/*************************************************************************/ /* visual_server_scene.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "visual_server_scene.h" #include "core/math/transform_interpolator.h" #include "core/os/os.h" #include "core/project_settings.h" #include "visual_server_globals.h" #include "visual_server_raster.h" #include /* CAMERA API */ Transform VisualServerScene::Camera::get_transform() const { if (!is_currently_interpolated()) { return transform; } Transform final; TransformInterpolator::interpolate_transform_via_method(transform_prev, transform, final, Engine::get_singleton()->get_physics_interpolation_fraction(), interpolation_method); return final; } RID VisualServerScene::camera_create() { Camera *camera = memnew(Camera); return camera_owner.make_rid(camera); } void VisualServerScene::camera_set_scenario(RID p_camera, RID p_scenario) { Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); Scenario *old_scenario = camera->scenario; if (p_scenario.is_valid()) { camera->scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!camera->scenario); } else { camera->scenario = nullptr; } if (old_scenario && (old_scenario != camera->scenario)) { // remove any interpolation data associated with the camera in this scenario old_scenario->_interpolation_data.notify_free_camera(p_camera, *camera); } } void VisualServerScene::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) { Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); camera->type = Camera::PERSPECTIVE; camera->fov = p_fovy_degrees; camera->znear = p_z_near; camera->zfar = p_z_far; } void VisualServerScene::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) { Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); camera->type = Camera::ORTHOGONAL; camera->size = p_size; camera->znear = p_z_near; camera->zfar = p_z_far; } void VisualServerScene::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) { Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); camera->type = Camera::FRUSTUM; camera->size = p_size; camera->offset = p_offset; camera->znear = p_z_near; camera->zfar = p_z_far; } void VisualServerScene::camera_reset_physics_interpolation(RID p_camera) { Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); if (camera->is_currently_interpolated()) { camera->scenario->_interpolation_data.camera_teleport_list.push_back(p_camera); } } void VisualServerScene::camera_set_interpolated(RID p_camera, bool p_interpolated) { Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); camera->interpolated = p_interpolated; } void VisualServerScene::camera_set_transform(RID p_camera, const Transform &p_transform) { Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); camera->transform = p_transform.orthonormalized(); if (camera->is_currently_interpolated()) { if (!camera->on_interpolate_transform_list) { camera->scenario->_interpolation_data.camera_transform_update_list_curr->push_back(p_camera); camera->on_interpolate_transform_list = true; } // decide on the interpolation method .. slerp if possible camera->interpolation_method = TransformInterpolator::find_method(camera->transform_prev.basis, camera->transform.basis); } } void VisualServerScene::camera_set_cull_mask(RID p_camera, uint32_t p_layers) { Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); camera->visible_layers = p_layers; } void VisualServerScene::camera_set_environment(RID p_camera, RID p_env) { Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); camera->env = p_env; } void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) { Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); camera->vaspect = p_enable; } /* SPATIAL PARTITIONING */ VisualServerScene::SpatialPartitioningScene_BVH::SpatialPartitioningScene_BVH() { _bvh.params_set_thread_safe(GLOBAL_GET("rendering/threads/thread_safe_bvh")); _bvh.params_set_pairing_expansion(GLOBAL_GET("rendering/quality/spatial_partitioning/bvh_collision_margin")); _dummy_cull_object = memnew(Instance); } VisualServerScene::SpatialPartitioningScene_BVH::~SpatialPartitioningScene_BVH() { if (_dummy_cull_object) { memdelete(_dummy_cull_object); _dummy_cull_object = nullptr; } } VisualServerScene::SpatialPartitionID VisualServerScene::SpatialPartitioningScene_BVH::create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) { #if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED) // we are relying on this instance to be valid in order to pass // the visible flag to the bvh. DEV_ASSERT(p_userdata); #endif // cache the pairable mask and pairable type on the instance as it is needed for user callbacks from the BVH, and this is // too complex to calculate each callback... p_userdata->bvh_pairable_mask = p_pairable_mask; p_userdata->bvh_pairable_type = p_pairable_type; uint32_t tree_id = p_pairable ? 1 : 0; uint32_t tree_collision_mask = 3; return _bvh.create(p_userdata, p_userdata->visible, tree_id, tree_collision_mask, p_aabb, p_subindex) + 1; } void VisualServerScene::SpatialPartitioningScene_BVH::erase(SpatialPartitionID p_handle) { _bvh.erase(p_handle - 1); } void VisualServerScene::SpatialPartitioningScene_BVH::move(SpatialPartitionID p_handle, const AABB &p_aabb) { _bvh.move(p_handle - 1, p_aabb); } void VisualServerScene::SpatialPartitioningScene_BVH::activate(SpatialPartitionID p_handle, const AABB &p_aabb) { // be very careful here, we are deferring the collision check, expecting a set_pairable to be called // immediately after. // see the notes in the BVH function. _bvh.activate(p_handle - 1, p_aabb, true); } void VisualServerScene::SpatialPartitioningScene_BVH::deactivate(SpatialPartitionID p_handle) { _bvh.deactivate(p_handle - 1); } void VisualServerScene::SpatialPartitioningScene_BVH::force_collision_check(SpatialPartitionID p_handle) { _bvh.force_collision_check(p_handle - 1); } void VisualServerScene::SpatialPartitioningScene_BVH::update() { _bvh.update(); } void VisualServerScene::SpatialPartitioningScene_BVH::update_collisions() { _bvh.update_collisions(); } void VisualServerScene::SpatialPartitioningScene_BVH::set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) { SpatialPartitionID handle = p_instance->spatial_partition_id; p_instance->bvh_pairable_mask = p_pairable_mask; p_instance->bvh_pairable_type = p_pairable_type; uint32_t tree_id = p_pairable ? 1 : 0; uint32_t tree_collision_mask = 3; _bvh.set_tree(handle - 1, tree_id, tree_collision_mask); } int VisualServerScene::SpatialPartitioningScene_BVH::cull_convex(const Vector &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask) { _dummy_cull_object->bvh_pairable_mask = p_mask; _dummy_cull_object->bvh_pairable_type = 0; return _bvh.cull_convex(p_convex, p_result_array, p_result_max, _dummy_cull_object); } int VisualServerScene::SpatialPartitioningScene_BVH::cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) { _dummy_cull_object->bvh_pairable_mask = p_mask; _dummy_cull_object->bvh_pairable_type = 0; return _bvh.cull_aabb(p_aabb, p_result_array, p_result_max, _dummy_cull_object, 0xFFFFFFFF, p_subindex_array); } int VisualServerScene::SpatialPartitioningScene_BVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) { _dummy_cull_object->bvh_pairable_mask = p_mask; _dummy_cull_object->bvh_pairable_type = 0; return _bvh.cull_segment(p_from, p_to, p_result_array, p_result_max, _dummy_cull_object, 0xFFFFFFFF, p_subindex_array); } void VisualServerScene::SpatialPartitioningScene_BVH::set_pair_callback(PairCallback p_callback, void *p_userdata) { _bvh.set_pair_callback(p_callback, p_userdata); } void VisualServerScene::SpatialPartitioningScene_BVH::set_unpair_callback(UnpairCallback p_callback, void *p_userdata) { _bvh.set_unpair_callback(p_callback, p_userdata); } /////////////////////// VisualServerScene::SpatialPartitionID VisualServerScene::SpatialPartitioningScene_Octree::create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) { return _octree.create(p_userdata, p_aabb, p_subindex, p_pairable, p_pairable_type, p_pairable_mask); } void VisualServerScene::SpatialPartitioningScene_Octree::erase(SpatialPartitionID p_handle) { _octree.erase(p_handle); } void VisualServerScene::SpatialPartitioningScene_Octree::move(SpatialPartitionID p_handle, const AABB &p_aabb) { _octree.move(p_handle, p_aabb); } void VisualServerScene::SpatialPartitioningScene_Octree::set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) { SpatialPartitionID handle = p_instance->spatial_partition_id; _octree.set_pairable(handle, p_pairable, p_pairable_type, p_pairable_mask); } int VisualServerScene::SpatialPartitioningScene_Octree::cull_convex(const Vector &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask) { return _octree.cull_convex(p_convex, p_result_array, p_result_max, p_mask); } int VisualServerScene::SpatialPartitioningScene_Octree::cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) { return _octree.cull_aabb(p_aabb, p_result_array, p_result_max, p_subindex_array, p_mask); } int VisualServerScene::SpatialPartitioningScene_Octree::cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) { return _octree.cull_segment(p_from, p_to, p_result_array, p_result_max, p_subindex_array, p_mask); } void VisualServerScene::SpatialPartitioningScene_Octree::set_pair_callback(PairCallback p_callback, void *p_userdata) { _octree.set_pair_callback(p_callback, p_userdata); } void VisualServerScene::SpatialPartitioningScene_Octree::set_unpair_callback(UnpairCallback p_callback, void *p_userdata) { _octree.set_unpair_callback(p_callback, p_userdata); } void VisualServerScene::SpatialPartitioningScene_Octree::set_balance(float p_balance) { _octree.set_balance(p_balance); } /* SCENARIO API */ VisualServerScene::Scenario::Scenario() { debug = VS::SCENARIO_DEBUG_DISABLED; _interpolation_data.interpolation_enabled = false; bool use_bvh_or_octree = GLOBAL_GET("rendering/quality/spatial_partitioning/use_bvh"); if (use_bvh_or_octree) { sps = memnew(SpatialPartitioningScene_BVH); } else { sps = memnew(SpatialPartitioningScene_Octree); } } void *VisualServerScene::_instance_pair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int) { //VisualServerScene *self = (VisualServerScene*)p_self; Instance *A = p_A; Instance *B = p_B; //instance indices are designed so greater always contains lesser if (A->base_type > B->base_type) { SWAP(A, B); //lesser always first } if (B->base_type == VS::INSTANCE_LIGHT && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) { InstanceLightData *light = static_cast(B->base_data); InstanceGeometryData *geom = static_cast(A->base_data); InstanceLightData::PairInfo pinfo; pinfo.geometry = A; pinfo.L = geom->lighting.push_back(B); List::Element *E = light->geometries.push_back(pinfo); if (geom->can_cast_shadows) { light->shadow_dirty = true; } geom->lighting_dirty = true; return E; //this element should make freeing faster } else if (B->base_type == VS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) { InstanceReflectionProbeData *reflection_probe = static_cast(B->base_data); InstanceGeometryData *geom = static_cast(A->base_data); InstanceReflectionProbeData::PairInfo pinfo; pinfo.geometry = A; pinfo.L = geom->reflection_probes.push_back(B); List::Element *E = reflection_probe->geometries.push_back(pinfo); geom->reflection_dirty = true; return E; //this element should make freeing faster } return nullptr; } void VisualServerScene::_instance_unpair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int, void *udata) { //VisualServerScene *self = (VisualServerScene*)p_self; Instance *A = p_A; Instance *B = p_B; //instance indices are designed so greater always contains lesser if (A->base_type > B->base_type) { SWAP(A, B); //lesser always first } if (B->base_type == VS::INSTANCE_LIGHT && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) { InstanceLightData *light = static_cast(B->base_data); InstanceGeometryData *geom = static_cast(A->base_data); List::Element *E = reinterpret_cast::Element *>(udata); geom->lighting.erase(E->get().L); light->geometries.erase(E); if (geom->can_cast_shadows) { light->shadow_dirty = true; } geom->lighting_dirty = true; } else if (B->base_type == VS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) { InstanceReflectionProbeData *reflection_probe = static_cast(B->base_data); InstanceGeometryData *geom = static_cast(A->base_data); List::Element *E = reinterpret_cast::Element *>(udata); geom->reflection_probes.erase(E->get().L); reflection_probe->geometries.erase(E); geom->reflection_dirty = true; } } RID VisualServerScene::scenario_create() { Scenario *scenario = memnew(Scenario); ERR_FAIL_COND_V(!scenario, RID()); RID scenario_rid = scenario_owner.make_rid(scenario); scenario->self = scenario_rid; scenario->sps->set_balance(GLOBAL_GET("rendering/quality/spatial_partitioning/render_tree_balance")); scenario->sps->set_pair_callback(_instance_pair, this); scenario->sps->set_unpair_callback(_instance_unpair, this); scenario->reflection_probe_shadow_atlas = VSG::scene_render->shadow_atlas_create(); VSG::scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4); VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4); VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4); VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8); scenario->reflection_atlas = VSG::scene_render->reflection_atlas_create(); return scenario_rid; } void VisualServerScene::scenario_set_physics_interpolation_enabled(RID p_scenario, bool p_enabled) { Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); scenario->_interpolation_data.interpolation_enabled = p_enabled; } void VisualServerScene::_scenario_tick(RID p_scenario) { Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); if (scenario->is_physics_interpolation_enabled()) { update_interpolation_tick(scenario->_interpolation_data, true); } } void VisualServerScene::_scenario_pre_draw(RID p_scenario, bool p_will_draw) { Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); // even when running and not drawing scenes, we still need to clear intermediate per frame // interpolation data .. hence the p_will_draw flag (so we can reduce the processing if the frame // will not be drawn) if (scenario->is_physics_interpolation_enabled()) { update_interpolation_frame(scenario->_interpolation_data, p_will_draw); } } void VisualServerScene::scenario_set_debug(RID p_scenario, VS::ScenarioDebugMode p_debug_mode) { Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); scenario->debug = p_debug_mode; } void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environment) { Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); scenario->environment = p_environment; } void VisualServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) { Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); scenario->fallback_environment = p_environment; } void VisualServerScene::scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv) { Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); VSG::scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_size); VSG::scene_render->reflection_atlas_set_subdivision(scenario->reflection_atlas, p_subdiv); } /* INSTANCING API */ void VisualServerScene::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_materials) { if (p_update_aabb) { p_instance->update_aabb = true; } if (p_update_materials) { p_instance->update_materials = true; } if (p_instance->update_item.in_list()) { return; } _instance_update_list.add(&p_instance->update_item); } RID VisualServerScene::instance_create() { Instance *instance = memnew(Instance); ERR_FAIL_COND_V(!instance, RID()); RID instance_rid = instance_owner.make_rid(instance); instance->self = instance_rid; return instance_rid; } void VisualServerScene::instance_set_base(RID p_instance, RID p_base) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); Scenario *scenario = instance->scenario; if (instance->base_type != VS::INSTANCE_NONE) { //free anything related to that base VSG::storage->instance_remove_dependency(instance->base, instance); if (scenario && instance->spatial_partition_id) { scenario->sps->erase(instance->spatial_partition_id); instance->spatial_partition_id = 0; } switch (instance->base_type) { case VS::INSTANCE_LIGHT: { InstanceLightData *light = static_cast(instance->base_data); if (instance->scenario && light->D) { instance->scenario->directional_lights.erase(light->D); light->D = nullptr; } VSG::scene_render->free(light->instance); } break; case VS::INSTANCE_REFLECTION_PROBE: { InstanceReflectionProbeData *reflection_probe = static_cast(instance->base_data); VSG::scene_render->free(reflection_probe->instance); if (reflection_probe->update_list.in_list()) { reflection_probe_render_list.remove(&reflection_probe->update_list); } } break; default: { } } if (instance->base_data) { memdelete(instance->base_data); instance->base_data = nullptr; } instance->blend_values = PoolRealArray(); for (int i = 0; i < instance->materials.size(); i++) { if (instance->materials[i].is_valid()) { VSG::storage->material_remove_instance_owner(instance->materials[i], instance); } } instance->materials.clear(); } instance->base_type = VS::INSTANCE_NONE; instance->base = RID(); if (p_base.is_valid()) { instance->base_type = VSG::storage->get_base_type(p_base); ERR_FAIL_COND(instance->base_type == VS::INSTANCE_NONE); switch (instance->base_type) { case VS::INSTANCE_LIGHT: { InstanceLightData *light = memnew(InstanceLightData); if (scenario && VSG::storage->light_get_type(p_base) == VS::LIGHT_DIRECTIONAL) { light->D = scenario->directional_lights.push_back(instance); } light->instance = VSG::scene_render->light_instance_create(p_base); instance->base_data = light; } break; case VS::INSTANCE_MESH: case VS::INSTANCE_MULTIMESH: case VS::INSTANCE_IMMEDIATE: { InstanceGeometryData *geom = memnew(InstanceGeometryData); instance->base_data = geom; if (instance->base_type == VS::INSTANCE_MESH) { instance->blend_values.resize(VSG::storage->mesh_get_blend_shape_count(p_base)); } } break; case VS::INSTANCE_REFLECTION_PROBE: { InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData); reflection_probe->owner = instance; instance->base_data = reflection_probe; reflection_probe->instance = VSG::scene_render->reflection_probe_instance_create(p_base); } break; default: { } } VSG::storage->instance_add_dependency(p_base, instance); instance->base = p_base; if (scenario) { _instance_queue_update(instance, true, true); } } } void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); if (instance->scenario) { instance->scenario->instances.remove(&instance->scenario_item); if (instance->spatial_partition_id) { instance->scenario->sps->erase(instance->spatial_partition_id); instance->spatial_partition_id = 0; } // handle occlusion changes if (instance->occlusion_handle) { _instance_destroy_occlusion_rep(instance); } // remove any interpolation data associated with the instance in this scenario instance->scenario->_interpolation_data.notify_free_instance(p_instance, *instance); switch (instance->base_type) { case VS::INSTANCE_LIGHT: { InstanceLightData *light = static_cast(instance->base_data); if (light->D) { instance->scenario->directional_lights.erase(light->D); light->D = nullptr; } } break; case VS::INSTANCE_REFLECTION_PROBE: { InstanceReflectionProbeData *reflection_probe = static_cast(instance->base_data); VSG::scene_render->reflection_probe_release_atlas_index(reflection_probe->instance); } break; default: { } } instance->scenario = nullptr; } if (p_scenario.is_valid()) { Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); instance->scenario = scenario; scenario->instances.add(&instance->scenario_item); switch (instance->base_type) { case VS::INSTANCE_LIGHT: { InstanceLightData *light = static_cast(instance->base_data); if (VSG::storage->light_get_type(instance->base) == VS::LIGHT_DIRECTIONAL) { light->D = scenario->directional_lights.push_back(instance); } } break; default: { } } // handle occlusion changes if necessary _instance_create_occlusion_rep(instance); _instance_queue_update(instance, true, true); } } void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); instance->layer_mask = p_mask; } void VisualServerScene::instance_reset_physics_interpolation(RID p_instance) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); if (instance->is_currently_interpolated()) { instance->scenario->_interpolation_data.instance_teleport_list.push_back(p_instance); } } void VisualServerScene::instance_set_interpolated(RID p_instance, bool p_interpolated) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); instance->interpolated = p_interpolated; } void VisualServerScene::instance_set_transform(RID p_instance, const Transform &p_transform) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); if (!instance->is_currently_interpolated() || !instance->scenario) { if (instance->transform == p_transform) { return; //must be checked to avoid worst evil } #ifdef DEV_ENABLED // If we are interpolated but without a scenario, unsure whether // this should be supported... if (instance->is_currently_interpolated()) { WARN_PRINT_ONCE("Instance interpolated without a scenario."); } #endif #ifdef DEBUG_ENABLED for (int i = 0; i < 4; i++) { const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin; ERR_FAIL_COND(Math::is_inf(v.x)); ERR_FAIL_COND(Math::is_nan(v.x)); ERR_FAIL_COND(Math::is_inf(v.y)); ERR_FAIL_COND(Math::is_nan(v.y)); ERR_FAIL_COND(Math::is_inf(v.z)); ERR_FAIL_COND(Math::is_nan(v.z)); } #endif instance->transform = p_transform; _instance_queue_update(instance, true); return; } float new_checksum = TransformInterpolator::checksum_transform(p_transform); bool checksums_match = (instance->transform_checksum_curr == new_checksum) && (instance->transform_checksum_prev == new_checksum); // we can't entirely reject no changes because we need the interpolation // system to keep on stewing // Optimized check. First checks the checksums. If they pass it does the slow check at the end. // Alternatively we can do this non-optimized and ignore the checksum... // if no change if (checksums_match && (instance->transform_curr == p_transform) && (instance->transform_prev == p_transform)) { return; } #ifdef DEBUG_ENABLED for (int i = 0; i < 4; i++) { const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin; ERR_FAIL_COND(Math::is_inf(v.x)); ERR_FAIL_COND(Math::is_nan(v.x)); ERR_FAIL_COND(Math::is_inf(v.y)); ERR_FAIL_COND(Math::is_nan(v.y)); ERR_FAIL_COND(Math::is_inf(v.z)); ERR_FAIL_COND(Math::is_nan(v.z)); } #endif instance->transform_curr = p_transform; // keep checksums up to date instance->transform_checksum_curr = new_checksum; if (!instance->on_interpolate_transform_list) { instance->scenario->_interpolation_data.instance_transform_update_list_curr->push_back(p_instance); instance->on_interpolate_transform_list = true; } else { DEV_ASSERT(instance->scenario->_interpolation_data.instance_transform_update_list_curr->size()); } // If the instance is invisible, then we are simply updating the data flow, there is no need to calculate the interpolated // transform or anything else. // Ideally we would not even call the VisualServer::set_transform() when invisible but that would entail having logic // to keep track of the previous transform on the SceneTree side. The "early out" below is less efficient but a lot cleaner codewise. if (!instance->visible) { return; } // decide on the interpolation method .. slerp if possible instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis); if (!instance->on_interpolate_list) { instance->scenario->_interpolation_data.instance_interpolate_update_list.push_back(p_instance); instance->on_interpolate_list = true; } else { DEV_ASSERT(instance->scenario->_interpolation_data.instance_interpolate_update_list.size()); } _instance_queue_update(instance, true); } void VisualServerScene::Scenario::InterpolationData::notify_free_camera(RID p_rid, Camera &r_camera) { r_camera.on_interpolate_transform_list = false; if (!interpolation_enabled) { return; } // if the camera was on any of the lists, remove camera_transform_update_list_curr->erase_multiple_unordered(p_rid); camera_transform_update_list_prev->erase_multiple_unordered(p_rid); camera_teleport_list.erase_multiple_unordered(p_rid); } void VisualServerScene::Scenario::InterpolationData::notify_free_instance(RID p_rid, Instance &r_instance) { r_instance.on_interpolate_list = false; r_instance.on_interpolate_transform_list = false; if (!interpolation_enabled) { return; } // if the instance was on any of the lists, remove instance_interpolate_update_list.erase_multiple_unordered(p_rid); instance_transform_update_list_curr->erase_multiple_unordered(p_rid); instance_transform_update_list_prev->erase_multiple_unordered(p_rid); instance_teleport_list.erase_multiple_unordered(p_rid); } void VisualServerScene::update_interpolation_tick(Scenario::InterpolationData &r_interpolation_data, bool p_process) { // update interpolation in storage VSG::storage->update_interpolation_tick(p_process); // detect any that were on the previous transform list that are no longer active, // we should remove them from the interpolate list for (unsigned int n = 0; n < r_interpolation_data.instance_transform_update_list_prev->size(); n++) { const RID &rid = (*r_interpolation_data.instance_transform_update_list_prev)[n]; Instance *instance = instance_owner.getornull(rid); bool active = true; // no longer active? (either the instance deleted or no longer being transformed) if (instance && !instance->on_interpolate_transform_list) { active = false; instance->on_interpolate_list = false; // make sure the most recent transform is set instance->transform = instance->transform_curr; // and that both prev and current are the same, just in case of any interpolations instance->transform_prev = instance->transform_curr; // make sure are updated one more time to ensure the AABBs are correct _instance_queue_update(instance, true); } if (!instance) { active = false; } if (!active) { r_interpolation_data.instance_interpolate_update_list.erase(rid); } } // and now for any in the transform list (being actively interpolated), keep the previous transform // value up to date ready for the next tick if (p_process) { for (unsigned int n = 0; n < r_interpolation_data.instance_transform_update_list_curr->size(); n++) { const RID &rid = (*r_interpolation_data.instance_transform_update_list_curr)[n]; Instance *instance = instance_owner.getornull(rid); if (instance) { instance->transform_prev = instance->transform_curr; instance->transform_checksum_prev = instance->transform_checksum_curr; instance->on_interpolate_transform_list = false; } } } // we maintain a mirror list for the transform updates, so we can detect when an instance // is no longer being transformed, and remove it from the interpolate list SWAP(r_interpolation_data.instance_transform_update_list_curr, r_interpolation_data.instance_transform_update_list_prev); // prepare for the next iteration r_interpolation_data.instance_transform_update_list_curr->clear(); // CAMERAS // detect any that were on the previous transform list that are no longer active, for (unsigned int n = 0; n < r_interpolation_data.camera_transform_update_list_prev->size(); n++) { const RID &rid = (*r_interpolation_data.camera_transform_update_list_prev)[n]; Camera *camera = camera_owner.getornull(rid); // no longer active? (either the instance deleted or no longer being transformed) if (camera && !camera->on_interpolate_transform_list) { camera->transform = camera->transform_prev; } } // cameras , swap any current with previous for (unsigned int n = 0; n < r_interpolation_data.camera_transform_update_list_curr->size(); n++) { const RID &rid = (*r_interpolation_data.camera_transform_update_list_curr)[n]; Camera *camera = camera_owner.getornull(rid); if (camera) { camera->transform_prev = camera->transform; camera->on_interpolate_transform_list = false; } } // we maintain a mirror list for the transform updates, so we can detect when an instance // is no longer being transformed, and remove it from the interpolate list SWAP(r_interpolation_data.camera_transform_update_list_curr, r_interpolation_data.camera_transform_update_list_prev); // prepare for the next iteration r_interpolation_data.camera_transform_update_list_curr->clear(); } void VisualServerScene::update_interpolation_frame(Scenario::InterpolationData &r_interpolation_data, bool p_process) { // update interpolation in storage VSG::storage->update_interpolation_frame(p_process); // teleported instances for (unsigned int n = 0; n < r_interpolation_data.instance_teleport_list.size(); n++) { const RID &rid = r_interpolation_data.instance_teleport_list[n]; Instance *instance = instance_owner.getornull(rid); if (instance) { instance->transform_prev = instance->transform_curr; instance->transform_checksum_prev = instance->transform_checksum_curr; } } r_interpolation_data.instance_teleport_list.clear(); // camera teleports for (unsigned int n = 0; n < r_interpolation_data.camera_teleport_list.size(); n++) { const RID &rid = r_interpolation_data.camera_teleport_list[n]; Camera *camera = camera_owner.getornull(rid); if (camera) { camera->transform_prev = camera->transform; } } r_interpolation_data.camera_teleport_list.clear(); if (p_process) { real_t f = Engine::get_singleton()->get_physics_interpolation_fraction(); for (unsigned int i = 0; i < r_interpolation_data.instance_interpolate_update_list.size(); i++) { const RID &rid = r_interpolation_data.instance_interpolate_update_list[i]; Instance *instance = instance_owner.getornull(rid); if (instance) { TransformInterpolator::interpolate_transform_via_method(instance->transform_prev, instance->transform_curr, instance->transform, f, instance->interpolation_method); // make sure AABBs are constantly up to date through the interpolation _instance_queue_update(instance, true); } } // for n } } void VisualServerScene::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); instance->object_id = p_id; } void VisualServerScene::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); if (instance->update_item.in_list()) { _update_dirty_instance(instance); } ERR_FAIL_INDEX(p_shape, instance->blend_values.size()); instance->blend_values.write().ptr()[p_shape] = p_weight; VSG::storage->mesh_set_blend_shape_values(instance->base, instance->blend_values); } void VisualServerScene::instance_set_surface_material(RID p_instance, int p_surface, RID p_material) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); if (instance->base_type == VS::INSTANCE_MESH) { //may not have been updated yet instance->materials.resize(VSG::storage->mesh_get_surface_count(instance->base)); } ERR_FAIL_INDEX(p_surface, instance->materials.size()); if (instance->materials[p_surface].is_valid()) { VSG::storage->material_remove_instance_owner(instance->materials[p_surface], instance); } instance->materials.write[p_surface] = p_material; instance->base_changed(false, true); if (instance->materials[p_surface].is_valid()) { VSG::storage->material_add_instance_owner(instance->materials[p_surface], instance); } } void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); if (instance->visible == p_visible) { return; } instance->visible = p_visible; // give the opportunity for the spatial partitioning scene to use a special implementation of visibility // for efficiency (supported in BVH but not octree) // slightly bug prone optimization here - we want to avoid doing a collision check twice // once when activating, and once when calling set_pairable. We do this by deferring the collision check. // However, in some cases (notably meshes), set_pairable never gets called. So we want to catch this case // and force a collision check (see later in this function). // This is only done in two stages to maintain compatibility with the octree. if (instance->spatial_partition_id && instance->scenario) { if (p_visible) { instance->scenario->sps->activate(instance->spatial_partition_id, instance->transformed_aabb); } else { instance->scenario->sps->deactivate(instance->spatial_partition_id); } } // when showing or hiding geometry, lights must be kept up to date to show / hide shadows if ((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) { InstanceGeometryData *geom = static_cast(instance->base_data); if (geom->can_cast_shadows) { for (List::Element *E = geom->lighting.front(); E; E = E->next()) { InstanceLightData *light = static_cast(E->get()->base_data); light->shadow_dirty = true; } } } switch (instance->base_type) { case VS::INSTANCE_LIGHT: { if (VSG::storage->light_get_type(instance->base) != VS::LIGHT_DIRECTIONAL && instance->spatial_partition_id && instance->scenario) { instance->scenario->sps->set_pairable(instance, p_visible, 1 << VS::INSTANCE_LIGHT, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0); } } break; case VS::INSTANCE_REFLECTION_PROBE: { if (instance->spatial_partition_id && instance->scenario) { instance->scenario->sps->set_pairable(instance, p_visible, 1 << VS::INSTANCE_REFLECTION_PROBE, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0); } } break; default: { // if we haven't called set_pairable, we STILL need to do a collision check // for activated items because we deferred it earlier in the call to activate. if (instance->spatial_partition_id && instance->scenario && p_visible) { instance->scenario->sps->force_collision_check(instance->spatial_partition_id); } } } } inline bool is_geometry_instance(VisualServer::InstanceType p_type) { return p_type == VS::INSTANCE_MESH || p_type == VS::INSTANCE_MULTIMESH || p_type == VS::INSTANCE_IMMEDIATE; } void VisualServerScene::instance_set_custom_aabb(RID p_instance, AABB p_aabb) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); ERR_FAIL_COND(!is_geometry_instance(instance->base_type)); if (p_aabb != AABB()) { // Set custom AABB if (instance->custom_aabb == nullptr) { instance->custom_aabb = memnew(AABB); } *instance->custom_aabb = p_aabb; } else { // Clear custom AABB if (instance->custom_aabb != nullptr) { memdelete(instance->custom_aabb); instance->custom_aabb = nullptr; } } if (instance->scenario) { _instance_queue_update(instance, true, false); } } void VisualServerScene::instance_attach_skeleton(RID p_instance, RID p_skeleton) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); if (instance->skeleton == p_skeleton) { return; } if (instance->skeleton.is_valid()) { VSG::storage->instance_remove_skeleton(instance->skeleton, instance); } instance->skeleton = p_skeleton; if (instance->skeleton.is_valid()) { VSG::storage->instance_add_skeleton(instance->skeleton, instance); } _instance_queue_update(instance, true); } void VisualServerScene::instance_set_exterior(RID p_instance, bool p_enabled) { } void VisualServerScene::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); instance->extra_margin = p_margin; _instance_queue_update(instance, true, false); } // Portals void VisualServerScene::instance_set_portal_mode(RID p_instance, VisualServer::InstancePortalMode p_mode) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); // no change? if (instance->portal_mode == p_mode) { return; } // should this happen? if (!instance->scenario) { instance->portal_mode = p_mode; return; } // destroy previous occlusion instance? _instance_destroy_occlusion_rep(instance); instance->portal_mode = p_mode; _instance_create_occlusion_rep(instance); } void VisualServerScene::_instance_create_occlusion_rep(Instance *p_instance) { ERR_FAIL_COND(!p_instance); ERR_FAIL_COND(!p_instance->scenario); switch (p_instance->portal_mode) { default: { p_instance->occlusion_handle = 0; } break; case VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_ROAMING: { p_instance->occlusion_handle = p_instance->scenario->_portal_renderer.instance_moving_create(p_instance, p_instance->self, false, p_instance->transformed_aabb); } break; case VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_GLOBAL: { p_instance->occlusion_handle = p_instance->scenario->_portal_renderer.instance_moving_create(p_instance, p_instance->self, true, p_instance->transformed_aabb); } break; } } void VisualServerScene::_instance_destroy_occlusion_rep(Instance *p_instance) { ERR_FAIL_COND(!p_instance); ERR_FAIL_COND(!p_instance->scenario); // not an error, can occur if (!p_instance->occlusion_handle) { return; } p_instance->scenario->_portal_renderer.instance_moving_destroy(p_instance->occlusion_handle); // unset p_instance->occlusion_handle = 0; } void *VisualServerScene::_instance_get_from_rid(RID p_instance) { Instance *instance = instance_owner.get(p_instance); return instance; } bool VisualServerScene::_instance_get_transformed_aabb(RID p_instance, AABB &r_aabb) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_NULL_V(instance, false); r_aabb = instance->transformed_aabb; return true; } // the portal has to be associated with a scenario, this is assumed to be // the same scenario as the portal node RID VisualServerScene::portal_create() { Portal *portal = memnew(Portal); ERR_FAIL_COND_V(!portal, RID()); RID portal_rid = portal_owner.make_rid(portal); return portal_rid; } // should not be called multiple times, different scenarios etc, but just in case, we will support this void VisualServerScene::portal_set_scenario(RID p_portal, RID p_scenario) { Portal *portal = portal_owner.getornull(p_portal); ERR_FAIL_COND(!portal); Scenario *scenario = scenario_owner.getornull(p_scenario); // noop? if (portal->scenario == scenario) { return; } // if the portal is in a scenario already, remove it if (portal->scenario) { portal->scenario->_portal_renderer.portal_destroy(portal->scenario_portal_id); portal->scenario = nullptr; portal->scenario_portal_id = 0; } // create when entering the world if (scenario) { portal->scenario = scenario; // defer the actual creation to here portal->scenario_portal_id = scenario->_portal_renderer.portal_create(); } } void VisualServerScene::portal_set_geometry(RID p_portal, const Vector &p_points, real_t p_margin) { Portal *portal = portal_owner.getornull(p_portal); ERR_FAIL_COND(!portal); ERR_FAIL_COND(!portal->scenario); portal->scenario->_portal_renderer.portal_set_geometry(portal->scenario_portal_id, p_points, p_margin); } void VisualServerScene::portal_link(RID p_portal, RID p_room_from, RID p_room_to, bool p_two_way) { Portal *portal = portal_owner.getornull(p_portal); ERR_FAIL_COND(!portal); ERR_FAIL_COND(!portal->scenario); Room *room_from = room_owner.getornull(p_room_from); ERR_FAIL_COND(!room_from); Room *room_to = room_owner.getornull(p_room_to); ERR_FAIL_COND(!room_to); portal->scenario->_portal_renderer.portal_link(portal->scenario_portal_id, room_from->scenario_room_id, room_to->scenario_room_id, p_two_way); } void VisualServerScene::portal_set_active(RID p_portal, bool p_active) { Portal *portal = portal_owner.getornull(p_portal); ERR_FAIL_COND(!portal); ERR_FAIL_COND(!portal->scenario); portal->scenario->_portal_renderer.portal_set_active(portal->scenario_portal_id, p_active); } RID VisualServerScene::ghost_create() { Ghost *ci = memnew(Ghost); ERR_FAIL_COND_V(!ci, RID()); RID ci_rid = ghost_owner.make_rid(ci); return ci_rid; } void VisualServerScene::ghost_set_scenario(RID p_ghost, RID p_scenario, ObjectID p_id, const AABB &p_aabb) { Ghost *ci = ghost_owner.getornull(p_ghost); ERR_FAIL_COND(!ci); ci->aabb = p_aabb; ci->object_id = p_id; Scenario *scenario = scenario_owner.getornull(p_scenario); // noop? if (ci->scenario == scenario) { return; } // if the portal is in a scenario already, remove it if (ci->scenario) { _ghost_destroy_occlusion_rep(ci); ci->scenario = nullptr; } // create when entering the world if (scenario) { ci->scenario = scenario; // defer the actual creation to here _ghost_create_occlusion_rep(ci); } } void VisualServerScene::ghost_update(RID p_ghost, const AABB &p_aabb) { Ghost *ci = ghost_owner.getornull(p_ghost); ERR_FAIL_COND(!ci); ERR_FAIL_COND(!ci->scenario); ci->aabb = p_aabb; if (ci->rghost_handle) { ci->scenario->_portal_renderer.rghost_update(ci->rghost_handle, p_aabb); } } void VisualServerScene::_ghost_create_occlusion_rep(Ghost *p_ghost) { ERR_FAIL_COND(!p_ghost); ERR_FAIL_COND(!p_ghost->scenario); if (!p_ghost->rghost_handle) { p_ghost->rghost_handle = p_ghost->scenario->_portal_renderer.rghost_create(p_ghost->object_id, p_ghost->aabb); } } void VisualServerScene::_ghost_destroy_occlusion_rep(Ghost *p_ghost) { ERR_FAIL_COND(!p_ghost); ERR_FAIL_COND(!p_ghost->scenario); // not an error, can occur if (!p_ghost->rghost_handle) { return; } p_ghost->scenario->_portal_renderer.rghost_destroy(p_ghost->rghost_handle); p_ghost->rghost_handle = 0; } RID VisualServerScene::roomgroup_create() { RoomGroup *rg = memnew(RoomGroup); ERR_FAIL_COND_V(!rg, RID()); RID roomgroup_rid = roomgroup_owner.make_rid(rg); return roomgroup_rid; } void VisualServerScene::roomgroup_prepare(RID p_roomgroup, ObjectID p_roomgroup_object_id) { RoomGroup *roomgroup = roomgroup_owner.getornull(p_roomgroup); ERR_FAIL_COND(!roomgroup); ERR_FAIL_COND(!roomgroup->scenario); roomgroup->scenario->_portal_renderer.roomgroup_prepare(roomgroup->scenario_roomgroup_id, p_roomgroup_object_id); } void VisualServerScene::roomgroup_set_scenario(RID p_roomgroup, RID p_scenario) { RoomGroup *rg = roomgroup_owner.getornull(p_roomgroup); ERR_FAIL_COND(!rg); Scenario *scenario = scenario_owner.getornull(p_scenario); // noop? if (rg->scenario == scenario) { return; } // if the portal is in a scenario already, remove it if (rg->scenario) { rg->scenario->_portal_renderer.roomgroup_destroy(rg->scenario_roomgroup_id); rg->scenario = nullptr; rg->scenario_roomgroup_id = 0; } // create when entering the world if (scenario) { rg->scenario = scenario; // defer the actual creation to here rg->scenario_roomgroup_id = scenario->_portal_renderer.roomgroup_create(); } } void VisualServerScene::roomgroup_add_room(RID p_roomgroup, RID p_room) { RoomGroup *roomgroup = roomgroup_owner.getornull(p_roomgroup); ERR_FAIL_COND(!roomgroup); ERR_FAIL_COND(!roomgroup->scenario); Room *room = room_owner.getornull(p_room); ERR_FAIL_COND(!room); ERR_FAIL_COND(!room->scenario); ERR_FAIL_COND(roomgroup->scenario != room->scenario); roomgroup->scenario->_portal_renderer.roomgroup_add_room(roomgroup->scenario_roomgroup_id, room->scenario_room_id); } // Occluders RID VisualServerScene::occluder_instance_create() { OccluderInstance *ro = memnew(OccluderInstance); ERR_FAIL_COND_V(!ro, RID()); RID occluder_rid = occluder_instance_owner.make_rid(ro); return occluder_rid; } void VisualServerScene::occluder_instance_link_resource(RID p_occluder_instance, RID p_occluder_resource) { OccluderInstance *oi = occluder_instance_owner.getornull(p_occluder_instance); ERR_FAIL_COND(!oi); ERR_FAIL_COND(!oi->scenario); OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource); ERR_FAIL_COND(!res); oi->scenario->_portal_renderer.occluder_instance_link(oi->scenario_occluder_id, res->occluder_resource_id); } void VisualServerScene::occluder_instance_set_scenario(RID p_occluder_instance, RID p_scenario) { OccluderInstance *oi = occluder_instance_owner.getornull(p_occluder_instance); ERR_FAIL_COND(!oi); Scenario *scenario = scenario_owner.getornull(p_scenario); // noop? if (oi->scenario == scenario) { return; } // if the portal is in a scenario already, remove it if (oi->scenario) { oi->scenario->_portal_renderer.occluder_instance_destroy(oi->scenario_occluder_id); oi->scenario = nullptr; oi->scenario_occluder_id = 0; } // create when entering the world if (scenario) { oi->scenario = scenario; oi->scenario_occluder_id = scenario->_portal_renderer.occluder_instance_create(); } } void VisualServerScene::occluder_instance_set_active(RID p_occluder_instance, bool p_active) { OccluderInstance *oi = occluder_instance_owner.getornull(p_occluder_instance); ERR_FAIL_COND(!oi); ERR_FAIL_COND(!oi->scenario); oi->scenario->_portal_renderer.occluder_instance_set_active(oi->scenario_occluder_id, p_active); } void VisualServerScene::occluder_instance_set_transform(RID p_occluder_instance, const Transform &p_xform) { OccluderInstance *oi = occluder_instance_owner.getornull(p_occluder_instance); ERR_FAIL_COND(!oi); ERR_FAIL_COND(!oi->scenario); oi->scenario->_portal_renderer.occluder_instance_set_transform(oi->scenario_occluder_id, p_xform); } RID VisualServerScene::occluder_resource_create() { OccluderResource *res = memnew(OccluderResource); ERR_FAIL_COND_V(!res, RID()); res->occluder_resource_id = _portal_resources.occluder_resource_create(); RID occluder_resource_rid = occluder_resource_owner.make_rid(res); return occluder_resource_rid; } void VisualServerScene::occluder_resource_prepare(RID p_occluder_resource, VisualServer::OccluderType p_type) { OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource); ERR_FAIL_COND(!res); _portal_resources.occluder_resource_prepare(res->occluder_resource_id, (VSOccluder_Instance::Type)p_type); } void VisualServerScene::occluder_resource_spheres_update(RID p_occluder_resource, const Vector &p_spheres) { OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource); ERR_FAIL_COND(!res); _portal_resources.occluder_resource_update_spheres(res->occluder_resource_id, p_spheres); } void VisualServerScene::occluder_resource_mesh_update(RID p_occluder_resource, const Geometry::OccluderMeshData &p_mesh_data) { OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource); ERR_FAIL_COND(!res); _portal_resources.occluder_resource_update_mesh(res->occluder_resource_id, p_mesh_data); } void VisualServerScene::set_use_occlusion_culling(bool p_enable) { // this is not scenario specific, and is global // (mainly for debugging) PortalRenderer::use_occlusion_culling = p_enable; } Geometry::MeshData VisualServerScene::occlusion_debug_get_current_polys(RID p_scenario) const { Scenario *scenario = scenario_owner.getornull(p_scenario); if (!scenario) { return Geometry::MeshData(); } return scenario->_portal_renderer.occlusion_debug_get_current_polys(); } // Rooms void VisualServerScene::callbacks_register(VisualServerCallbacks *p_callbacks) { _visual_server_callbacks = p_callbacks; } // the room has to be associated with a scenario, this is assumed to be // the same scenario as the room node RID VisualServerScene::room_create() { Room *room = memnew(Room); ERR_FAIL_COND_V(!room, RID()); RID room_rid = room_owner.make_rid(room); return room_rid; } // should not be called multiple times, different scenarios etc, but just in case, we will support this void VisualServerScene::room_set_scenario(RID p_room, RID p_scenario) { Room *room = room_owner.getornull(p_room); ERR_FAIL_COND(!room); Scenario *scenario = scenario_owner.getornull(p_scenario); // no change? if (room->scenario == scenario) { return; } // if the room has an existing scenario, remove from it if (room->scenario) { room->scenario->_portal_renderer.room_destroy(room->scenario_room_id); room->scenario = nullptr; room->scenario_room_id = 0; } // create when entering the world if (scenario) { room->scenario = scenario; // defer the actual creation to here room->scenario_room_id = scenario->_portal_renderer.room_create(); } } void VisualServerScene::room_add_ghost(RID p_room, ObjectID p_object_id, const AABB &p_aabb) { Room *room = room_owner.getornull(p_room); ERR_FAIL_COND(!room); ERR_FAIL_COND(!room->scenario); room->scenario->_portal_renderer.room_add_ghost(room->scenario_room_id, p_object_id, p_aabb); } void VisualServerScene::room_add_instance(RID p_room, RID p_instance, const AABB &p_aabb, const Vector &p_object_pts) { Room *room = room_owner.getornull(p_room); ERR_FAIL_COND(!room); ERR_FAIL_COND(!room->scenario); Instance *instance = instance_owner.getornull(p_instance); ERR_FAIL_COND(!instance); AABB bb = p_aabb; // the aabb passed from the client takes no account of the extra cull margin, // so we need to add this manually. // It is assumed it is in world space. if (instance->extra_margin != 0.0) { bb.grow_by(instance->extra_margin); } bool dynamic = false; // don't add if portal mode is not static or dynamic switch (instance->portal_mode) { default: { return; // this should be taken care of by the calling function, but just in case } break; case VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_DYNAMIC: { dynamic = true; } break; case VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_STATIC: { dynamic = false; } break; } instance->occlusion_handle = room->scenario->_portal_renderer.room_add_instance(room->scenario_room_id, p_instance, bb, dynamic, p_object_pts); } void VisualServerScene::room_prepare(RID p_room, int32_t p_priority) { Room *room = room_owner.getornull(p_room); ERR_FAIL_COND(!room); ERR_FAIL_COND(!room->scenario); room->scenario->_portal_renderer.room_prepare(room->scenario_room_id, p_priority); } void VisualServerScene::room_set_bound(RID p_room, ObjectID p_room_object_id, const Vector &p_convex, const AABB &p_aabb, const Vector &p_verts) { Room *room = room_owner.getornull(p_room); ERR_FAIL_COND(!room); ERR_FAIL_COND(!room->scenario); room->scenario->_portal_renderer.room_set_bound(room->scenario_room_id, p_room_object_id, p_convex, p_aabb, p_verts); } void VisualServerScene::rooms_unload(RID p_scenario, String p_reason) { Scenario *scenario = scenario_owner.getornull(p_scenario); ERR_FAIL_COND(!scenario); scenario->_portal_renderer.rooms_unload(p_reason); } void VisualServerScene::rooms_and_portals_clear(RID p_scenario) { Scenario *scenario = scenario_owner.getornull(p_scenario); ERR_FAIL_COND(!scenario); scenario->_portal_renderer.rooms_and_portals_clear(); } void VisualServerScene::rooms_finalize(RID p_scenario, bool p_generate_pvs, bool p_cull_using_pvs, bool p_use_secondary_pvs, bool p_use_signals, String p_pvs_filename, bool p_use_simple_pvs, bool p_log_pvs_generation) { Scenario *scenario = scenario_owner.getornull(p_scenario); ERR_FAIL_COND(!scenario); scenario->_portal_renderer.rooms_finalize(p_generate_pvs, p_cull_using_pvs, p_use_secondary_pvs, p_use_signals, p_pvs_filename, p_use_simple_pvs, p_log_pvs_generation); } void VisualServerScene::rooms_override_camera(RID p_scenario, bool p_override, const Vector3 &p_point, const Vector *p_convex) { Scenario *scenario = scenario_owner.getornull(p_scenario); ERR_FAIL_COND(!scenario); scenario->_portal_renderer.rooms_override_camera(p_override, p_point, p_convex); } void VisualServerScene::rooms_set_active(RID p_scenario, bool p_active) { Scenario *scenario = scenario_owner.getornull(p_scenario); ERR_FAIL_COND(!scenario); scenario->_portal_renderer.rooms_set_active(p_active); } void VisualServerScene::rooms_set_params(RID p_scenario, int p_portal_depth_limit, real_t p_roaming_expansion_margin) { Scenario *scenario = scenario_owner.getornull(p_scenario); ERR_FAIL_COND(!scenario); scenario->_portal_renderer.rooms_set_params(p_portal_depth_limit, p_roaming_expansion_margin); } void VisualServerScene::rooms_set_debug_feature(RID p_scenario, VisualServer::RoomsDebugFeature p_feature, bool p_active) { Scenario *scenario = scenario_owner.getornull(p_scenario); ERR_FAIL_COND(!scenario); switch (p_feature) { default: { } break; case VisualServer::ROOMS_DEBUG_SPRAWL: { scenario->_portal_renderer.set_debug_sprawl(p_active); } break; } } void VisualServerScene::rooms_update_gameplay_monitor(RID p_scenario, const Vector &p_camera_positions) { Scenario *scenario = scenario_owner.getornull(p_scenario); ERR_FAIL_COND(!scenario); scenario->_portal_renderer.rooms_update_gameplay_monitor(p_camera_positions); } bool VisualServerScene::rooms_is_loaded(RID p_scenario) const { Scenario *scenario = scenario_owner.getornull(p_scenario); ERR_FAIL_COND_V(!scenario, false); return scenario->_portal_renderer.rooms_is_loaded(); } Vector VisualServerScene::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const { Vector instances; Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND_V(!scenario, instances); const_cast(this)->update_dirty_instances(); // check dirty instances before culling int culled = 0; Instance *cull[1024]; culled = scenario->sps->cull_aabb(p_aabb, cull, 1024); for (int i = 0; i < culled; i++) { Instance *instance = cull[i]; ERR_CONTINUE(!instance); if (instance->object_id == 0) { continue; } instances.push_back(instance->object_id); } return instances; } Vector VisualServerScene::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const { Vector instances; Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND_V(!scenario, instances); const_cast(this)->update_dirty_instances(); // check dirty instances before culling int culled = 0; Instance *cull[1024]; culled = scenario->sps->cull_segment(p_from, p_from + p_to * 10000, cull, 1024); for (int i = 0; i < culled; i++) { Instance *instance = cull[i]; ERR_CONTINUE(!instance); if (instance->object_id == 0) { continue; } instances.push_back(instance->object_id); } return instances; } Vector VisualServerScene::instances_cull_convex(const Vector &p_convex, RID p_scenario) const { Vector instances; Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND_V(!scenario, instances); const_cast(this)->update_dirty_instances(); // check dirty instances before culling int culled = 0; Instance *cull[1024]; culled = scenario->sps->cull_convex(p_convex, cull, 1024); for (int i = 0; i < culled; i++) { Instance *instance = cull[i]; ERR_CONTINUE(!instance); if (instance->object_id == 0) { continue; } instances.push_back(instance->object_id); } return instances; } // thin wrapper to allow rooms / portals to take over culling if active int VisualServerScene::_cull_convex_from_point(Scenario *p_scenario, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const Vector &p_convex, Instance **p_result_array, int p_result_max, int32_t &r_previous_room_id_hint, uint32_t p_mask) { int res = -1; if (p_scenario->_portal_renderer.is_active()) { // Note that the portal renderer ASSUMES that the planes exactly match the convention in // CameraMatrix of enum Planes (6 planes, in order, near, far etc) // If this is not the case, it should not be used. res = p_scenario->_portal_renderer.cull_convex(p_cam_transform, p_cam_projection, p_convex, (VSInstance **)p_result_array, p_result_max, p_mask, r_previous_room_id_hint); } // fallback to BVH / octree if portals not active if (res == -1) { res = p_scenario->sps->cull_convex(p_convex, p_result_array, p_result_max, p_mask); // Opportunity for occlusion culling on the main scene. This will be a noop if no occluders. if (p_scenario->_portal_renderer.occlusion_is_active()) { res = p_scenario->_portal_renderer.occlusion_cull(p_cam_transform, p_cam_projection, p_convex, (VSInstance **)p_result_array, res); } } return res; } void VisualServerScene::_rooms_instance_update(Instance *p_instance, const AABB &p_aabb) { // magic number for instances in the room / portal system, but not requiring an update // (due to being a STATIC or DYNAMIC object within a room) // Must match the value in PortalRenderer in VisualServer const uint32_t OCCLUSION_HANDLE_ROOM_BIT = 1 << 31; // if the instance is a moving object in the room / portal system, update it // Note that if rooms and portals is not in use, occlusion_handle should be zero in all cases unless the portal_mode // has been set to global or roaming. (which is unlikely as the default is static). // The exception is editor user interface elements. // These are always set to global and will always keep their aabb up to date in the portal renderer unnecessarily. // There is no easy way around this, but it should be very cheap, and have no impact outside the editor. if (p_instance->occlusion_handle && (p_instance->occlusion_handle != OCCLUSION_HANDLE_ROOM_BIT)) { p_instance->scenario->_portal_renderer.instance_moving_update(p_instance->occlusion_handle, p_aabb); } } void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceFlags p_flags, bool p_enabled) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); switch (p_flags) { case VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: { instance->redraw_if_visible = p_enabled; } break; default: { } } } void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); instance->cast_shadows = p_shadow_casting_setting; instance->base_changed(false, true); // to actually compute if shadows are visible or not } void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); if (instance->material_override.is_valid()) { VSG::storage->material_remove_instance_owner(instance->material_override, instance); } instance->material_override = p_material; instance->base_changed(false, true); if (instance->material_override.is_valid()) { VSG::storage->material_add_instance_owner(instance->material_override, instance); } } void VisualServerScene::instance_geometry_set_material_overlay(RID p_instance, RID p_material) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); if (instance->material_overlay.is_valid()) { VSG::storage->material_remove_instance_owner(instance->material_overlay, instance); } instance->material_overlay = p_material; instance->base_changed(false, true); if (instance->material_overlay.is_valid()) { VSG::storage->material_add_instance_owner(instance->material_overlay, instance); } } void VisualServerScene::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) { } void VisualServerScene::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) { } void VisualServerScene::_update_instance(Instance *p_instance) { p_instance->version++; // when not using interpolation the transform is used straight const Transform *instance_xform = &p_instance->transform; // Can possibly use the most up to date current transform here when using physics interpolation .. // uncomment the next line for this.. // if (p_instance->is_currently_interpolated()) { // instance_xform = &p_instance->transform_curr; // } // However it does seem that using the interpolated transform (transform) works for keeping AABBs // up to date to avoid culling errors. if (p_instance->base_type == VS::INSTANCE_LIGHT) { InstanceLightData *light = static_cast(p_instance->base_data); VSG::scene_render->light_instance_set_transform(light->instance, *instance_xform); light->shadow_dirty = true; } if (p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE) { InstanceReflectionProbeData *reflection_probe = static_cast(p_instance->base_data); VSG::scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, *instance_xform); reflection_probe->reflection_dirty = true; } if (p_instance->aabb.has_no_surface()) { return; } if ((1 << p_instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) { InstanceGeometryData *geom = static_cast(p_instance->base_data); //make sure lights are updated if it casts shadow if (geom->can_cast_shadows) { for (List::Element *E = geom->lighting.front(); E; E = E->next()) { InstanceLightData *light = static_cast(E->get()->base_data); light->shadow_dirty = true; } } } p_instance->mirror = instance_xform->basis.determinant() < 0.0; AABB new_aabb; new_aabb = instance_xform->xform(p_instance->aabb); p_instance->transformed_aabb = new_aabb; if (!p_instance->scenario) { return; } if (p_instance->spatial_partition_id == 0) { uint32_t base_type = 1 << p_instance->base_type; uint32_t pairable_mask = 0; bool pairable = false; if (p_instance->base_type == VS::INSTANCE_LIGHT || p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE) { pairable_mask = p_instance->visible ? VS::INSTANCE_GEOMETRY_MASK : 0; pairable = true; } // not inside octree p_instance->spatial_partition_id = p_instance->scenario->sps->create(p_instance, new_aabb, 0, pairable, base_type, pairable_mask); } else { /* if (new_aabb==p_instance->data.transformed_aabb) return; */ p_instance->scenario->sps->move(p_instance->spatial_partition_id, new_aabb); } // keep rooms and portals instance up to date if present _rooms_instance_update(p_instance, new_aabb); } void VisualServerScene::_update_instance_aabb(Instance *p_instance) { AABB new_aabb; ERR_FAIL_COND(p_instance->base_type != VS::INSTANCE_NONE && !p_instance->base.is_valid()); switch (p_instance->base_type) { case VisualServer::INSTANCE_NONE: { // do nothing } break; case VisualServer::INSTANCE_MESH: { if (p_instance->custom_aabb) { new_aabb = *p_instance->custom_aabb; } else { new_aabb = VSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton); } } break; case VisualServer::INSTANCE_MULTIMESH: { if (p_instance->custom_aabb) { new_aabb = *p_instance->custom_aabb; } else { new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base); } } break; case VisualServer::INSTANCE_IMMEDIATE: { if (p_instance->custom_aabb) { new_aabb = *p_instance->custom_aabb; } else { new_aabb = VSG::storage->immediate_get_aabb(p_instance->base); } } break; case VisualServer::INSTANCE_LIGHT: { new_aabb = VSG::storage->light_get_aabb(p_instance->base); } break; case VisualServer::INSTANCE_REFLECTION_PROBE: { new_aabb = VSG::storage->reflection_probe_get_aabb(p_instance->base); } break; default: { } } // This is why I didn't re-use Instance::aabb to implement custom AABBs if (p_instance->extra_margin) { new_aabb.grow_by(p_instance->extra_margin); } p_instance->aabb = new_aabb; } void VisualServerScene::_update_dirty_instance(Instance *p_instance) { if (p_instance->update_aabb) { _update_instance_aabb(p_instance); } if (p_instance->update_materials) { if (p_instance->base_type == VS::INSTANCE_MESH) { //remove materials no longer used and un-own them int new_mat_count = VSG::storage->mesh_get_surface_count(p_instance->base); for (int i = p_instance->materials.size() - 1; i >= new_mat_count; i--) { if (p_instance->materials[i].is_valid()) { VSG::storage->material_remove_instance_owner(p_instance->materials[i], p_instance); } } p_instance->materials.resize(new_mat_count); int new_blend_shape_count = VSG::storage->mesh_get_blend_shape_count(p_instance->base); if (new_blend_shape_count != p_instance->blend_values.size()) { p_instance->blend_values.resize(new_blend_shape_count); for (int i = 0; i < new_blend_shape_count; i++) { p_instance->blend_values.write().ptr()[i] = 0; } } } if ((1 << p_instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) { InstanceGeometryData *geom = static_cast(p_instance->base_data); bool can_cast_shadows = true; bool is_animated = false; if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) { can_cast_shadows = false; } else if (p_instance->material_override.is_valid()) { can_cast_shadows = VSG::storage->material_casts_shadows(p_instance->material_override); is_animated = VSG::storage->material_is_animated(p_instance->material_override); } else { if (p_instance->base_type == VS::INSTANCE_MESH) { RID mesh = p_instance->base; if (mesh.is_valid()) { bool cast_shadows = false; for (int i = 0; i < p_instance->materials.size(); i++) { RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : VSG::storage->mesh_surface_get_material(mesh, i); if (!mat.is_valid()) { cast_shadows = true; } else { if (VSG::storage->material_casts_shadows(mat)) { cast_shadows = true; } if (VSG::storage->material_is_animated(mat)) { is_animated = true; } } } if (!cast_shadows) { can_cast_shadows = false; } } } else if (p_instance->base_type == VS::INSTANCE_MULTIMESH) { RID mesh = VSG::storage->multimesh_get_mesh(p_instance->base); if (mesh.is_valid()) { bool cast_shadows = false; int sc = VSG::storage->mesh_get_surface_count(mesh); for (int i = 0; i < sc; i++) { RID mat = VSG::storage->mesh_surface_get_material(mesh, i); if (!mat.is_valid()) { cast_shadows = true; } else { if (VSG::storage->material_casts_shadows(mat)) { cast_shadows = true; } if (VSG::storage->material_is_animated(mat)) { is_animated = true; } } } if (!cast_shadows) { can_cast_shadows = false; } } } else if (p_instance->base_type == VS::INSTANCE_IMMEDIATE) { RID mat = VSG::storage->immediate_get_material(p_instance->base); can_cast_shadows = !mat.is_valid() || VSG::storage->material_casts_shadows(mat); if (mat.is_valid() && VSG::storage->material_is_animated(mat)) { is_animated = true; } } } if (p_instance->material_overlay.is_valid()) { can_cast_shadows = can_cast_shadows || VSG::storage->material_casts_shadows(p_instance->material_overlay); is_animated = is_animated || VSG::storage->material_is_animated(p_instance->material_overlay); } if (can_cast_shadows != geom->can_cast_shadows) { //ability to cast shadows change, let lights now for (List::Element *E = geom->lighting.front(); E; E = E->next()) { InstanceLightData *light = static_cast(E->get()->base_data); light->shadow_dirty = true; } geom->can_cast_shadows = can_cast_shadows; } geom->material_is_animated = is_animated; } } _instance_update_list.remove(&p_instance->update_item); _update_instance(p_instance); p_instance->update_aabb = false; p_instance->update_materials = false; } bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario) { InstanceLightData *light = static_cast(p_instance->base_data); Transform light_transform = p_instance->transform; light_transform.orthonormalize(); //scale does not count on lights bool animated_material_found = false; switch (VSG::storage->light_get_type(p_instance->base)) { case VS::LIGHT_DIRECTIONAL: { float max_distance = p_cam_projection.get_z_far(); float shadow_max = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE); if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera max_distance = MIN(shadow_max, max_distance); } max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001); float min_distance = MIN(p_cam_projection.get_z_near(), max_distance); VS::LightDirectionalShadowDepthRangeMode depth_range_mode = VSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base); if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) { //optimize min/max Vector planes = p_cam_projection.get_projection_planes(p_cam_transform); int cull_count = p_scenario->sps->cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); Plane base(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2)); //check distance max and min bool found_items = false; float z_max = -1e20; float z_min = 1e20; for (int i = 0; i < cull_count; i++) { Instance *instance = instance_shadow_cull_result[i]; if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast(instance->base_data)->can_cast_shadows) { continue; } if (static_cast(instance->base_data)->material_is_animated) { animated_material_found = true; } float max, min; instance->transformed_aabb.project_range_in_plane(base, min, max); if (max > z_max) { z_max = max; } if (min < z_min) { z_min = min; } found_items = true; } if (found_items) { min_distance = MAX(min_distance, z_min); max_distance = MIN(max_distance, z_max); } } float range = max_distance - min_distance; int splits = 0; switch (VSG::storage->light_directional_get_shadow_mode(p_instance->base)) { case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: splits = 1; break; case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: splits = 2; break; case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: splits = 4; break; } float distances[5]; distances[0] = min_distance; for (int i = 0; i < splits; i++) { distances[i + 1] = min_distance + VSG::storage->light_get_param(p_instance->base, VS::LightParam(VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range; }; distances[splits] = max_distance; float texture_size = VSG::scene_render->get_directional_light_shadow_size(light->instance); bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base); float first_radius = 0.0; for (int i = 0; i < splits; i++) { // setup a camera matrix for that range! CameraMatrix camera_matrix; float aspect = p_cam_projection.get_aspect(); if (p_cam_orthogonal) { Vector2 vp_he = p_cam_projection.get_viewport_half_extents(); camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false); } else { float fov = p_cam_projection.get_fov(); camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false); } //obtain the frustum endpoints Vector3 endpoints[8]; // frustum plane endpoints bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints); ERR_CONTINUE(!res); // obtain the light frustm ranges (given endpoints) Transform transform = light_transform; //discard scale and stabilize light Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized(); Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized(); Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized(); //z_vec points agsint the camera, like in default opengl float x_min = 0.f, x_max = 0.f; float y_min = 0.f, y_max = 0.f; float z_min = 0.f, z_max = 0.f; // FIXME: z_max_cam is defined, computed, but not used below when setting up // ortho_camera. Commented out for now to fix warnings but should be investigated. float x_min_cam = 0.f, x_max_cam = 0.f; float y_min_cam = 0.f, y_max_cam = 0.f; float z_min_cam = 0.f; //float z_max_cam = 0.f; float bias_scale = 1.0; //used for culling for (int j = 0; j < 8; j++) { float d_x = x_vec.dot(endpoints[j]); float d_y = y_vec.dot(endpoints[j]); float d_z = z_vec.dot(endpoints[j]); if (j == 0 || d_x < x_min) { x_min = d_x; } if (j == 0 || d_x > x_max) { x_max = d_x; } if (j == 0 || d_y < y_min) { y_min = d_y; } if (j == 0 || d_y > y_max) { y_max = d_y; } if (j == 0 || d_z < z_min) { z_min = d_z; } if (j == 0 || d_z > z_max) { z_max = d_z; } } { //camera viewport stuff Vector3 center; for (int j = 0; j < 8; j++) { center += endpoints[j]; } center /= 8.0; //center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5; float radius = 0; for (int j = 0; j < 8; j++) { float d = center.distance_to(endpoints[j]); if (d > radius) { radius = d; } } radius *= texture_size / (texture_size - 2.0); //add a texel by each side if (i == 0) { first_radius = radius; } else { bias_scale = radius / first_radius; } x_max_cam = x_vec.dot(center) + radius; x_min_cam = x_vec.dot(center) - radius; y_max_cam = y_vec.dot(center) + radius; y_min_cam = y_vec.dot(center) - radius; //z_max_cam = z_vec.dot(center) + radius; z_min_cam = z_vec.dot(center) - radius; if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) { //this trick here is what stabilizes the shadow (make potential jaggies to not move) //at the cost of some wasted resolution. Still the quality increase is very well worth it float unit = radius * 2.0 / texture_size; x_max_cam = Math::stepify(x_max_cam, unit); x_min_cam = Math::stepify(x_min_cam, unit); y_max_cam = Math::stepify(y_max_cam, unit); y_min_cam = Math::stepify(y_min_cam, unit); } } //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree Vector light_frustum_planes; light_frustum_planes.resize(6); //right/left light_frustum_planes.write[0] = Plane(x_vec, x_max); light_frustum_planes.write[1] = Plane(-x_vec, -x_min); //top/bottom light_frustum_planes.write[2] = Plane(y_vec, y_max); light_frustum_planes.write[3] = Plane(-y_vec, -y_min); //near/far light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6); light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed int cull_count = p_scenario->sps->cull_convex(light_frustum_planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); // a pre pass will need to be needed to determine the actual z-near to be used Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2)); for (int j = 0; j < cull_count; j++) { float min, max; Instance *instance = instance_shadow_cull_result[j]; if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast(instance->base_data)->can_cast_shadows) { cull_count--; SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); j--; continue; } instance->transformed_aabb.project_range_in_plane(Plane(z_vec, 0), min, max); instance->depth = near_plane.distance_to(instance->transform.origin); instance->depth_layer = 0; if (max > z_max) { z_max = max; } } { CameraMatrix ortho_camera; real_t half_x = (x_max_cam - x_min_cam) * 0.5; real_t half_y = (y_max_cam - y_min_cam) * 0.5; ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam)); Transform ortho_transform; ortho_transform.basis = transform.basis; ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max; VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i, bias_scale); } VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); } } break; case VS::LIGHT_OMNI: { VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base); if (shadow_mode == VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !VSG::scene_render->light_instances_can_render_shadow_cube()) { for (int i = 0; i < 2; i++) { //using this one ensures that raster deferred will have it float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); float z = i == 0 ? -1 : 1; Vector planes; planes.resize(6); planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius)); planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius)); planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius)); planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius)); planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius)); planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0)); int cull_count = p_scenario->sps->cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z); for (int j = 0; j < cull_count; j++) { Instance *instance = instance_shadow_cull_result[j]; if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast(instance->base_data)->can_cast_shadows) { cull_count--; SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); j--; } else { if (static_cast(instance->base_data)->material_is_animated) { animated_material_found = true; } instance->depth = near_plane.distance_to(instance->transform.origin); instance->depth_layer = 0; } } VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i); VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); } } else { //shadow cube float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); CameraMatrix cm; cm.set_perspective(90, 1, 0.01, radius); for (int i = 0; i < 6; i++) { //using this one ensures that raster deferred will have it static const Vector3 view_normals[6] = { Vector3(-1, 0, 0), Vector3(+1, 0, 0), Vector3(0, -1, 0), Vector3(0, +1, 0), Vector3(0, 0, -1), Vector3(0, 0, +1) }; static const Vector3 view_up[6] = { Vector3(0, -1, 0), Vector3(0, -1, 0), Vector3(0, 0, -1), Vector3(0, 0, +1), Vector3(0, -1, 0), Vector3(0, -1, 0) }; Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]); Vector planes = cm.get_projection_planes(xform); int cull_count = _cull_convex_from_point(p_scenario, light_transform, cm, planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, light->previous_room_id_hint, VS::INSTANCE_GEOMETRY_MASK); Plane near_plane(xform.origin, -xform.basis.get_axis(2)); for (int j = 0; j < cull_count; j++) { Instance *instance = instance_shadow_cull_result[j]; if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast(instance->base_data)->can_cast_shadows) { cull_count--; SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); j--; } else { if (static_cast(instance->base_data)->material_is_animated) { animated_material_found = true; } instance->depth = near_plane.distance_to(instance->transform.origin); instance->depth_layer = 0; } } VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i); VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); } //restore the regular DP matrix VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0); } } break; case VS::LIGHT_SPOT: { float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); float angle = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_SPOT_ANGLE); CameraMatrix cm; cm.set_perspective(angle * 2.0, 1.0, 0.01, radius); Vector planes = cm.get_projection_planes(light_transform); int cull_count = _cull_convex_from_point(p_scenario, light_transform, cm, planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, light->previous_room_id_hint, VS::INSTANCE_GEOMETRY_MASK); Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2)); for (int j = 0; j < cull_count; j++) { Instance *instance = instance_shadow_cull_result[j]; if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast(instance->base_data)->can_cast_shadows) { cull_count--; SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); j--; } else { if (static_cast(instance->base_data)->material_is_animated) { animated_material_found = true; } instance->depth = near_plane.distance_to(instance->transform.origin); instance->depth_layer = 0; } } VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0); VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); } break; } return animated_material_found; } void VisualServerScene::render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) { // render to mono camera #ifndef _3D_DISABLED Camera *camera = camera_owner.getornull(p_camera); ERR_FAIL_COND(!camera); /* STEP 1 - SETUP CAMERA */ CameraMatrix camera_matrix; bool ortho = false; switch (camera->type) { case Camera::ORTHOGONAL: { camera_matrix.set_orthogonal( camera->size, p_viewport_size.width / (float)p_viewport_size.height, camera->znear, camera->zfar, camera->vaspect); ortho = true; } break; case Camera::PERSPECTIVE: { camera_matrix.set_perspective( camera->fov, p_viewport_size.width / (float)p_viewport_size.height, camera->znear, camera->zfar, camera->vaspect); ortho = false; } break; case Camera::FRUSTUM: { camera_matrix.set_frustum( camera->size, p_viewport_size.width / (float)p_viewport_size.height, camera->offset, camera->znear, camera->zfar, camera->vaspect); ortho = false; } break; } // This getter allows optional fixed timestep interpolation for the camera. Transform camera_transform = camera->get_transform(); _prepare_scene(camera_transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), camera->previous_room_id_hint); _render_scene(camera_transform, camera_matrix, 0, ortho, camera->env, p_scenario, p_shadow_atlas, RID(), -1); #endif } void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int32_t &r_previous_room_id_hint) { // Note, in stereo rendering: // - p_cam_transform will be a transform in the middle of our two eyes // - p_cam_projection is a wider frustrum that encompasses both eyes Scenario *scenario = scenario_owner.getornull(p_scenario); render_pass++; uint32_t camera_layer_mask = p_visible_layers; VSG::scene_render->set_scene_pass(render_pass); //rasterizer->set_camera(camera->transform, camera_matrix,ortho); Vector planes = p_cam_projection.get_projection_planes(p_cam_transform); Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized()); float z_far = p_cam_projection.get_z_far(); /* STEP 2 - CULL */ instance_cull_count = _cull_convex_from_point(scenario, p_cam_transform, p_cam_projection, planes, instance_cull_result, MAX_INSTANCE_CULL, r_previous_room_id_hint); light_cull_count = 0; reflection_probe_cull_count = 0; //light_samplers_culled=0; /* print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0)); print_line("OTO: "+itos(p_scenario->octree.get_octant_count())); print_line("OTE: "+itos(p_scenario->octree.get_elem_count())); print_line("OTP: "+itos(p_scenario->octree.get_pair_count())); */ /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */ //removed, will replace with culling /* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */ for (int i = 0; i < instance_cull_count; i++) { Instance *ins = instance_cull_result[i]; bool keep = false; if ((camera_layer_mask & ins->layer_mask) == 0) { //failure } else if (ins->base_type == VS::INSTANCE_LIGHT && ins->visible) { if (light_cull_count < MAX_LIGHTS_CULLED) { InstanceLightData *light = static_cast(ins->base_data); if (!light->geometries.empty()) { //do not add this light if no geometry is affected by it.. light_cull_result[light_cull_count] = ins; light_instance_cull_result[light_cull_count] = light->instance; if (p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(ins->base)) { VSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later } light_cull_count++; } } } else if (ins->base_type == VS::INSTANCE_REFLECTION_PROBE && ins->visible) { if (reflection_probe_cull_count < MAX_REFLECTION_PROBES_CULLED) { InstanceReflectionProbeData *reflection_probe = static_cast(ins->base_data); if (p_reflection_probe != reflection_probe->instance) { //avoid entering The Matrix if (!reflection_probe->geometries.empty()) { //do not add this light if no geometry is affected by it.. if (reflection_probe->reflection_dirty || VSG::scene_render->reflection_probe_instance_needs_redraw(reflection_probe->instance)) { if (!reflection_probe->update_list.in_list()) { reflection_probe->render_step = 0; reflection_probe_render_list.add_last(&reflection_probe->update_list); } reflection_probe->reflection_dirty = false; } if (VSG::scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) { reflection_probe_instance_cull_result[reflection_probe_cull_count] = reflection_probe->instance; reflection_probe_cull_count++; } } } } } else if (((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { keep = true; InstanceGeometryData *geom = static_cast(ins->base_data); if (ins->redraw_if_visible) { VisualServerRaster::redraw_request(false); } if (geom->lighting_dirty) { int l = 0; //only called when lights AABB enter/exit this geometry ins->light_instances.resize(geom->lighting.size()); for (List::Element *E = geom->lighting.front(); E; E = E->next()) { InstanceLightData *light = static_cast(E->get()->base_data); ins->light_instances.write[l++] = light->instance; } geom->lighting_dirty = false; } if (geom->reflection_dirty) { int l = 0; //only called when reflection probe AABB enter/exit this geometry ins->reflection_probe_instances.resize(geom->reflection_probes.size()); for (List::Element *E = geom->reflection_probes.front(); E; E = E->next()) { InstanceReflectionProbeData *reflection_probe = static_cast(E->get()->base_data); ins->reflection_probe_instances.write[l++] = reflection_probe->instance; } geom->reflection_dirty = false; } } if (!keep) { // remove, no reason to keep instance_cull_count--; SWAP(instance_cull_result[i], instance_cull_result[instance_cull_count]); i--; ins->last_render_pass = 0; // make invalid } else { ins->last_render_pass = render_pass; } } /* STEP 5 - PROCESS LIGHTS */ RID *directional_light_ptr = &light_instance_cull_result[light_cull_count]; directional_light_count = 0; // directional lights { Instance **lights_with_shadow = (Instance **)alloca(sizeof(Instance *) * scenario->directional_lights.size()); int directional_shadow_count = 0; for (List::Element *E = scenario->directional_lights.front(); E; E = E->next()) { if (light_cull_count + directional_light_count >= MAX_LIGHTS_CULLED) { break; } if (!E->get()->visible) { continue; } InstanceLightData *light = static_cast(E->get()->base_data); //check shadow.. if (light) { if (p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(E->get()->base)) { lights_with_shadow[directional_shadow_count++] = E->get(); } //add to list directional_light_ptr[directional_light_count++] = light->instance; } } VSG::scene_render->set_directional_shadow_count(directional_shadow_count); for (int i = 0; i < directional_shadow_count; i++) { _light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario); } } { //setup shadow maps //SortArray sorter; //sorter.sort(light_cull_result,light_cull_count); for (int i = 0; i < light_cull_count; i++) { Instance *ins = light_cull_result[i]; if (!p_shadow_atlas.is_valid() || !VSG::storage->light_has_shadow(ins->base)) { continue; } InstanceLightData *light = static_cast(ins->base_data); float coverage = 0.f; { //compute coverage Transform cam_xf = p_cam_transform; float zn = p_cam_projection.get_z_near(); Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane // near plane half width and height Vector2 vp_half_extents = p_cam_projection.get_viewport_half_extents(); switch (VSG::storage->light_get_type(ins->base)) { case VS::LIGHT_OMNI: { float radius = VSG::storage->light_get_param(ins->base, VS::LIGHT_PARAM_RANGE); //get two points parallel to near plane Vector3 points[2] = { ins->transform.origin, ins->transform.origin + cam_xf.basis.get_axis(0) * radius }; if (!p_cam_orthogonal) { //if using perspetive, map them to near plane for (int j = 0; j < 2; j++) { if (p.distance_to(points[j]) < 0) { points[j].z = -zn; //small hack to keep size constant when hitting the screen } p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane } } float screen_diameter = points[0].distance_to(points[1]) * 2; coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y); } break; case VS::LIGHT_SPOT: { float radius = VSG::storage->light_get_param(ins->base, VS::LIGHT_PARAM_RANGE); float angle = VSG::storage->light_get_param(ins->base, VS::LIGHT_PARAM_SPOT_ANGLE); float w = radius * Math::sin(Math::deg2rad(angle)); float d = radius * Math::cos(Math::deg2rad(angle)); Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d; Vector3 points[2] = { base, base + cam_xf.basis.get_axis(0) * w }; if (!p_cam_orthogonal) { //if using perspetive, map them to near plane for (int j = 0; j < 2; j++) { if (p.distance_to(points[j]) < 0) { points[j].z = -zn; //small hack to keep size constant when hitting the screen } p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane } } float screen_diameter = points[0].distance_to(points[1]) * 2; coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y); } break; default: { ERR_PRINT("Invalid Light Type"); } } } if (light->shadow_dirty) { light->last_version++; light->shadow_dirty = false; } bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version); if (redraw) { //must redraw! light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario); } } } // Calculate instance->depth from the camera, after shadow calculation has stopped overwriting instance->depth for (int i = 0; i < instance_cull_count; i++) { Instance *ins = instance_cull_result[i]; if (((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { Vector3 aabb_center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5); if (p_cam_orthogonal) { ins->depth = near_plane.distance_to(aabb_center); } else { ins->depth = p_cam_transform.origin.distance_to(aabb_center); } ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15); } } } void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { Scenario *scenario = scenario_owner.getornull(p_scenario); /* ENVIRONMENT */ RID environment; if (p_force_environment.is_valid()) { //camera has more environment priority environment = p_force_environment; } else if (scenario->environment.is_valid()) { environment = scenario->environment; } else { environment = scenario->fallback_environment; } /* PROCESS GEOMETRY AND DRAW SCENE */ VSG::scene_render->render_scene(p_cam_transform, p_cam_projection, p_eye, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, environment, p_shadow_atlas, scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass); } void VisualServerScene::render_empty_scene(RID p_scenario, RID p_shadow_atlas) { #ifndef _3D_DISABLED Scenario *scenario = scenario_owner.getornull(p_scenario); RID environment; if (scenario->environment.is_valid()) { environment = scenario->environment; } else { environment = scenario->fallback_environment; } VSG::scene_render->render_scene(Transform(), CameraMatrix(), 0, true, nullptr, 0, nullptr, 0, nullptr, 0, environment, p_shadow_atlas, scenario->reflection_atlas, RID(), 0); #endif } void VisualServerScene::update_dirty_instances() { VSG::storage->update_dirty_resources(); // this is just to get access to scenario so we can update the spatial partitioning scheme Scenario *scenario = nullptr; if (_instance_update_list.first()) { scenario = _instance_update_list.first()->self()->scenario; } while (_instance_update_list.first()) { _update_dirty_instance(_instance_update_list.first()->self()); } if (scenario) { scenario->sps->update(); } } bool VisualServerScene::free(RID p_rid) { if (camera_owner.owns(p_rid)) { Camera *camera = camera_owner.get(p_rid); if (camera->scenario) { camera->scenario->_interpolation_data.notify_free_camera(p_rid, *camera); } camera_owner.free(p_rid); memdelete(camera); } else if (scenario_owner.owns(p_rid)) { Scenario *scenario = scenario_owner.get(p_rid); while (scenario->instances.first()) { instance_set_scenario(scenario->instances.first()->self()->self, RID()); } VSG::scene_render->free(scenario->reflection_probe_shadow_atlas); VSG::scene_render->free(scenario->reflection_atlas); scenario_owner.free(p_rid); memdelete(scenario); } else if (instance_owner.owns(p_rid)) { // delete the instance update_dirty_instances(); Instance *instance = instance_owner.get(p_rid); if (instance->scenario) { instance->scenario->_interpolation_data.notify_free_instance(p_rid, *instance); } else { if (instance->on_interpolate_list || instance->on_interpolate_transform_list) { // These flags should be set to false when removing the scenario. WARN_PRINT_ONCE("Instance delete without scenario and on interpolate lists."); } } instance_set_scenario(p_rid, RID()); instance_set_base(p_rid, RID()); instance_geometry_set_material_override(p_rid, RID()); instance_geometry_set_material_overlay(p_rid, RID()); instance_attach_skeleton(p_rid, RID()); update_dirty_instances(); //in case something changed this instance_owner.free(p_rid); memdelete(instance); } else if (room_owner.owns(p_rid)) { Room *room = room_owner.get(p_rid); room_owner.free(p_rid); memdelete(room); } else if (portal_owner.owns(p_rid)) { Portal *portal = portal_owner.get(p_rid); portal_owner.free(p_rid); memdelete(portal); } else if (ghost_owner.owns(p_rid)) { Ghost *ghost = ghost_owner.get(p_rid); ghost_owner.free(p_rid); memdelete(ghost); } else if (roomgroup_owner.owns(p_rid)) { RoomGroup *roomgroup = roomgroup_owner.get(p_rid); roomgroup_owner.free(p_rid); memdelete(roomgroup); } else if (occluder_instance_owner.owns(p_rid)) { OccluderInstance *occ_inst = occluder_instance_owner.get(p_rid); occluder_instance_owner.free(p_rid); memdelete(occ_inst); } else if (occluder_resource_owner.owns(p_rid)) { OccluderResource *occ_res = occluder_resource_owner.get(p_rid); occ_res->destroy(_portal_resources); occluder_resource_owner.free(p_rid); memdelete(occ_res); } else { return false; } return true; } VisualServerScene *VisualServerScene::singleton = nullptr; VisualServerScene::VisualServerScene() { render_pass = 1; singleton = this; _use_bvh = GLOBAL_DEF("rendering/quality/spatial_partitioning/use_bvh", true); GLOBAL_DEF("rendering/quality/spatial_partitioning/bvh_collision_margin", 0.1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/spatial_partitioning/bvh_collision_margin", PropertyInfo(Variant::REAL, "rendering/quality/spatial_partitioning/bvh_collision_margin", PROPERTY_HINT_RANGE, "0.0,2.0,0.01")); _visual_server_callbacks = nullptr; } VisualServerScene::~VisualServerScene() { }