Implement shadow meshes

-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
This commit is contained in:
reduz 2021-01-25 12:20:11 -03:00
parent c5c9517e1e
commit 51d8e32c93
13 changed files with 207 additions and 7 deletions

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@ -1129,6 +1129,7 @@ void ResourceImporterScene::get_import_options(List<ImportOption> *r_options, in
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/ensure_tangents"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "meshes/storage", PROPERTY_HINT_ENUM, "Built-In,Files (.mesh),Files (.tres)"), meshes_out ? 1 : 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/generate_lods"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/create_shadow_meshes"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "meshes/light_baking", PROPERTY_HINT_ENUM, "Disabled,Enable,Gen Lightmaps", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "meshes/lightmap_texel_size", PROPERTY_HINT_RANGE, "0.001,100,0.001"), 0.1));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "skins/use_named_skins"), true));
@ -1221,7 +1222,7 @@ Ref<Animation> ResourceImporterScene::import_animation_from_other_importer(Edito
return importer->import_animation(p_path, p_flags, p_bake_fps);
}
void ResourceImporterScene::_generate_meshes(Node *p_node, bool p_generate_lods) {
void ResourceImporterScene::_generate_meshes(Node *p_node, bool p_generate_lods, bool p_create_shadow_meshes) {
EditorSceneImporterMeshNode3D *src_mesh_node = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
if (src_mesh_node) {
//is mesh
@ -1237,8 +1238,12 @@ void ResourceImporterScene::_generate_meshes(Node *p_node, bool p_generate_lods)
if (p_generate_lods) {
src_mesh_node->get_mesh()->generate_lods();
}
if (p_create_shadow_meshes) {
src_mesh_node->get_mesh()->create_shadow_mesh();
}
}
mesh = src_mesh_node->get_mesh()->get_mesh();
if (mesh.is_valid()) {
mesh_node->set_mesh(mesh);
for (int i = 0; i < mesh->get_surface_count(); i++) {
@ -1252,7 +1257,7 @@ void ResourceImporterScene::_generate_meshes(Node *p_node, bool p_generate_lods)
}
for (int i = 0; i < p_node->get_child_count(); i++) {
_generate_meshes(p_node->get_child(i), p_generate_lods);
_generate_meshes(p_node->get_child(i), p_generate_lods, p_create_shadow_meshes);
}
}
Error ResourceImporterScene::import(const String &p_source_file, const String &p_save_path, const Map<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files, Variant *r_metadata) {
@ -1348,8 +1353,9 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
}
bool gen_lods = bool(p_options["meshes/generate_lods"]);
bool create_shadow_meshes = bool(p_options["meshes/create_shadow_meshes"]);
_generate_meshes(scene, gen_lods);
_generate_meshes(scene, gen_lods, create_shadow_meshes);
err = OK;

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@ -121,7 +121,7 @@ class ResourceImporterScene : public ResourceImporter {
};
void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
void _generate_meshes(Node *p_node, bool p_generate_lods);
void _generate_meshes(Node *p_node, bool p_generate_lods, bool p_create_shadow_meshes);
public:
static ResourceImporterScene *get_singleton() { return singleton; }

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@ -250,6 +250,11 @@ Ref<ArrayMesh> EditorSceneImporterMesh::get_mesh() {
mesh->surface_set_name(mesh->get_surface_count() - 1, surfaces[i].name);
}
}
if (shadow_mesh.is_valid()) {
Ref<ArrayMesh> shadow = shadow_mesh->get_mesh();
mesh->set_shadow_mesh(shadow);
}
}
return mesh;
@ -261,6 +266,103 @@ void EditorSceneImporterMesh::clear() {
mesh.unref();
}
void EditorSceneImporterMesh::create_shadow_mesh() {
if (shadow_mesh.is_valid()) {
shadow_mesh.unref();
}
//no shadow mesh for blendshapes
if (blend_shapes.size() > 0) {
return;
}
//no shadow mesh for skeletons
for (int i = 0; i < surfaces.size(); i++) {
if (surfaces[i].arrays[RS::ARRAY_BONES].get_type() != Variant::NIL) {
return;
}
if (surfaces[i].arrays[RS::ARRAY_WEIGHTS].get_type() != Variant::NIL) {
return;
}
}
shadow_mesh.instance();
for (int i = 0; i < surfaces.size(); i++) {
LocalVector<int> vertex_remap;
Vector<Vector3> new_vertices;
Vector<Vector3> vertices = surfaces[i].arrays[RS::ARRAY_VERTEX];
int vertex_count = vertices.size();
{
Map<Vector3, int> unique_vertices;
const Vector3 *vptr = vertices.ptr();
for (int j = 0; j < vertex_count; j++) {
Vector3 v = vptr[j];
Map<Vector3, int>::Element *E = unique_vertices.find(v);
if (E) {
vertex_remap.push_back(E->get());
} else {
int vcount = unique_vertices.size();
unique_vertices[v] = vcount;
vertex_remap.push_back(vcount);
new_vertices.push_back(v);
}
}
}
Array new_surface;
new_surface.resize(RS::ARRAY_MAX);
Dictionary lods;
// print_line("original vertex count: " + itos(vertices.size()) + " new vertex count: " + itos(new_vertices.size()));
new_surface[RS::ARRAY_VERTEX] = new_vertices;
Vector<int> indices = surfaces[i].arrays[RS::ARRAY_INDEX];
if (indices.size()) {
int index_count = indices.size();
const int *index_rptr = indices.ptr();
Vector<int> new_indices;
new_indices.resize(indices.size());
int *index_wptr = new_indices.ptrw();
for (int j = 0; j < index_count; j++) {
int index = index_rptr[j];
ERR_FAIL_INDEX(index, vertex_count);
index_wptr[j] = vertex_remap[index];
}
new_surface[RS::ARRAY_INDEX] = new_indices;
// Make sure the same LODs as the full version are used.
// This makes it more coherent between rendered model and its shadows.
for (int j = 0; j < surfaces[i].lods.size(); j++) {
indices = surfaces[i].lods[j].indices;
index_count = indices.size();
index_rptr = indices.ptr();
new_indices.resize(indices.size());
index_wptr = new_indices.ptrw();
for (int k = 0; k < index_count; k++) {
int index = index_rptr[j];
ERR_FAIL_INDEX(index, vertex_count);
index_wptr[j] = vertex_remap[index];
}
lods[surfaces[i].lods[j].distance] = new_indices;
}
}
shadow_mesh->add_surface(surfaces[i].primitive, new_surface, Array(), lods, Ref<Material>(), surfaces[i].name);
}
}
Ref<EditorSceneImporterMesh> EditorSceneImporterMesh::get_shadow_mesh() const {
return shadow_mesh;
}
void EditorSceneImporterMesh::_set_data(const Dictionary &p_data) {
clear();
if (p_data.has("blend_shape_names")) {

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@ -61,6 +61,8 @@ class EditorSceneImporterMesh : public Resource {
Ref<ArrayMesh> mesh;
Ref<EditorSceneImporterMesh> shadow_mesh;
protected:
void _set_data(const Dictionary &p_data);
Dictionary _get_data() const;
@ -89,6 +91,9 @@ public:
void generate_lods();
void create_shadow_mesh();
Ref<EditorSceneImporterMesh> get_shadow_mesh() const;
bool has_mesh() const;
Ref<ArrayMesh> get_mesh();
void clear();

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@ -1565,6 +1565,19 @@ Error ArrayMesh::lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cach
return OK;
}
void ArrayMesh::set_shadow_mesh(const Ref<ArrayMesh> &p_mesh) {
shadow_mesh = p_mesh;
if (shadow_mesh.is_valid()) {
RS::get_singleton()->mesh_set_shadow_mesh(mesh, shadow_mesh->get_rid());
} else {
RS::get_singleton()->mesh_set_shadow_mesh(mesh, RID());
}
}
Ref<ArrayMesh> ArrayMesh::get_shadow_mesh() const {
return shadow_mesh;
}
void ArrayMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &ArrayMesh::add_blend_shape);
ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &ArrayMesh::get_blend_shape_count);
@ -1596,6 +1609,9 @@ void ArrayMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &ArrayMesh::set_custom_aabb);
ClassDB::bind_method(D_METHOD("get_custom_aabb"), &ArrayMesh::get_custom_aabb);
ClassDB::bind_method(D_METHOD("set_shadow_mesh", "mesh"), &ArrayMesh::set_shadow_mesh);
ClassDB::bind_method(D_METHOD("get_shadow_mesh"), &ArrayMesh::get_shadow_mesh);
ClassDB::bind_method(D_METHOD("_set_blend_shape_names", "blend_shape_names"), &ArrayMesh::_set_blend_shape_names);
ClassDB::bind_method(D_METHOD("_get_blend_shape_names"), &ArrayMesh::_get_blend_shape_names);
@ -1606,6 +1622,7 @@ void ArrayMesh::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_surfaces", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_surfaces", "_get_surfaces");
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_shape_mode", PROPERTY_HINT_ENUM, "Normalized,Relative"), "set_blend_shape_mode", "get_blend_shape_mode");
ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, ""), "set_custom_aabb", "get_custom_aabb");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shadow_mesh", PROPERTY_HINT_RESOURCE_TYPE, "ArrayMesh"), "set_shadow_mesh", "get_shadow_mesh");
}
void ArrayMesh::reload_from_file() {

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@ -176,6 +176,7 @@ class ArrayMesh : public Mesh {
Array _get_surfaces() const;
void _set_surfaces(const Array &p_data);
Ref<ArrayMesh> shadow_mesh;
private:
struct Surface {
@ -259,6 +260,9 @@ public:
virtual void reload_from_file() override;
void set_shadow_mesh(const Ref<ArrayMesh> &p_mesh);
Ref<ArrayMesh> get_shadow_mesh() const;
ArrayMesh();
~ArrayMesh();

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@ -819,7 +819,7 @@ void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawList
ShaderData *shader;
void *mesh_surface;
if (shadow_pass) {
if (shadow_pass || p_params->pass_mode == PASS_MODE_DEPTH) { //regular depth pass can use these too
material_uniform_set = surf->material_uniform_set_shadow;
shader = surf->shader_shadow;
mesh_surface = surf->surface_shadow;
@ -2645,10 +2645,17 @@ void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(Ge
}
MaterialData *material_shadow = nullptr;
//void *surface_shadow = nullptr;
void *surface_shadow = nullptr;
if (!p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh);
if (shadow_mesh.is_valid()) {
surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface);
}
} else {
material_shadow = p_material;
}
@ -2670,7 +2677,8 @@ void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(Ge
//shadow
sdcache->shader_shadow = material_shadow->shader_data;
sdcache->material_uniform_set_shadow = material_shadow->uniform_set;
sdcache->surface_shadow = sdcache->surface; //when adding special shadow meshes, will use this
sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;
sdcache->owner = ginstance;

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@ -2609,6 +2609,12 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
Mesh *shadow_owner = E->get();
shadow_owner->shadow_mesh = RID();
shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
}
mesh->material_cache.clear();
}
@ -2824,6 +2830,25 @@ AABB RendererStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
return aabb;
}
void RendererStorageRD::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
Mesh *shadow_mesh = mesh_owner.getornull(mesh->shadow_mesh);
if (shadow_mesh) {
shadow_mesh->shadow_owners.erase(mesh);
}
mesh->shadow_mesh = p_shadow_mesh;
shadow_mesh = mesh_owner.getornull(mesh->shadow_mesh);
if (shadow_mesh) {
shadow_mesh->shadow_owners.insert(mesh);
}
mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
}
void RendererStorageRD::mesh_clear(RID p_mesh) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
@ -2871,6 +2896,12 @@ void RendererStorageRD::mesh_clear(RID p_mesh) {
}
mesh->has_bone_weights = false;
mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
Mesh *shadow_owner = E->get();
shadow_owner->shadow_mesh = RID();
shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
}
}
bool RendererStorageRD::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
@ -8161,17 +8192,26 @@ bool RendererStorageRD::free(RID p_rid) {
material_owner.free(p_rid);
} else if (mesh_owner.owns(p_rid)) {
mesh_clear(p_rid);
mesh_set_shadow_mesh(p_rid, RID());
Mesh *mesh = mesh_owner.getornull(p_rid);
mesh->dependency.deleted_notify(p_rid);
if (mesh->instances.size()) {
ERR_PRINT("deleting mesh with active instances");
}
if (mesh->shadow_owners.size()) {
for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
Mesh *shadow_owner = E->get();
shadow_owner->shadow_mesh = RID();
shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
}
}
mesh_owner.free(p_rid);
} else if (mesh_instance_owner.owns(p_rid)) {
MeshInstance *mi = mesh_instance_owner.getornull(p_rid);
_mesh_instance_clear(mi);
mi->mesh->instances.erase(mi->I);
mi->I = nullptr;
mesh_instance_owner.free(p_rid);
memdelete(mi);

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@ -478,6 +478,9 @@ private:
List<MeshInstance *> instances;
RID shadow_mesh;
Set<Mesh *> shadow_owners;
Dependency dependency;
};
@ -1423,6 +1426,7 @@ public:
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID());
virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh);
virtual void mesh_clear(RID p_mesh);
@ -1461,6 +1465,13 @@ public:
return mesh->surfaces[p_surface_index];
}
_FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, RID());
return mesh->shadow_mesh;
}
_FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
return surface->primitive;

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@ -234,6 +234,8 @@ public:
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) = 0;
virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) = 0;
virtual void mesh_clear(RID p_mesh) = 0;
virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) = 0;

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@ -274,6 +274,8 @@ public:
BIND2(mesh_set_custom_aabb, RID, const AABB &)
BIND1RC(AABB, mesh_get_custom_aabb, RID)
BIND2(mesh_set_shadow_mesh, RID, RID)
BIND1(mesh_clear, RID)
/* MULTIMESH API */

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@ -172,6 +172,7 @@ public:
FUNC2(mesh_set_custom_aabb, RID, const AABB &)
FUNC1RC(AABB, mesh_get_custom_aabb, RID)
FUNC2(mesh_set_shadow_mesh, RID, RID)
FUNC1(mesh_clear, RID)
/* MULTIMESH API */

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@ -354,6 +354,8 @@ public:
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) = 0;
virtual void mesh_clear(RID p_mesh) = 0;
/* MULTIMESH API */