max = d_x ;
}
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if ( j = = 0 | | d_y < y_min ) {
y_min = d_y ;
}
if ( j = = 0 | | d_y > y_max ) {
y_max = d_y ;
}
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if ( j = = 0 | | d_z < z_min ) {
z_min = d_z ;
}
if ( j = = 0 | | d_z > z_max ) {
z_max = d_z ;
}
}
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real_t radius = 0 ;
real_t soft_shadow_expand = 0 ;
Vector3 center ;
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{
//camera viewport stuff
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for ( int j = 0 ; j < 8 ; j + + ) {
center + = endpoints [ j ] ;
}
center / = 8.0 ;
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//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;
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for ( int j = 0 ; j < 8 ; j + + ) {
real_t d = center . distance_to ( endpoints [ j ] ) ;
if ( d > radius ) {
radius = d ;
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}
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}
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radius * = texture_size / ( texture_size - 2.0 ) ; //add a texel by each side
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z_min_cam = z_vec . dot ( center ) - radius ;
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{
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float soft_shadow_angle = RSG : : light_storage - > light_get_param ( p_instance - > base , RS : : LIGHT_PARAM_SIZE ) ;
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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 ;
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x_max + = soft_shadow_expand ;
y_max + = soft_shadow_expand ;
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x_min - = soft_shadow_expand ;
y_min - = soft_shadow_expand ;
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}
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}
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// 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.
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const real_t unit = ( radius + soft_shadow_expand ) * 2.0 / texture_size ;
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x_max_cam = Math : : snapped ( x_vec . dot ( center ) + radius + soft_shadow_expand , unit ) ;
x_min_cam = Math : : snapped ( x_vec . dot ( center ) - radius - soft_shadow_expand , unit ) ;
y_max_cam = Math : : snapped ( y_vec . dot ( center ) + radius + soft_shadow_expand , unit ) ;
y_min_cam = Math : : snapped ( y_vec . dot ( center ) - radius - soft_shadow_expand , unit ) ;
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}
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//now that we know all ranges, we can proceed to make the light frustum planes, for culling octree
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Vector < Plane > light_frustum_planes ;
light_frustum_planes . resize ( 6 ) ;
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//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
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// a pre pass will need to be needed to determine the actual z-near to be used
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z_max = z_vec . dot ( center ) + radius + pancake_size ;
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{
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 ;
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ortho_camera . set_orthogonal ( - half_x , half_x , - half_y , half_y , 0 , ( z_max - z_min_cam ) ) ;
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Vector2 uv_scale ( 1.0 / ( x_max_cam - x_min_cam ) , 1.0 / ( y_max_cam - y_min_cam ) ) ;
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Transform3D ortho_transform ;
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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 ;
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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 ;
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cull . shadows [ p_shadow_index ] . cascades [ i ] . bias_scale = ( z_max - z_min_cam ) ;
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cull . shadows [ p_shadow_index ] . cascades [ i ] . range_begin = z_max ;
cull . shadows [ p_shadow_index ] . cascades [ i ] . uv_scale = uv_scale ;
}
}
}
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bool RendererSceneCull : : _light_instance_update_shadow ( Instance * p_instance , const Transform3D 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_mesh_lod_threshold ) {
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InstanceLightData * light = static_cast < InstanceLightData * > ( p_instance - > base_data ) ;
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Transform3D light_transform = p_instance - > transform ;
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light_transform . orthonormalize ( ) ; //scale does not count on lights
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bool animated_material_found = false ;
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switch ( RSG : : light_storage - > light_get_type ( p_instance - > base ) ) {
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case RS : : LIGHT_DIRECTIONAL : {
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} break ;
case RS : : LIGHT_OMNI : {
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RS : : LightOmniShadowMode shadow_mode = RSG : : light_storage - > light_omni_get_shadow_mode ( p_instance - > base ) ;
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if ( shadow_mode = = RS : : LIGHT_OMNI_SHADOW_DUAL_PARABOLOID | | ! scene_render - > light_instances_can_render_shadow_cube ( ) ) {
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if ( max_shadows_used + 2 > MAX_UPDATE_SHADOWS ) {
return true ;
}
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for ( int i = 0 ; i < 2 ; i + + ) {
//using this one ensures that raster deferred will have it
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RENDER_TIMESTAMP ( " Cull OmniLight3D Shadow Paraboloid, Half " + itos ( i ) ) ;
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real_t radius = RSG : : light_storage - > light_get_param ( p_instance - > base , RS : : LIGHT_PARAM_RANGE ) ;
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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 ) ) ;
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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 ) ;
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RendererSceneRender : : RenderShadowData & shadow_data = render_shadow_data [ max_shadows_used + + ] ;
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for ( int j = 0 ; j < ( int ) instance_shadow_cull_result . size ( ) ; j + + ) {
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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 ) {
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continue ;
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} else {
if ( static_cast < InstanceGeometryData * > ( instance - > base_data ) - > material_is_animated ) {
animated_material_found = true ;
}
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if ( instance - > mesh_instance . is_valid ( ) ) {
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RSG : : mesh_storage - > mesh_instance_check_for_update ( instance - > mesh_instance ) ;
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}
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}
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shadow_data . instances . push_back ( static_cast < InstanceGeometryData * > ( instance - > base_data ) - > geometry_instance ) ;
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}
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RSG : : mesh_storage - > update_mesh_instances ( ) ;
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scene_render - > light_instance_set_shadow_transform ( light - > instance , CameraMatrix ( ) , light_transform , radius , 0 , i , 0 ) ;
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shadow_data . light = light - > instance ;
shadow_data . pass = i ;
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}
} else { //shadow cube
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if ( max_shadows_used + 6 > MAX_UPDATE_SHADOWS ) {
return true ;
}
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real_t radius = RSG : : light_storage - > light_get_param ( p_instance - > base , RS : : LIGHT_PARAM_RANGE ) ;
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CameraMatrix cm ;
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cm . set_perspective ( 90 , 1 , radius * 0.005f , radius ) ;
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for ( int i = 0 ; i < 6 ; i + + ) {
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RENDER_TIMESTAMP ( " Cull OmniLight3D Shadow Cube, Side " + itos ( i ) ) ;
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//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 )
} ;
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Transform3D xform = light_transform * Transform3D ( ) . looking_at ( view_normals [ i ] , view_up [ i ] ) ;
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Vector < Plane > planes = cm . get_projection_planes ( xform ) ;
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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 ) ;
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RendererSceneRender : : RenderShadowData & shadow_data = render_shadow_data [ max_shadows_used + + ] ;
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for ( int j = 0 ; j < ( int ) instance_shadow_cull_result . size ( ) ; j + + ) {
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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 ) {
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continue ;
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} else {
if ( static_cast < InstanceGeometryData * > ( instance - > base_data ) - > material_is_animated ) {
animated_material_found = true ;
}
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if ( instance - > mesh_instance . is_valid ( ) ) {
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RSG : : mesh_storage - > mesh_instance_check_for_update ( instance - > mesh_instance ) ;
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}
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}
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shadow_data . instances . push_back ( static_cast < InstanceGeometryData * > ( instance - > base_data ) - > geometry_instance ) ;
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}
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RSG : : mesh_storage - > update_mesh_instances ( ) ;
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scene_render - > light_instance_set_shadow_transform ( light - > instance , cm , xform , radius , 0 , i , 0 ) ;
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shadow_data . light = light - > instance ;
shadow_data . pass = i ;
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}
//restore the regular DP matrix
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//scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
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}
} break ;
case RS : : LIGHT_SPOT : {
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RENDER_TIMESTAMP ( " Cull SpotLight3D Shadow " ) ;
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if ( max_shadows_used + 1 > MAX_UPDATE_SHADOWS ) {
return true ;
}
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real_t radius = RSG : : light_storage - > light_get_param ( p_instance - > base , RS : : LIGHT_PARAM_RANGE ) ;
real_t angle = RSG : : light_storage - > light_get_param ( p_instance - > base , RS : : LIGHT_PARAM_SPOT_ANGLE ) ;
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CameraMatrix cm ;
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cm . set_perspective ( angle * 2.0 , 1.0 , 0.005f * radius , radius ) ;
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Vector < Plane > planes = cm . get_projection_planes ( light_transform ) ;
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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 ) ;
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RendererSceneRender : : RenderShadowData & shadow_data = render_shadow_data [ max_shadows_used + + ] ;
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for ( int j = 0 ; j < ( int ) instance_shadow_cull_result . size ( ) ; j + + ) {
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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 ) {
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continue ;
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} else {
if ( static_cast < InstanceGeometryData * > ( instance - > base_data ) - > material_is_animated ) {
animated_material_found = true ;
}
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if ( instance - > mesh_instance . is_valid ( ) ) {
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RSG : : mesh_storage - > mesh_instance_check_for_update ( instance - > mesh_instance ) ;
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}
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}
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shadow_data . instances . push_back ( static_cast < InstanceGeometryData * > ( instance - > base_data ) - > geometry_instance ) ;
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}
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RSG : : mesh_storage - > update_mesh_instances ( ) ;
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scene_render - > light_instance_set_shadow_transform ( light - > instance , cm , light_transform , radius , 0 , 0 , 0 ) ;
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shadow_data . light = light - > instance ;
shadow_data . pass = 0 ;
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} break ;
}
return animated_material_found ;
}
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void RendererSceneCull : : render_camera ( RID p_render_buffers , RID p_camera , RID p_scenario , RID p_viewport , Size2 p_viewport_size , bool p_use_taa , float p_screen_mesh_lod_threshold , RID p_shadow_atlas , Ref < XRInterface > & p_xr_interface , RenderInfo * r_render_info ) {
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# ifndef _3D_DISABLED
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Camera * camera = camera_owner . get_or_null ( p_camera ) ;
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ERR_FAIL_COND ( ! camera ) ;
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Vector2 jitter ;
if ( p_use_taa ) {
jitter = taa_jitter_array [ RSG : : rasterizer - > get_frame_number ( ) % TAA_JITTER_COUNT ] / p_viewport_size ;
}
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RendererSceneRender : : CameraData camera_data ;
// Setup Camera(s)
if ( p_xr_interface . is_null ( ) ) {
// Normal camera
Transform3D transform = camera - > transform ;
CameraMatrix projection ;
bool vaspect = camera - > vaspect ;
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bool is_orthogonal = false ;
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switch ( camera - > type ) {
case Camera : : ORTHOGONAL : {
projection . set_orthogonal (
camera - > size ,
p_viewport_size . width / ( float ) p_viewport_size . height ,
camera - > znear ,
camera - > zfar ,
camera - > vaspect ) ;
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is_orthogonal = true ;
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} break ;
case Camera : : PERSPECTIVE : {
projection . set_perspective (
camera - > fov ,
p_viewport_size . width / ( float ) p_viewport_size . height ,
camera - > znear ,
camera - > zfar ,
camera - > vaspect ) ;
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} break ;
case Camera : : FRUSTUM : {
projection . set_frustum (
camera - > size ,
p_viewport_size . width / ( float ) p_viewport_size . height ,
camera - > offset ,
camera - > znear ,
camera - > zfar ,
camera - > vaspect ) ;
} break ;
}
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camera_data . set_camera ( transform , projection , is_orthogonal , vaspect , jitter ) ;
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} else {
// Setup our camera for our XR interface.
// We can support multiple views here each with their own camera
Transform3D transforms [ RendererSceneRender : : MAX_RENDER_VIEWS ] ;
CameraMatrix projections [ RendererSceneRender : : MAX_RENDER_VIEWS ] ;
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uint32_t view_count = p_xr_interface - > get_view_count ( ) ;
ERR_FAIL_COND_MSG ( view_count > RendererSceneRender : : MAX_RENDER_VIEWS , " Requested view count is not supported " ) ;
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float aspect = p_viewport_size . width / ( float ) p_viewport_size . height ;
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Transform3D world_origin = XRServer : : get_singleton ( ) - > get_world_origin ( ) ;
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// We ignore our camera position, it will have been positioned with a slightly old tracking position.
// Instead we take our origin point and have our XR interface add fresh tracking data! Whoohoo!
for ( uint32_t v = 0 ; v < view_count ; v + + ) {
transforms [ v ] = p_xr_interface - > get_transform_for_view ( v , world_origin ) ;
projections [ v ] = p_xr_interface - > get_projection_for_view ( v , aspect , camera - > znear , camera - > zfar ) ;
}
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if ( view_count = = 1 ) {
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camera_data . set_camera ( transforms [ 0 ] , projections [ 0 ] , false , camera - > vaspect , jitter ) ;
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} else if ( view_count = = 2 ) {
camera_data . set_multiview_camera ( view_count , transforms , projections , false , camera - > vaspect ) ;
} else {
// this won't be called (see fail check above) but keeping this comment to indicate we may support more then 2 views in the future...
}
}
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RID environment = _render_get_environment ( p_camera , p_scenario ) ;
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RENDER_TIMESTAMP ( " Update Occlusion Buffer " )
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// For now just cull on the first camera
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RendererSceneOcclusionCull : : get_singleton ( ) - > buffer_update ( p_viewport , camera_data . main_transform , camera_data . main_projection , camera_data . is_orthogonal , RendererThreadPool : : singleton - > thread_work_pool ) ;
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_render_scene ( & camera_data , p_render_buffers , environment , camera - > effects , camera - > visible_layers , p_scenario , p_viewport , p_shadow_atlas , RID ( ) , - 1 , p_screen_mesh_lod_threshold , true , r_render_info ) ;
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# endif
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}
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void RendererSceneCull : : _visibility_cull_threaded ( uint32_t p_thread , VisibilityCullData * cull_data ) {
uint32_t total_threads = RendererThreadPool : : singleton - > thread_work_pool . get_thread_count ( ) ;
uint32_t bin_from = p_thread * cull_data - > cull_count / total_threads ;
uint32_t bin_to = ( p_thread + 1 = = total_threads ) ? cull_data - > cull_count : ( ( p_thread + 1 ) * cull_data - > cull_count / total_threads ) ;
_visibility_cull ( * cull_data , cull_data - > cull_offset + bin_from , cull_data - > cull_offset + bin_to ) ;
}
void RendererSceneCull : : _visibility_cull ( const VisibilityCullData & cull_data , uint64_t p_from , uint64_t p_to ) {
Scenario * scenario = cull_data . scenario ;
for ( unsigned int i = p_from ; i < p_to ; i + + ) {
InstanceVisibilityData & vd = scenario - > instance_visibility [ i ] ;
InstanceData & idata = scenario - > instance_data [ vd . array_index ] ;
if ( idata . parent_array_index > = 0 ) {
uint32_t parent_flags = scenario - > instance_data [ idata . parent_array_index ] . flags ;
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if ( ( parent_flags & InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN ) | | ! ( parent_flags & ( InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData : : FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN ) ) ) {
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idata . flags | = InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN ;
idata . flags & = ~ InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE ;
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idata . flags & = ~ InstanceData : : FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN ;
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continue ;
}
}
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int range_check = _visibility_range_check < true > ( vd , cull_data . camera_position , cull_data . viewport_mask ) ;
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if ( range_check = = - 1 ) {
idata . flags | = InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN ;
idata . flags & = ~ InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE ;
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idata . flags & = ~ InstanceData : : FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN ;
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} else if ( range_check = = 1 ) {
idata . flags & = ~ InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN ;
idata . flags | = InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE ;
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idata . flags & = ~ InstanceData : : FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN ;
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} else {
idata . flags & = ~ InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN ;
idata . flags & = ~ InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE ;
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if ( range_check = = 2 ) {
idata . flags | = InstanceData : : FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN ;
} else {
idata . flags & = ~ InstanceData : : FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN ;
}
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}
}
}
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template < bool p_fade_check >
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int RendererSceneCull : : _visibility_range_check ( InstanceVisibilityData & r_vis_data , const Vector3 & p_camera_pos , uint64_t p_viewport_mask ) {
float dist = p_camera_pos . distance_to ( r_vis_data . position ) ;
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const RS : : VisibilityRangeFadeMode & fade_mode = r_vis_data . fade_mode ;
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float begin_offset = - r_vis_data . range_begin_margin ;
float end_offset = r_vis_data . range_end_margin ;
if ( fade_mode = = RS : : VISIBILITY_RANGE_FADE_DISABLED & & ! ( p_viewport_mask & r_vis_data . viewport_state ) ) {
begin_offset = - begin_offset ;
end_offset = - end_offset ;
}
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if ( r_vis_data . range_end > 0.0f & & dist > r_vis_data . range_end + end_offset ) {
r_vis_data . viewport_state & = ~ p_viewport_mask ;
return - 1 ;
} else if ( r_vis_data . range_begin > 0.0f & & dist < r_vis_data . range_begin + begin_offset ) {
r_vis_data . viewport_state & = ~ p_viewport_mask ;
return 1 ;
} else {
r_vis_data . viewport_state | = p_viewport_mask ;
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if ( p_fade_check ) {
if ( fade_mode ! = RS : : VISIBILITY_RANGE_FADE_DISABLED ) {
r_vis_data . children_fade_alpha = 1.0f ;
if ( r_vis_data . range_end > 0.0f & & dist > r_vis_data . range_end - end_offset ) {
if ( fade_mode = = RS : : VISIBILITY_RANGE_FADE_DEPENDENCIES ) {
r_vis_data . children_fade_alpha = MIN ( 1.0f , ( dist - ( r_vis_data . range_end - end_offset ) ) / ( 2.0f * r_vis_data . range_end_margin ) ) ;
}
return 2 ;
} else if ( r_vis_data . range_begin > 0.0f & & dist < r_vis_data . range_begin - begin_offset ) {
if ( fade_mode = = RS : : VISIBILITY_RANGE_FADE_DEPENDENCIES ) {
r_vis_data . children_fade_alpha = MIN ( 1.0f , 1.0 - ( dist - ( r_vis_data . range_begin + begin_offset ) ) / ( 2.0f * r_vis_data . range_begin_margin ) ) ;
}
return 2 ;
}
}
}
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return 0 ;
}
}
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bool RendererSceneCull : : _visibility_parent_check ( const CullData & p_cull_data , const InstanceData & p_instance_data ) {
if ( p_instance_data . parent_array_index = = - 1 ) {
return true ;
}
const uint32_t & parent_flags = p_cull_data . scenario - > instance_data [ p_instance_data . parent_array_index ] . flags ;
return ( ( parent_flags & InstanceData : : FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK ) = = InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE ) | | ( parent_flags & InstanceData : : FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN ) ;
}
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void RendererSceneCull : : _scene_cull_threaded ( uint32_t p_thread , CullData * cull_data ) {
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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 ) ;
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_scene_cull ( * cull_data , scene_cull_result_threads [ p_thread ] , cull_from , cull_to ) ;
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}
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void RendererSceneCull : : _scene_cull ( CullData & cull_data , InstanceCullResult & cull_result , uint64_t p_from , uint64_t p_to ) {
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uint64_t frame_number = RSG : : rasterizer - > get_frame_number ( ) ;
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float lightmap_probe_update_speed = RSG : : light_storage - > lightmap_get_probe_capture_update_speed ( ) * RSG : : rasterizer - > get_frame_delta_time ( ) ;
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uint32_t sdfgi_last_light_index = 0xFFFFFFFF ;
uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF ;
RID instance_pair_buffer [ MAX_INSTANCE_PAIRS ] ;
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Transform3D inv_cam_transform = cull_data . cam_transform . inverse ( ) ;
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float z_near = cull_data . camera_matrix - > get_z_near ( ) ;
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for ( uint64_t i = p_from ; i < p_to ; i + + ) {
bool mesh_visible = false ;
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InstanceData & idata = cull_data . scenario - > instance_data [ i ] ;
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uint32_t visibility_flags = idata . flags & ( InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData : : FLAG_VISIBILITY_DEPENDENCY_HIDDEN | InstanceData : : FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN ) ;
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int32_t visibility_check = - 1 ;
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# define HIDDEN_BY_VISIBILITY_CHECKS (visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE || visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN)
# define LAYER_CHECK (cull_data.visible_layers & idata.layer_mask)
# define IN_FRUSTUM(f) (cull_data.scenario->instance_aabbs[i].in_frustum(f))
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# define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check<false>(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_viewport_mask) == 0)
# define VIS_PARENT_CHECK (_visibility_parent_check(cull_data, idata))
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# define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check)
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# define OCCLUSION_CULLED (cull_data.occlusion_buffer != nullptr && (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING) == 0 && cull_data.occlusion_buffer->is_occluded(cull_data.scenario->instance_aabbs[i].bounds, cull_data.cam_transform.origin, inv_cam_transform, *cull_data.camera_matrix, z_near))
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if ( ! HIDDEN_BY_VISIBILITY_CHECKS ) {
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if ( ( LAYER_CHECK & & IN_FRUSTUM ( cull_data . cull - > frustum ) & & VIS_CHECK & & ! OCCLUSION_CULLED ) | | ( cull_data . scenario - > instance_data [ i ] . flags & InstanceData : : FLAG_IGNORE_ALL_CULLING ) ) {
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uint32_t base_type = idata . flags & InstanceData : : FLAG_BASE_TYPE_MASK ;
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 ) ) ;
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if ( cull_data . shadow_atlas . is_valid ( ) & & RSG : : light_storage - > light_has_shadow ( idata . base_rid ) ) {
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scene_render - > light_instance_mark_visible ( RID : : from_uint64 ( idata . instance_data_rid ) ) ; //mark it visible for shadow allocation later
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}
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} else if ( base_type = = RS : : INSTANCE_REFLECTION_PROBE ) {
if ( cull_data . render_reflection_probe ! = idata . instance ) {
//avoid entering The Matrix
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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 ) ;
}
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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_VOXEL_GI ) {
InstanceVoxelGIData * voxel_gi = static_cast < InstanceVoxelGIData * > ( idata . instance - > base_data ) ;
cull_data . cull - > lock . lock ( ) ;
if ( ! voxel_gi - > update_element . in_list ( ) ) {
voxel_gi_update_list . add ( & voxel_gi - > update_element ) ;
}
cull_data . cull - > lock . unlock ( ) ;
cull_result . voxel_gi_instances . push_back ( RID : : from_uint64 ( idata . instance_data_rid ) ) ;
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} else if ( base_type = = RS : : INSTANCE_LIGHTMAP ) {
cull_result . lightmaps . push_back ( RID : : from_uint64 ( idata . instance_data_rid ) ) ;
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} else if ( base_type = = RS : : INSTANCE_FOG_VOLUME ) {
cull_result . fog_volumes . push_back ( RID : : from_uint64 ( idata . instance_data_rid ) ) ;
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} else if ( base_type = = RS : : INSTANCE_VISIBLITY_NOTIFIER ) {
InstanceVisibilityNotifierData * vnd = idata . visibility_notifier ;
if ( ! vnd - > list_element . in_list ( ) ) {
visible_notifier_list_lock . lock ( ) ;
visible_notifier_list . add ( & vnd - > list_element ) ;
visible_notifier_list_lock . unlock ( ) ;
vnd - > just_visible = true ;
}
vnd - > visible_in_frame = RSG : : rasterizer - > get_frame_number ( ) ;
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} else if ( ( ( 1 < < base_type ) & RS : : INSTANCE_GEOMETRY_MASK ) & & ! ( idata . flags & InstanceData : : FLAG_CAST_SHADOWS_ONLY ) ) {
bool keep = true ;
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if ( idata . flags & InstanceData : : FLAG_REDRAW_IF_VISIBLE ) {
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RenderingServerDefault : : redraw_request ( ) ;
}
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if ( base_type = = RS : : INSTANCE_MESH ) {
mesh_visible = true ;
} else if ( base_type = = RS : : INSTANCE_PARTICLES ) {
//particles visible? process them
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if ( RSG : : particles_storage - > particles_is_inactive ( idata . base_rid ) ) {
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//but if nothing is going on, don't do it.
keep = false ;
} else {
cull_data . cull - > lock . lock ( ) ;
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RSG : : particles_storage - > particles_request_process ( idata . base_rid ) ;
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cull_data . cull - > lock . unlock ( ) ;
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RSG : : particles_storage - > particles_set_view_axis ( idata . base_rid , - cull_data . cam_transform . basis . get_column ( 2 ) . normalized ( ) , cull_data . cam_transform . basis . get_column ( 1 ) . normalized ( ) ) ;
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//particles visible? request redraw
RenderingServerDefault : : redraw_request ( ) ;
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}
}
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if ( idata . parent_array_index ! = - 1 ) {
float fade = 1.0f ;
const uint32_t & parent_flags = cull_data . scenario - > instance_data [ idata . parent_array_index ] . flags ;
if ( parent_flags & InstanceData : : FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN ) {
const int32_t & parent_idx = cull_data . scenario - > instance_data [ idata . parent_array_index ] . visibility_index ;
fade = cull_data . scenario - > instance_visibility [ parent_idx ] . children_fade_alpha ;
}
scene_render - > geometry_instance_set_parent_fade_alpha ( idata . instance_geometry , fade ) ;
}
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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 ;
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for ( const Instance * E : geom - > lights ) {
InstanceLightData * light = static_cast < InstanceLightData * > ( E - > base_data ) ;
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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 ) ;
}
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if ( idata . flags & InstanceData : : FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY ) {
InstanceGeometryData * geom = static_cast < InstanceGeometryData * > ( idata . instance - > base_data ) ;
scene_render - > geometry_instance_set_softshadow_projector_pairing ( geom - > geometry_instance , geom - > softshadow_count > 0 , geom - > projector_count > 0 ) ;
idata . flags & = ~ uint32_t ( InstanceData : : FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY ) ;
}
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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 ;
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for ( const Instance * E : geom - > reflection_probes ) {
InstanceReflectionProbeData * reflection_probe = static_cast < InstanceReflectionProbeData * > ( E - > base_data ) ;
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instance_pair_buffer [ idx + + ] = reflection_probe - > instance ;
if ( idx = = MAX_INSTANCE_PAIRS ) {
break ;
}
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}
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scene_render - > geometry_instance_pair_reflection_probe_instances ( geom - > geometry_instance , instance_pair_buffer , idx ) ;
idata . flags & = ~ uint32_t ( InstanceData : : FLAG_GEOM_REFLECTION_DIRTY ) ;
}
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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 ) ;
uint32_t idx = 0 ;
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for ( const Instance * E : geom - > decals ) {
InstanceDecalData * decal = static_cast < InstanceDecalData * > ( E - > base_data ) ;
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instance_pair_buffer [ idx + + ] = decal - > instance ;
if ( idx = = MAX_INSTANCE_PAIRS ) {
break ;
}
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}
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scene_render - > geometry_instance_pair_decal_instances ( geom - > geometry_instance , instance_pair_buffer , idx ) ;
idata . flags & = ~ uint32_t ( InstanceData : : FLAG_GEOM_DECAL_DIRTY ) ;
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}
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if ( idata . flags & InstanceData : : FLAG_GEOM_VOXEL_GI_DIRTY ) {
InstanceGeometryData * geom = static_cast < InstanceGeometryData * > ( idata . instance - > base_data ) ;
uint32_t idx = 0 ;
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for ( const Instance * E : geom - > voxel_gi_instances ) {
InstanceVoxelGIData * voxel_gi = static_cast < InstanceVoxelGIData * > ( E - > base_data ) ;
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instance_pair_buffer [ idx + + ] = voxel_gi - > probe_instance ;
if ( idx = = MAX_INSTANCE_PAIRS ) {
break ;
}
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}
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scene_render - > geometry_instance_pair_voxel_gi_instances ( geom - > geometry_instance , instance_pair_buffer , idx ) ;
idata . flags & = ~ uint32_t ( InstanceData : : FLAG_GEOM_VOXEL_GI_DIRTY ) ;
}
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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 ;
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}
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if ( keep ) {
cull_result . geometry_instances . push_back ( idata . instance_geometry ) ;
}
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}
}
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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 ( IN_FRUSTUM ( cull_data . cull - > shadows [ j ] . cascades [ k ] . frustum ) & & VIS_CHECK ) {
uint32_t base_type = idata . flags & InstanceData : : FLAG_BASE_TYPE_MASK ;
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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 ;
}
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}
}
}
}
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# undef HIDDEN_BY_VISIBILITY_CHECKS
# undef LAYER_CHECK
# undef IN_FRUSTUM
# undef VIS_RANGE_CHECK
# undef VIS_PARENT_CHECK
# undef VIS_CHECK
# undef OCCLUSION_CULLED
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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 ] ) ) {
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 ) ;
}
}
}
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void RendererSceneCull : : _render_scene ( const RendererSceneRender : : CameraData * p_camera_data , RID p_render_buffers , RID p_environment , RID p_force_camera_effects , uint32_t p_visible_layers , RID p_scenario , RID p_viewport , RID p_shadow_atlas , RID p_reflection_probe , int p_reflection_probe_pass , float p_screen_mesh_lod_threshold , bool p_using_shadows , RendererScene : : RenderInfo * r_render_info ) {
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Instance * render_reflection_probe = instance_owner . get_or_null ( p_reflection_probe ) ; //if null, not rendering to it
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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render_pass + + ;
scene_render - > set_scene_pass ( render_pass ) ;
if ( p_render_buffers . is_valid ( ) ) {
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//no rendering code here, this is only to set up what needs to be done, request regions, etc.
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scene_render - > sdfgi_update ( p_render_buffers , p_environment , p_camera_data - > main_transform . origin ) ; //update conditions for SDFGI (whether its used or not)
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}
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RENDER_TIMESTAMP ( " Update Visibility Dependencies " ) ;
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if ( scenario - > instance_visibility . get_bin_count ( ) > 0 ) {
if ( ! scenario - > viewport_visibility_masks . has ( p_viewport ) ) {
scenario_add_viewport_visibility_mask ( scenario - > self , p_viewport ) ;
}
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VisibilityCullData visibility_cull_data ;
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visibility_cull_data . scenario = scenario ;
visibility_cull_data . viewport_mask = scenario - > viewport_visibility_masks [ p_viewport ] ;
visibility_cull_data . camera_position = p_camera_data - > main_transform . origin ;
for ( int i = scenario - > instance_visibility . get_bin_count ( ) - 1 ; i > 0 ; i - - ) { // We skip bin 0
visibility_cull_data . cull_offset = scenario - > instance_visibility . get_bin_start ( i ) ;
visibility_cull_data . cull_count = scenario - > instance_visibility . get_bin_size ( i ) ;
if ( visibility_cull_data . cull_count = = 0 ) {
continue ;
}
if ( visibility_cull_data . cull_count > thread_cull_threshold ) {
RendererThreadPool : : singleton - > thread_work_pool . do_work ( RendererThreadPool : : singleton - > thread_work_pool . get_thread_count ( ) , this , & RendererSceneCull : : _visibility_cull_threaded , & visibility_cull_data ) ;
} else {
_visibility_cull ( visibility_cull_data , visibility_cull_data . cull_offset , visibility_cull_data . cull_offset + visibility_cull_data . cull_count ) ;
}
}
}
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RENDER_TIMESTAMP ( " Cull 3D Scene " ) ;
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//rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_orthogonal);
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/* STEP 2 - CULL */
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Vector < Plane > planes = p_camera_data - > main_projection . get_projection_planes ( p_camera_data - > main_transform ) ;
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cull . frustum = Frustum ( planes ) ;
Vector < RID > directional_lights ;
// directional lights
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{
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cull . shadow_count = 0 ;
Vector < Instance * > lights_with_shadow ;
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for ( Instance * E : scenario - > directional_lights ) {
if ( ! E - > visible ) {
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continue ;
}
if ( directional_lights . size ( ) > RendererSceneRender : : MAX_DIRECTIONAL_LIGHTS ) {
break ;
}
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InstanceLightData * light = static_cast < InstanceLightData * > ( E - > base_data ) ;
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//check shadow..
if ( light ) {
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if ( p_using_shadows & & p_shadow_atlas . is_valid ( ) & & RSG : : light_storage - > light_has_shadow ( E - > base ) & & ! ( RSG : : light_storage - > light_get_type ( E - > base ) = = RS : : LIGHT_DIRECTIONAL & & RSG : : light_storage - > light_directional_get_sky_mode ( E - > base ) = = RS : : LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY ) ) {
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lights_with_shadow . push_back ( E ) ;
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}
//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 + + ) {
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_light_instance_setup_directional_shadow ( i , lights_with_shadow [ i ] , p_camera_data - > main_transform , p_camera_data - > main_projection , p_camera_data - > is_orthogonal , p_camera_data - > vaspect ) ;
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}
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}
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{ //sdfgi
cull . sdfgi . region_count = 0 ;
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if ( p_render_buffers . is_valid ( ) ) {
cull . sdfgi . cascade_light_count = 0 ;
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uint32_t prev_cascade = 0xFFFFFFFF ;
uint32_t pending_region_count = scene_render - > sdfgi_get_pending_region_count ( p_render_buffers ) ;
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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 ;
}
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}
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cull . sdfgi . region_count = pending_region_count ;
}
}
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scene_cull_result . clear ( ) ;
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{
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uint64_t cull_from = 0 ;
uint64_t cull_to = scenario - > instance_data . size ( ) ;
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CullData cull_data ;
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//prepare for eventual thread usage
cull_data . cull = & cull ;
cull_data . scenario = scenario ;
cull_data . shadow_atlas = p_shadow_atlas ;
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cull_data . cam_transform = p_camera_data - > main_transform ;
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cull_data . visible_layers = p_visible_layers ;
cull_data . render_reflection_probe = render_reflection_probe ;
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cull_data . occlusion_buffer = RendererSceneOcclusionCull : : get_singleton ( ) - > buffer_get_ptr ( p_viewport ) ;
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cull_data . camera_matrix = & p_camera_data - > main_projection ;
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cull_data . visibility_viewport_mask = scenario - > viewport_visibility_masks . has ( p_viewport ) ? scenario - > viewport_visibility_masks [ p_viewport ] : 0 ;
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//#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
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for ( uint32_t i = 0 ; i < scene_cull_result_threads . size ( ) ; i + + ) {
scene_cull_result_threads [ i ] . clear ( ) ;
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}
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RendererThreadPool : : singleton - > thread_work_pool . do_work ( scene_cull_result_threads . size ( ) , this , & RendererSceneCull : : _scene_cull_threaded , & cull_data ) ;
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for ( uint32_t i = 0 ; i < scene_cull_result_threads . size ( ) ; i + + ) {
scene_cull_result . append_from ( scene_cull_result_threads [ i ] ) ;
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}
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} else {
//single threaded
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_scene_cull ( cull_data , scene_cull_result , cull_from , cull_to ) ;
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}
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# 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
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if ( scene_cull_result . mesh_instances . size ( ) ) {
for ( uint64_t i = 0 ; i < scene_cull_result . mesh_instances . size ( ) ; i + + ) {
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RSG : : mesh_storage - > mesh_instance_check_for_update ( scene_cull_result . mesh_instances [ i ] ) ;
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}
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RSG : : mesh_storage - > update_mesh_instances ( ) ;
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}
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}
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//render shadows
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max_shadows_used = 0 ;
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if ( p_using_shadows ) { //setup shadow maps
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// Directional Shadows
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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 ;
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render_shadow_data [ max_shadows_used ] . instances . merge_unordered ( scene_cull_result . directional_shadows [ i ] . cascade_geometry_instances [ j ] ) ;
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max_shadows_used + + ;
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}
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}
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// Positional Shadowss
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for ( uint32_t i = 0 ; i < ( uint32_t ) scene_cull_result . lights . size ( ) ; i + + ) {
Instance * ins = scene_cull_result . lights [ i ] ;
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if ( ! p_shadow_atlas . is_valid ( ) | | ! RSG : : light_storage - > light_has_shadow ( ins - > base ) ) {
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continue ;
}
InstanceLightData * light = static_cast < InstanceLightData * > ( ins - > base_data ) ;
float coverage = 0.f ;
{ //compute coverage
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Transform3D cam_xf = p_camera_data - > main_transform ;
float zn = p_camera_data - > main_projection . get_z_near ( ) ;
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Plane p ( - cam_xf . basis . get_column ( 2 ) , cam_xf . origin + cam_xf . basis . get_column ( 2 ) * - zn ) ; //camera near plane
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// near plane half width and height
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Vector2 vp_half_extents = p_camera_data - > main_projection . get_viewport_half_extents ( ) ;
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switch ( RSG : : light_storage - > light_get_type ( ins - > base ) ) {
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case RS : : LIGHT_OMNI : {
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float radius = RSG : : light_storage - > light_get_param ( ins - > base , RS : : LIGHT_PARAM_RANGE ) ;
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//get two points parallel to near plane
Vector3 points [ 2 ] = {
ins - > transform . origin ,
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ins - > transform . origin + cam_xf . basis . get_column ( 0 ) * radius
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} ;
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if ( ! p_camera_data - > is_orthogonal ) {
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//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 : {
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float radius = RSG : : light_storage - > light_get_param ( ins - > base , RS : : LIGHT_PARAM_RANGE ) ;
float angle = RSG : : light_storage - > light_get_param ( ins - > base , RS : : LIGHT_PARAM_SPOT_ANGLE ) ;
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float w = radius * Math : : sin ( Math : : deg2rad ( angle ) ) ;
float d = radius * Math : : cos ( Math : : deg2rad ( angle ) ) ;
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Vector3 base = ins - > transform . origin - ins - > transform . basis . get_column ( 2 ) . normalized ( ) * d ;
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Vector3 points [ 2 ] = {
base ,
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base + cam_xf . basis . get_column ( 0 ) * w
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} ;
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if ( ! p_camera_data - > is_orthogonal ) {
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//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 ) ;
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if ( redraw & & max_shadows_used < MAX_UPDATE_SHADOWS ) {
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//must redraw!
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RENDER_TIMESTAMP ( " > Render Light3D " + itos ( i ) ) ;
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light - > shadow_dirty = _light_instance_update_shadow ( ins , p_camera_data - > main_transform , p_camera_data - > main_projection , p_camera_data - > is_orthogonal , p_camera_data - > vaspect , p_shadow_atlas , scenario , p_screen_mesh_lod_threshold ) ;
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RENDER_TIMESTAMP ( " < Render Light3D " + itos ( i ) ) ;
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} 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 + + ) {
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render_sdfgi_data [ i ] . instances . merge_unordered ( scene_cull_result . sdfgi_region_geometry_instances [ i ] ) ;
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render_sdfgi_data [ i ] . region = i ;
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}
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//check if static lights were culled
bool static_lights_culled = false ;
for ( uint32_t i = 0 ; i < cull . sdfgi . cascade_light_count ; i + + ) {
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if ( scene_cull_result . sdfgi_cascade_lights [ i ] . size ( ) ) {
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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 ;
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sdfgi_update_data . static_positional_lights = scene_cull_result . sdfgi_cascade_lights ;
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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 ( ) ;
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}
}
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//append the directional lights to the lights culled
for ( int i = 0 ; i < directional_lights . size ( ) ; i + + ) {
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scene_cull_result . light_instances . push_back ( directional_lights [ i ] ) ;
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}
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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 */
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RID occluders_tex ;
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const RendererSceneRender : : CameraData * prev_camera_data = p_camera_data ;
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if ( p_viewport . is_valid ( ) ) {
occluders_tex = RSG : : viewport - > viewport_get_occluder_debug_texture ( p_viewport ) ;
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prev_camera_data = RSG : : viewport - > viewport_get_prev_camera_data ( p_viewport ) ;
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}
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RENDER_TIMESTAMP ( " Render 3D Scene " ) ;
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scene_render - > render_scene ( p_render_buffers , p_camera_data , prev_camera_data , scene_cull_result . geometry_instances , scene_cull_result . light_instances , scene_cull_result . reflections , scene_cull_result . voxel_gi_instances , scene_cull_result . decals , scene_cull_result . lightmaps , scene_cull_result . fog_volumes , p_environment , camera_effects , p_shadow_atlas , occluders_tex , p_reflection_probe . is_valid ( ) ? RID ( ) : scenario - > reflection_atlas , p_reflection_probe , p_reflection_probe_pass , p_screen_mesh_lod_threshold , render_shadow_data , max_shadows_used , render_sdfgi_data , cull . sdfgi . region_count , & sdfgi_update_data , r_render_info ) ;
if ( p_viewport . is_valid ( ) ) {
RSG : : viewport - > viewport_set_prev_camera_data ( p_viewport , p_camera_data ) ;
}
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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 ( ) ;
}
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// virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, 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_mesh_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;
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}
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RID RendererSceneCull : : _render_get_environment ( RID p_camera , RID p_scenario ) {
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Camera * camera = camera_owner . get_or_null ( p_camera ) ;
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if ( camera & & scene_render - > is_environment ( camera - > env ) ) {
return camera - > env ;
}
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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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 ( ) ;
}
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void RendererSceneCull : : render_empty_scene ( RID p_render_buffers , RID p_scenario , RID p_shadow_atlas ) {
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# ifndef _3D_DISABLED
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Scenario * scenario = scenario_owner . get_or_null ( p_scenario ) ;
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RID environment ;
if ( scenario - > environment . is_valid ( ) ) {
environment = scenario - > environment ;
} else {
environment = scenario - > fallback_environment ;
}
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RENDER_TIMESTAMP ( " Render Empty 3D Scene " ) ;
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RendererSceneRender : : CameraData camera_data ;
camera_data . set_camera ( Transform3D ( ) , CameraMatrix ( ) , true , false ) ;
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scene_render - > render_scene ( p_render_buffers , & camera_data , & camera_data , PagedArray < RendererSceneRender : : GeometryInstance * > ( ) , PagedArray < RID > ( ) , PagedArray < RID > ( ) , PagedArray < RID > ( ) , PagedArray < RID > ( ) , PagedArray < RID > ( ) , PagedArray < RID > ( ) , RID ( ) , RID ( ) , p_shadow_atlas , RID ( ) , scenario - > reflection_atlas , RID ( ) , 0 , 0 , nullptr , 0 , nullptr , 0 , nullptr ) ;
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# endif
}
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bool RendererSceneCull : : _render_reflection_probe_step ( Instance * p_instance , int p_step ) {
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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 )
} ;
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Vector3 extents = RSG : : light_storage - > reflection_probe_get_extents ( p_instance - > base ) ;
Vector3 origin_offset = RSG : : light_storage - > reflection_probe_get_origin_offset ( p_instance - > base ) ;
float max_distance = RSG : : light_storage - > reflection_probe_get_origin_max_distance ( p_instance - > base ) ;
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float size = scene_render - > reflection_atlas_get_size ( scenario - > reflection_atlas ) ;
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float mesh_lod_threshold = RSG : : light_storage - > reflection_probe_get_mesh_lod_threshold ( p_instance - > base ) / size ;
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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 ) ;
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Transform3D local_view ;
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local_view . set_look_at ( origin_offset , origin_offset + view_normals [ p_step ] , view_up [ p_step ] ) ;
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Transform3D xform = p_instance - > transform * local_view ;
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RID shadow_atlas ;
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bool use_shadows = RSG : : light_storage - > reflection_probe_renders_shadows ( p_instance - > base ) ;
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if ( use_shadows ) {
shadow_atlas = scenario - > reflection_probe_shadow_atlas ;
}
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RID environment ;
if ( scenario - > environment . is_valid ( ) ) {
environment = scenario - > environment ;
} else {
environment = scenario - > fallback_environment ;
}
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RENDER_TIMESTAMP ( " Render ReflectionProbe, Step " + itos ( p_step ) ) ;
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RendererSceneRender : : CameraData camera_data ;
camera_data . set_camera ( xform , cm , false , false ) ;
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_render_scene ( & camera_data , RID ( ) , environment , RID ( ) , RSG : : light_storage - > reflection_probe_get_cull_mask ( p_instance - > base ) , p_instance - > scenario - > self , RID ( ) , shadow_atlas , reflection_probe - > instance , p_step , mesh_lod_threshold , use_shadows ) ;
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} else {
//do roughness postprocess step until it believes it's done
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RENDER_TIMESTAMP ( " Post-Process ReflectionProbe, Step " + itos ( p_step ) ) ;
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return scene_render - > reflection_probe_instance_postprocess_step ( reflection_probe - > instance ) ;
}
return false ;
}
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void RendererSceneCull : : render_probes ( ) {
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/* 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 ;
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switch ( RSG : : light_storage - > reflection_probe_get_update_mode ( base ) ) {
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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 ;
}
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/* VOXEL GIS */
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SelfList < InstanceVoxelGIData > * voxel_gi = voxel_gi_update_list . first ( ) ;
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if ( voxel_gi ) {
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RENDER_TIMESTAMP ( " Render VoxelGI " ) ;
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}
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while ( voxel_gi ) {
SelfList < InstanceVoxelGIData > * next = voxel_gi - > next ( ) ;
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InstanceVoxelGIData * probe = voxel_gi - > self ( ) ;
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//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 ( ) ;
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const InstanceVoxelGIData : : LightCache * caches = probe - > light_cache . ptr ( ) ;
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const RID * instance_caches = probe - > light_instances . ptr ( ) ;
int idx = 0 ; //must count visible lights
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for ( Instance * E : probe - > lights ) {
Instance * instance = E ;
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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 {
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const InstanceVoxelGIData : : LightCache * cache = & caches [ idx ] ;
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if (
instance_caches [ idx ] ! = instance_light - > instance | |
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cache - > has_shadow ! = RSG : : light_storage - > light_has_shadow ( instance - > base ) | |
cache - > type ! = RSG : : light_storage - > light_get_type ( instance - > base ) | |
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cache - > transform ! = instance - > transform | |
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cache - > color ! = RSG : : light_storage - > light_get_color ( instance - > base ) | |
cache - > energy ! = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_ENERGY ) | |
cache - > bake_energy ! = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_INDIRECT_ENERGY ) | |
cache - > radius ! = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_RANGE ) | |
cache - > attenuation ! = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_ATTENUATION ) | |
cache - > spot_angle ! = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_SPOT_ANGLE ) | |
cache - > spot_attenuation ! = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_SPOT_ATTENUATION ) ) {
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cache_dirty = true ;
}
}
idx + + ;
}
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for ( const Instance * instance : probe - > owner - > scenario - > directional_lights ) {
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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 {
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const InstanceVoxelGIData : : LightCache * cache = & caches [ idx ] ;
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if (
instance_caches [ idx ] ! = instance_light - > instance | |
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cache - > has_shadow ! = RSG : : light_storage - > light_has_shadow ( instance - > base ) | |
cache - > type ! = RSG : : light_storage - > light_get_type ( instance - > base ) | |
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cache - > transform ! = instance - > transform | |
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cache - > color ! = RSG : : light_storage - > light_get_color ( instance - > base ) | |
cache - > energy ! = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_ENERGY ) | |
cache - > bake_energy ! = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_INDIRECT_ENERGY ) | |
cache - > radius ! = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_RANGE ) | |
cache - > attenuation ! = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_ATTENUATION ) | |
cache - > spot_angle ! = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_SPOT_ANGLE ) | |
cache - > spot_attenuation ! = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_SPOT_ATTENUATION ) | |
cache - > sky_mode ! = RSG : : light_storage - > light_directional_get_sky_mode ( instance - > base ) ) {
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cache_dirty = true ;
}
}
idx + + ;
}
if ( idx ! = light_cache_size ) {
cache_dirty = true ;
}
cache_count = idx ;
}
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bool update_lights = scene_render - > voxel_gi_needs_update ( probe - > probe_instance ) ;
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if ( cache_dirty ) {
probe - > light_cache . resize ( cache_count ) ;
probe - > light_instances . resize ( cache_count ) ;
if ( cache_count ) {
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InstanceVoxelGIData : : LightCache * caches = probe - > light_cache . ptrw ( ) ;
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RID * instance_caches = probe - > light_instances . ptrw ( ) ;
int idx = 0 ; //must count visible lights
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for ( Instance * E : probe - > lights ) {
Instance * instance = E ;
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InstanceLightData * instance_light = ( InstanceLightData * ) instance - > base_data ;
if ( ! instance - > visible ) {
continue ;
}
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InstanceVoxelGIData : : LightCache * cache = & caches [ idx ] ;
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instance_caches [ idx ] = instance_light - > instance ;
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cache - > has_shadow = RSG : : light_storage - > light_has_shadow ( instance - > base ) ;
cache - > type = RSG : : light_storage - > light_get_type ( instance - > base ) ;
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cache - > transform = instance - > transform ;
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cache - > color = RSG : : light_storage - > light_get_color ( instance - > base ) ;
cache - > energy = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_ENERGY ) ;
cache - > bake_energy = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_INDIRECT_ENERGY ) ;
cache - > radius = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_RANGE ) ;
cache - > attenuation = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_ATTENUATION ) ;
cache - > spot_angle = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_SPOT_ANGLE ) ;
cache - > spot_attenuation = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_SPOT_ATTENUATION ) ;
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idx + + ;
}
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for ( const Instance * instance : probe - > owner - > scenario - > directional_lights ) {
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InstanceLightData * instance_light = ( InstanceLightData * ) instance - > base_data ;
if ( ! instance - > visible ) {
continue ;
}
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InstanceVoxelGIData : : LightCache * cache = & caches [ idx ] ;
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instance_caches [ idx ] = instance_light - > instance ;
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cache - > has_shadow = RSG : : light_storage - > light_has_shadow ( instance - > base ) ;
cache - > type = RSG : : light_storage - > light_get_type ( instance - > base ) ;
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cache - > transform = instance - > transform ;
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cache - > color = RSG : : light_storage - > light_get_color ( instance - > base ) ;
cache - > energy = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_ENERGY ) ;
cache - > bake_energy = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_INDIRECT_ENERGY ) ;
cache - > radius = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_RANGE ) ;
cache - > attenuation = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_ATTENUATION ) ;
cache - > spot_angle = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_SPOT_ANGLE ) ;
cache - > spot_attenuation = RSG : : light_storage - > light_get_param ( instance - > base , RS : : LIGHT_PARAM_SPOT_ATTENUATION ) ;
cache - > sky_mode = RSG : : light_storage - > light_directional_get_sky_mode ( instance - > base ) ;
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idx + + ;
}
}
update_lights = true ;
}
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scene_cull_result . geometry_instances . clear ( ) ;
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RID instance_pair_buffer [ MAX_INSTANCE_PAIRS ] ;
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for ( Instance * E : probe - > dynamic_geometries ) {
Instance * ins = E ;
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if ( ! ins - > visible ) {
continue ;
}
InstanceGeometryData * geom = ( InstanceGeometryData * ) ins - > base_data ;
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if ( ins - > scenario & & ins - > array_index > = 0 & & ( ins - > scenario - > instance_data [ ins - > array_index ] . flags & InstanceData : : FLAG_GEOM_VOXEL_GI_DIRTY ) ) {
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uint32_t idx = 0 ;
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for ( const Instance * F : geom - > voxel_gi_instances ) {
InstanceVoxelGIData * voxel_gi2 = static_cast < InstanceVoxelGIData * > ( F - > base_data ) ;
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instance_pair_buffer [ idx + + ] = voxel_gi2 - > probe_instance ;
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if ( idx = = MAX_INSTANCE_PAIRS ) {
break ;
}
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}
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scene_render - > geometry_instance_pair_voxel_gi_instances ( geom - > geometry_instance , instance_pair_buffer , idx ) ;
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ins - > scenario - > instance_data [ ins - > array_index ] . flags & = ~ uint32_t ( InstanceData : : FLAG_GEOM_VOXEL_GI_DIRTY ) ;
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}
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scene_cull_result . geometry_instances . push_back ( geom - > geometry_instance ) ;
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}
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scene_render - > voxel_gi_update ( probe - > probe_instance , update_lights , probe - > light_instances , scene_cull_result . geometry_instances ) ;
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voxel_gi_update_list . remove ( voxel_gi ) ;
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voxel_gi = next ;
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}
}
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void RendererSceneCull : : render_particle_colliders ( ) {
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while ( heightfield_particle_colliders_update_list . begin ( ) ) {
Instance * hfpc = * heightfield_particle_colliders_update_list . begin ( ) ;
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if ( hfpc - > scenario & & hfpc - > base_type = = RS : : INSTANCE_PARTICLES_COLLISION & & RSG : : particles_storage - > particles_collision_is_heightfield ( hfpc - > base ) ) {
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//update heightfield
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instance_cull_result . clear ( ) ;
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scene_cull_result . geometry_instances . clear ( ) ;
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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 + + ) {
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Instance * instance = instance_cull_result [ i ] ;
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if ( ! instance | | ! ( ( 1 < < instance - > base_type ) & ( RS : : INSTANCE_GEOMETRY_MASK & ( ~ ( 1 < < RS : : INSTANCE_PARTICLES ) ) ) ) ) { //all but particles to avoid self collision
continue ;
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}
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InstanceGeometryData * geom = static_cast < InstanceGeometryData * > ( instance - > base_data ) ;
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scene_cull_result . geometry_instances . push_back ( geom - > geometry_instance ) ;
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}
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scene_render - > render_particle_collider_heightfield ( hfpc - > base , hfpc - > transform , scene_cull_result . geometry_instances ) ;
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}
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heightfield_particle_colliders_update_list . remove ( heightfield_particle_colliders_update_list . begin ( ) ) ;
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}
}
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void RendererSceneCull : : _update_instance_shader_parameters_from_material ( HashMap < StringName , Instance : : InstanceShaderParameter > & isparams , const HashMap < StringName , Instance : : InstanceShaderParameter > & existing_isparams , RID p_material ) {
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List < RendererMaterialStorage : : InstanceShaderParam > plist ;
RSG : : material_storage - > material_get_instance_shader_parameters ( p_material , & plist ) ;
for ( const RendererMaterialStorage : : InstanceShaderParam & E : plist ) {
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StringName name = E . info . name ;
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if ( isparams . has ( name ) ) {
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if ( isparams [ name ] . info . type ! = E . info . type ) {
WARN_PRINT ( " More than one material in instance export the same instance shader uniform ' " + E . info . name + " ', but they do it with different data types. Only the first one (in order) will display correctly. " ) ;
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}
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if ( isparams [ name ] . index ! = E . index ) {
WARN_PRINT ( " More than one material in instance export the same instance shader uniform ' " + E . info . name + " ', but they do it with different indices. Only the first one (in order) will display correctly. " ) ;
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}
continue ; //first one found always has priority
}
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Instance : : InstanceShaderParameter isp ;
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isp . index = E . index ;
isp . info = E . info ;
isp . default_value = E . default_value ;
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if ( existing_isparams . has ( name ) ) {
isp . value = existing_isparams [ name ] . value ;
} else {
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isp . value = E . default_value ;
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}
isparams [ name ] = isp ;
}
}
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void RendererSceneCull : : _update_dirty_instance ( Instance * p_instance ) {
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if ( p_instance - > update_aabb ) {
_update_instance_aabb ( p_instance ) ;
}
if ( p_instance - > update_dependencies ) {
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p_instance - > dependency_tracker . update_begin ( ) ;
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if ( p_instance - > base . is_valid ( ) ) {
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RSG : : utilities - > base_update_dependency ( p_instance - > base , & p_instance - > dependency_tracker ) ;
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}
if ( p_instance - > material_override . is_valid ( ) ) {
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RSG : : material_storage - > material_update_dependency ( p_instance - > material_override , & p_instance - > dependency_tracker ) ;
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}
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if ( p_instance - > material_overlay . is_valid ( ) ) {
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RSG : : material_storage - > material_update_dependency ( p_instance - > material_overlay , & p_instance - > dependency_tracker ) ;
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}
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if ( p_instance - > base_type = = RS : : INSTANCE_MESH ) {
//remove materials no longer used and un-own them
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int new_mat_count = RSG : : mesh_storage - > mesh_get_surface_count ( p_instance - > base ) ;
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p_instance - > materials . resize ( new_mat_count ) ;
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_instance_update_mesh_instance ( p_instance ) ;
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}
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if ( p_instance - > base_type = = RS : : INSTANCE_PARTICLES ) {
// update the process material dependency
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RID particle_material = RSG : : particles_storage - > particles_get_process_material ( p_instance - > base ) ;
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if ( particle_material . is_valid ( ) ) {
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RSG : : material_storage - > material_update_dependency ( particle_material , & p_instance - > dependency_tracker ) ;
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}
}
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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 ;
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HashMap < StringName , Instance : : InstanceShaderParameter > isparams ;
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if ( p_instance - > cast_shadows = = RS : : SHADOW_CASTING_SETTING_OFF ) {
can_cast_shadows = false ;
}
if ( p_instance - > material_override . is_valid ( ) ) {
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if ( ! RSG : : material_storage - > material_casts_shadows ( p_instance - > material_override ) ) {
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can_cast_shadows = false ;
}
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is_animated = RSG : : material_storage - > material_is_animated ( p_instance - > material_override ) ;
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_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 + + ) {
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RID mat = p_instance - > materials [ i ] . is_valid ( ) ? p_instance - > materials [ i ] : RSG : : mesh_storage - > mesh_surface_get_material ( mesh , i ) ;
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if ( ! mat . is_valid ( ) ) {
cast_shadows = true ;
} else {
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if ( RSG : : material_storage - > material_casts_shadows ( mat ) ) {
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cast_shadows = true ;
}
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if ( RSG : : material_storage - > material_is_animated ( mat ) ) {
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is_animated = true ;
}
_update_instance_shader_parameters_from_material ( isparams , p_instance - > instance_shader_parameters , mat ) ;
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RSG : : material_storage - > material_update_dependency ( mat , & p_instance - > dependency_tracker ) ;
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}
}
if ( ! cast_shadows ) {
can_cast_shadows = false ;
}
}
} else if ( p_instance - > base_type = = RS : : INSTANCE_MULTIMESH ) {
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RID mesh = RSG : : mesh_storage - > multimesh_get_mesh ( p_instance - > base ) ;
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if ( mesh . is_valid ( ) ) {
bool cast_shadows = false ;
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int sc = RSG : : mesh_storage - > mesh_get_surface_count ( mesh ) ;
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for ( int i = 0 ; i < sc ; i + + ) {
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RID mat = RSG : : mesh_storage - > mesh_surface_get_material ( mesh , i ) ;
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if ( ! mat . is_valid ( ) ) {
cast_shadows = true ;
} else {
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if ( RSG : : material_storage - > material_casts_shadows ( mat ) ) {
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cast_shadows = true ;
}
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if ( RSG : : material_storage - > material_is_animated ( mat ) ) {
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is_animated = true ;
}
_update_instance_shader_parameters_from_material ( isparams , p_instance - > instance_shader_parameters , mat ) ;
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RSG : : material_storage - > material_update_dependency ( mat , & p_instance - > dependency_tracker ) ;
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}
}
if ( ! cast_shadows ) {
can_cast_shadows = false ;
}
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RSG : : utilities - > base_update_dependency ( mesh , & p_instance - > dependency_tracker ) ;
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}
} else if ( p_instance - > base_type = = RS : : INSTANCE_PARTICLES ) {
bool cast_shadows = false ;
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int dp = RSG : : particles_storage - > particles_get_draw_passes ( p_instance - > base ) ;
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for ( int i = 0 ; i < dp ; i + + ) {
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RID mesh = RSG : : particles_storage - > particles_get_draw_pass_mesh ( p_instance - > base , i ) ;
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if ( ! mesh . is_valid ( ) ) {
continue ;
}
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int sc = RSG : : mesh_storage - > mesh_get_surface_count ( mesh ) ;
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for ( int j = 0 ; j < sc ; j + + ) {
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RID mat = RSG : : mesh_storage - > mesh_surface_get_material ( mesh , j ) ;
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if ( ! mat . is_valid ( ) ) {
cast_shadows = true ;
} else {
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if ( RSG : : material_storage - > material_casts_shadows ( mat ) ) {
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cast_shadows = true ;
}
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if ( RSG : : material_storage - > material_is_animated ( mat ) ) {
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is_animated = true ;
}
_update_instance_shader_parameters_from_material ( isparams , p_instance - > instance_shader_parameters , mat ) ;
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RSG : : material_storage - > material_update_dependency ( mat , & p_instance - > dependency_tracker ) ;
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}
}
}
if ( ! cast_shadows ) {
can_cast_shadows = false ;
}
}
}
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if ( p_instance - > material_overlay . is_valid ( ) ) {
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can_cast_shadows = can_cast_shadows | | RSG : : material_storage - > material_casts_shadows ( p_instance - > material_overlay ) ;
is_animated = is_animated | | RSG : : material_storage - > material_is_animated ( p_instance - > material_overlay ) ;
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_update_instance_shader_parameters_from_material ( isparams , p_instance - > instance_shader_parameters , p_instance - > material_overlay ) ;
}
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if ( can_cast_shadows ! = geom - > can_cast_shadows ) {
//ability to cast shadows change, let lights now
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for ( const Instance * E : geom - > lights ) {
InstanceLightData * light = static_cast < InstanceLightData * > ( E - > base_data ) ;
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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 ) {
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p_instance - > instance_allocated_shader_parameters_offset = RSG : : material_storage - > global_variables_instance_allocate ( p_instance - > self ) ;
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scene_render - > geometry_instance_set_instance_shader_parameters_offset ( geom - > geometry_instance , p_instance - > instance_allocated_shader_parameters_offset ) ;
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for ( const KeyValue < StringName , Instance : : InstanceShaderParameter > & E : p_instance - > instance_shader_parameters ) {
if ( E . value . value . get_type ( ) ! = Variant : : NIL ) {
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RSG : : material_storage - > global_variables_instance_update ( p_instance - > self , E . value . index , E . value . value ) ;
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}
}
} else {
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RSG : : material_storage - > global_variables_instance_free ( p_instance - > self ) ;
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p_instance - > instance_allocated_shader_parameters_offset = - 1 ;
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scene_render - > geometry_instance_set_instance_shader_parameters_offset ( geom - > geometry_instance , - 1 ) ;
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}
}
}
if ( p_instance - > skeleton . is_valid ( ) ) {
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RSG : : mesh_storage - > skeleton_update_dependency ( p_instance - > skeleton , & p_instance - > dependency_tracker ) ;
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}
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p_instance - > dependency_tracker . update_end ( ) ;
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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 ) ;
}
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}
_instance_update_list . remove ( & p_instance - > update_item ) ;
_update_instance ( p_instance ) ;
p_instance - > update_aabb = false ;
p_instance - > update_dependencies = false ;
}
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void RendererSceneCull : : update_dirty_instances ( ) {
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RSG : : utilities - > update_dirty_resources ( ) ;
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while ( _instance_update_list . first ( ) ) {
_update_dirty_instance ( _instance_update_list . first ( ) - > self ( ) ) ;
}
}
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void RendererSceneCull : : update ( ) {
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//optimize bvhs
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uint32_t rid_count = scenario_owner . get_rid_count ( ) ;
RID * rids = ( RID * ) alloca ( sizeof ( RID ) * rid_count ) ;
scenario_owner . fill_owned_buffer ( rids ) ;
for ( uint32_t i = 0 ; i < rid_count ; i + + ) {
Scenario * s = scenario_owner . get_or_null ( rids [ i ] ) ;
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s - > indexers [ Scenario : : INDEXER_GEOMETRY ] . optimize_incremental ( indexer_update_iterations ) ;
s - > indexers [ Scenario : : INDEXER_VOLUMES ] . optimize_incremental ( indexer_update_iterations ) ;
}
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scene_render - > update ( ) ;
update_dirty_instances ( ) ;
render_particle_colliders ( ) ;
}
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bool RendererSceneCull : : free ( RID p_rid ) {
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if ( p_rid . is_null ( ) ) {
return true ;
}
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if ( scene_render - > free ( p_rid ) ) {
return true ;
}
if ( camera_owner . owns ( p_rid ) ) {
camera_owner . free ( p_rid ) ;
} else if ( scenario_owner . owns ( p_rid ) ) {
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Scenario * scenario = scenario_owner . get_or_null ( p_rid ) ;
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while ( scenario - > instances . first ( ) ) {
instance_set_scenario ( scenario - > instances . first ( ) - > self ( ) - > self , RID ( ) ) ;
}
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scenario - > instance_aabbs . reset ( ) ;
scenario - > instance_data . reset ( ) ;
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scenario - > instance_visibility . reset ( ) ;
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scene_render - > free ( scenario - > reflection_probe_shadow_atlas ) ;
scene_render - > free ( scenario - > reflection_atlas ) ;
scenario_owner . free ( p_rid ) ;
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RendererSceneOcclusionCull : : get_singleton ( ) - > remove_scenario ( p_rid ) ;
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} else if ( RendererSceneOcclusionCull : : get_singleton ( ) - > is_occluder ( p_rid ) ) {
RendererSceneOcclusionCull : : get_singleton ( ) - > free_occluder ( p_rid ) ;
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} else if ( instance_owner . owns ( p_rid ) ) {
// delete the instance
update_dirty_instances ( ) ;
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Instance * instance = instance_owner . get_or_null ( p_rid ) ;
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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 ( ) ) ;
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instance_geometry_set_material_overlay ( p_rid , RID ( ) ) ;
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instance_attach_skeleton ( p_rid , RID ( ) ) ;
if ( instance - > instance_allocated_shader_parameters ) {
//free the used shader parameters
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RSG : : material_storage - > global_variables_instance_free ( instance - > self ) ;
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}
update_dirty_instances ( ) ; //in case something changed this
instance_owner . free ( p_rid ) ;
} else {
return false ;
}
return true ;
}
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TypedArray < Image > RendererSceneCull : : bake_render_uv2 ( RID p_base , const Vector < RID > & p_material_overrides , const Size2i & p_image_size ) {
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return scene_render - > bake_render_uv2 ( p_base , p_material_overrides , p_image_size ) ;
}
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void RendererSceneCull : : update_visibility_notifiers ( ) {
SelfList < InstanceVisibilityNotifierData > * E = visible_notifier_list . first ( ) ;
while ( E ) {
SelfList < InstanceVisibilityNotifierData > * N = E - > next ( ) ;
InstanceVisibilityNotifierData * visibility_notifier = E - > self ( ) ;
if ( visibility_notifier - > just_visible ) {
visibility_notifier - > just_visible = false ;
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RSG : : utilities - > visibility_notifier_call ( visibility_notifier - > base , true , RSG : : threaded ) ;
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} else {
if ( visibility_notifier - > visible_in_frame ! = RSG : : rasterizer - > get_frame_number ( ) ) {
visible_notifier_list . remove ( E ) ;
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RSG : : utilities - > visibility_notifier_call ( visibility_notifier - > base , false , RSG : : threaded ) ;
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}
}
E = N ;
}
}
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/*******************************/
/* Passthrough to Scene Render */
/*******************************/
/* ENVIRONMENT API */
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RendererSceneCull * RendererSceneCull : : singleton = nullptr ;
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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 ( ) ;
}
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float get_halton_value ( int index , int base ) {
float f = 1 ;
float r = 0 ;
while ( index > 0 ) {
f = f / static_cast < float > ( base ) ;
r = r + f * ( index % base ) ;
index = index / base ;
}
return r * 2.0f - 1.0f ;
} ;
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RendererSceneCull : : RendererSceneCull ( ) {
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render_pass = 1 ;
singleton = this ;
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instance_cull_result . set_page_pool ( & instance_cull_page_pool ) ;
instance_shadow_cull_result . set_page_pool ( & instance_cull_page_pool ) ;
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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 ) ;
}
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scene_cull_result . init ( & rid_cull_page_pool , & geometry_instance_cull_page_pool , & instance_cull_page_pool ) ;
scene_cull_result_threads . resize ( RendererThreadPool : : singleton - > thread_work_pool . get_thread_count ( ) ) ;
for ( uint32_t i = 0 ; i < scene_cull_result_threads . size ( ) ; i + + ) {
scene_cull_result_threads [ i ] . init ( & rid_cull_page_pool , & geometry_instance_cull_page_pool , & instance_cull_page_pool ) ;
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}
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indexer_update_iterations = GLOBAL_GET ( " rendering/limits/spatial_indexer/update_iterations_per_frame " ) ;
thread_cull_threshold = GLOBAL_GET ( " rendering/limits/spatial_indexer/threaded_cull_minimum_instances " ) ;
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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
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taa_jitter_array . resize ( TAA_JITTER_COUNT ) ;
for ( int i = 0 ; i < TAA_JITTER_COUNT ; i + + ) {
taa_jitter_array [ i ] . x = get_halton_value ( i , 2 ) ;
taa_jitter_array [ i ] . y = get_halton_value ( i , 3 ) ;
}
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dummy_occlusion_culling = memnew ( RendererSceneOcclusionCull ) ;
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}
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RendererSceneCull : : ~ RendererSceneCull ( ) {
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instance_cull_result . reset ( ) ;
instance_shadow_cull_result . reset ( ) ;
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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 ( ) ;
}
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scene_cull_result . reset ( ) ;
for ( uint32_t i = 0 ; i < scene_cull_result_threads . size ( ) ; i + + ) {
scene_cull_result_threads [ i ] . reset ( ) ;
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}
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scene_cull_result_threads . clear ( ) ;
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if ( dummy_occlusion_culling ) {
memdelete ( dummy_occlusion_culling ) ;
}
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}