pandemonium_engine/servers/rendering/rendering_server_scene.cpp
2022-08-19 21:24:36 +02:00

2949 lines
105 KiB
C++

/*************************************************************************/
/* rendering_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 "rendering_server_scene.h"
#include "core/math/transform_interpolator.h"
#include "core/os/os.h"
#include "core/config/project_settings.h"
#include "rendering_server_globals.h"
#include "rendering_server_raster.h"
#include <new>
/* CAMERA API */
Transform RenderingServerScene::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 RenderingServerScene::camera_create() {
Camera *camera = memnew(Camera);
return camera_owner.make_rid(camera);
}
void RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 */
RenderingServerScene::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);
}
RenderingServerScene::SpatialPartitioningScene_BVH::~SpatialPartitioningScene_BVH() {
if (_dummy_cull_object) {
memdelete(_dummy_cull_object);
_dummy_cull_object = nullptr;
}
}
RenderingServerScene::SpatialPartitionID RenderingServerScene::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 RenderingServerScene::SpatialPartitioningScene_BVH::erase(SpatialPartitionID p_handle) {
_bvh.erase(p_handle - 1);
}
void RenderingServerScene::SpatialPartitioningScene_BVH::move(SpatialPartitionID p_handle, const AABB &p_aabb) {
_bvh.move(p_handle - 1, p_aabb);
}
void RenderingServerScene::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 RenderingServerScene::SpatialPartitioningScene_BVH::deactivate(SpatialPartitionID p_handle) {
_bvh.deactivate(p_handle - 1);
}
void RenderingServerScene::SpatialPartitioningScene_BVH::force_collision_check(SpatialPartitionID p_handle) {
_bvh.force_collision_check(p_handle - 1);
}
void RenderingServerScene::SpatialPartitioningScene_BVH::update() {
_bvh.update();
}
void RenderingServerScene::SpatialPartitioningScene_BVH::update_collisions() {
_bvh.update_collisions();
}
void RenderingServerScene::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 RenderingServerScene::SpatialPartitioningScene_BVH::cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask) {
_dummy_cull_object->bvh_pairable_mask = p_mask;
_dummy_cull_object->bvh_pairable_type = 0;
return _bvh.cull_convex(p_convex, p_result_array, p_result_max, _dummy_cull_object);
}
int RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::SpatialPartitioningScene_BVH::set_pair_callback(PairCallback p_callback, void *p_userdata) {
_bvh.set_pair_callback(p_callback, p_userdata);
}
void RenderingServerScene::SpatialPartitioningScene_BVH::set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
_bvh.set_unpair_callback(p_callback, p_userdata);
}
///////////////////////
RenderingServerScene::SpatialPartitionID RenderingServerScene::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 RenderingServerScene::SpatialPartitioningScene_Octree::erase(SpatialPartitionID p_handle) {
_octree.erase(p_handle);
}
void RenderingServerScene::SpatialPartitioningScene_Octree::move(SpatialPartitionID p_handle, const AABB &p_aabb) {
_octree.move(p_handle, p_aabb);
}
void RenderingServerScene::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 RenderingServerScene::SpatialPartitioningScene_Octree::cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask) {
return _octree.cull_convex(p_convex, p_result_array, p_result_max, p_mask);
}
int RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::SpatialPartitioningScene_Octree::set_pair_callback(PairCallback p_callback, void *p_userdata) {
_octree.set_pair_callback(p_callback, p_userdata);
}
void RenderingServerScene::SpatialPartitioningScene_Octree::set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
_octree.set_unpair_callback(p_callback, p_userdata);
}
void RenderingServerScene::SpatialPartitioningScene_Octree::set_balance(float p_balance) {
_octree.set_balance(p_balance);
}
/* SCENARIO API */
RenderingServerScene::Scenario::Scenario() {
debug = RS::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 *RenderingServerScene::_instance_pair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int) {
//RenderingServerScene *self = (RenderingServerScene*)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 == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
InstanceLightData::PairInfo pinfo;
pinfo.geometry = A;
pinfo.L = geom->lighting.push_back(B);
List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo);
if (geom->can_cast_shadows) {
light->shadow_dirty = true;
}
geom->lighting_dirty = true;
return E; //this element should make freeing faster
} else if (B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
InstanceReflectionProbeData::PairInfo pinfo;
pinfo.geometry = A;
pinfo.L = geom->reflection_probes.push_back(B);
List<InstanceReflectionProbeData::PairInfo>::Element *E = reflection_probe->geometries.push_back(pinfo);
geom->reflection_dirty = true;
return E; //this element should make freeing faster
}
return nullptr;
}
void RenderingServerScene::_instance_unpair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int, void *udata) {
//RenderingServerScene *self = (RenderingServerScene*)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 == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element *>(udata);
geom->lighting.erase(E->get().L);
light->geometries.erase(E);
if (geom->can_cast_shadows) {
light->shadow_dirty = true;
}
geom->lighting_dirty = true;
} else if (B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
List<InstanceReflectionProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceReflectionProbeData::PairInfo>::Element *>(udata);
geom->reflection_probes.erase(E->get().L);
reflection_probe->geometries.erase(E);
geom->reflection_dirty = true;
}
}
RID RenderingServerScene::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 = RSG::scene_render->shadow_atlas_create();
RSG::scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
scenario->reflection_atlas = RSG::scene_render->reflection_atlas_create();
return scenario_rid;
}
void RenderingServerScene::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 RenderingServerScene::_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 RenderingServerScene::_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 RenderingServerScene::scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode) {
Scenario *scenario = scenario_owner.get(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->debug = p_debug_mode;
}
void RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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);
RSG::scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_size);
RSG::scene_render->reflection_atlas_set_subdivision(scenario->reflection_atlas, p_subdiv);
}
/* INSTANCING API */
void RenderingServerScene::_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 RenderingServerScene::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 RenderingServerScene::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 != RS::INSTANCE_NONE) {
//free anything related to that base
RSG::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 RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
if (instance->scenario && light->D) {
instance->scenario->directional_lights.erase(light->D);
light->D = nullptr;
}
RSG::scene_render->free(light->instance);
} break;
case RS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
RSG::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()) {
RSG::storage->material_remove_instance_owner(instance->materials[i], instance);
}
}
instance->materials.clear();
}
instance->base_type = RS::INSTANCE_NONE;
instance->base = RID();
if (p_base.is_valid()) {
instance->base_type = RSG::storage->get_base_type(p_base);
ERR_FAIL_COND(instance->base_type == RS::INSTANCE_NONE);
switch (instance->base_type) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = memnew(InstanceLightData);
if (scenario && RSG::storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
light->D = scenario->directional_lights.push_back(instance);
}
light->instance = RSG::scene_render->light_instance_create(p_base);
instance->base_data = light;
} break;
case RS::INSTANCE_MESH:
case RS::INSTANCE_MULTIMESH:
case RS::INSTANCE_IMMEDIATE: {
InstanceGeometryData *geom = memnew(InstanceGeometryData);
instance->base_data = geom;
if (instance->base_type == RS::INSTANCE_MESH) {
instance->blend_values.resize(RSG::storage->mesh_get_blend_shape_count(p_base));
}
} break;
case RS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
reflection_probe->owner = instance;
instance->base_data = reflection_probe;
reflection_probe->instance = RSG::scene_render->reflection_probe_instance_create(p_base);
} break;
default: {
}
}
RSG::storage->instance_add_dependency(p_base, instance);
instance->base = p_base;
if (scenario) {
_instance_queue_update(instance, true, true);
}
}
}
void RenderingServerScene::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 RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
if (light->D) {
instance->scenario->directional_lights.erase(light->D);
light->D = nullptr;
}
} break;
case RS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
RSG::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 RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
if (RSG::storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
light->D = scenario->directional_lights.push_back(instance);
}
} break;
default: {
}
}
// handle occlusion changes if necessary
_instance_create_occlusion_rep(instance);
_instance_queue_update(instance, true, true);
}
}
void RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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.rows[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.rows[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 RenderingServer::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::update_interpolation_tick(Scenario::InterpolationData &r_interpolation_data, bool p_process) {
// update interpolation in storage
RSG::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 RenderingServerScene::update_interpolation_frame(Scenario::InterpolationData &r_interpolation_data, bool p_process) {
// update interpolation in storage
RSG::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 RenderingServerScene::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 RenderingServerScene::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;
RSG::storage->mesh_set_blend_shape_values(instance->base, instance->blend_values);
}
void RenderingServerScene::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 == RS::INSTANCE_MESH) {
//may not have been updated yet
instance->materials.resize(RSG::storage->mesh_get_surface_count(instance->base));
}
ERR_FAIL_INDEX(p_surface, instance->materials.size());
if (instance->materials[p_surface].is_valid()) {
RSG::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()) {
RSG::storage->material_add_instance_owner(instance->materials[p_surface], instance);
}
}
void RenderingServerScene::instance_set_visible(RID p_instance, bool p_visible) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
if (instance->visible == p_visible) {
return;
}
instance->visible = p_visible;
// Special case for physics interpolation, we want to ensure the interpolated data is up to date
if (instance->scenario && instance->scenario->_interpolation_data.interpolation_enabled && p_visible && instance->interpolated && !instance->on_interpolate_list) {
// Do all the extra work we normally do on instance_set_transform(), because this is optimized out for hidden instances.
// This prevents a glitch of stale interpolation transform data when unhiding before the next physics tick.
instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
instance->scenario->_interpolation_data.instance_interpolate_update_list.push_back(p_instance);
instance->on_interpolate_list = true;
_instance_queue_update(instance, true);
// We must also place on the transform update list for a tick, so the system
// can auto-detect if the instance is no longer moving, and remove from the interpolate lists again.
// If this step is ignored, an unmoving instance could remain on the interpolate lists indefinitely
// (or rather until the object is deleted) and cause unnecessary updates and drawcalls.
if (!instance->on_interpolate_transform_list) {
instance->scenario->_interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
instance->on_interpolate_transform_list = true;
}
}
// give the opportunity for the spatial partitioning scene to use a special implementation of visibility
// for efficiency (supported in BVH but not octree)
// slightly bug prone optimization here - we want to avoid doing a collision check twice
// once when activating, and once when calling set_pairable. We do this by deferring the collision check.
// However, in some cases (notably meshes), set_pairable never gets called. So we want to catch this case
// and force a collision check (see later in this function).
// This is only done in two stages to maintain compatibility with the octree.
if (instance->spatial_partition_id && instance->scenario) {
if (p_visible) {
instance->scenario->sps->activate(instance->spatial_partition_id, instance->transformed_aabb);
} else {
instance->scenario->sps->deactivate(instance->spatial_partition_id);
}
}
// when showing or hiding geometry, lights must be kept up to date to show / hide shadows
if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
if (geom->can_cast_shadows) {
for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
light->shadow_dirty = true;
}
}
}
switch (instance->base_type) {
case RS::INSTANCE_LIGHT: {
if (RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && instance->spatial_partition_id && instance->scenario) {
instance->scenario->sps->set_pairable(instance, p_visible, 1 << RS::INSTANCE_LIGHT, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
}
} break;
case RS::INSTANCE_REFLECTION_PROBE: {
if (instance->spatial_partition_id && instance->scenario) {
instance->scenario->sps->set_pairable(instance, p_visible, 1 << RS::INSTANCE_REFLECTION_PROBE, p_visible ? RS::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(RenderingServer::InstanceType p_type) {
return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_IMMEDIATE;
}
void RenderingServerScene::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 RenderingServerScene::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()) {
RSG::storage->instance_remove_skeleton(instance->skeleton, instance);
}
instance->skeleton = p_skeleton;
if (instance->skeleton.is_valid()) {
RSG::storage->instance_add_skeleton(instance->skeleton, instance);
}
_instance_queue_update(instance, true);
}
void RenderingServerScene::instance_set_exterior(RID p_instance, bool p_enabled) {
}
void RenderingServerScene::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 RenderingServerScene::instance_set_portal_mode(RID p_instance, RenderingServer::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 RenderingServerScene::_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 RenderingServer::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 RenderingServer::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 RenderingServerScene::_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 *RenderingServerScene::_instance_get_from_rid(RID p_instance) {
Instance *instance = instance_owner.get(p_instance);
return instance;
}
bool RenderingServerScene::_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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::portal_set_geometry(RID p_portal, const Vector<Vector3> &p_points, real_t p_margin) {
Portal *portal = portal_owner.getornull(p_portal);
ERR_FAIL_COND(!portal);
ERR_FAIL_COND(!portal->scenario);
portal->scenario->_portal_renderer.portal_set_geometry(portal->scenario_portal_id, p_points, p_margin);
}
void RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::ghost_create() {
Ghost *ci = memnew(Ghost);
ERR_FAIL_COND_V(!ci, RID());
RID ci_rid = ghost_owner.make_rid(ci);
return ci_rid;
}
void RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::_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 RenderingServerScene::_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 RenderingServerScene::roomgroup_create() {
RoomGroup *rg = memnew(RoomGroup);
ERR_FAIL_COND_V(!rg, RID());
RID roomgroup_rid = roomgroup_owner.make_rid(rg);
return roomgroup_rid;
}
void RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::occluder_resource_prepare(RID p_occluder_resource, RenderingServer::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 RenderingServerScene::occluder_resource_spheres_update(RID p_occluder_resource, const Vector<Plane> &p_spheres) {
OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource);
ERR_FAIL_COND(!res);
_portal_resources.occluder_resource_update_spheres(res->occluder_resource_id, p_spheres);
}
void RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::callbacks_register(RenderingServerCallbacks *p_callbacks) {
_rendering_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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::room_add_instance(RID p_room, RID p_instance, const AABB &p_aabb, const Vector<Vector3> &p_object_pts) {
Room *room = room_owner.getornull(p_room);
ERR_FAIL_COND(!room);
ERR_FAIL_COND(!room->scenario);
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
AABB bb = p_aabb;
// the aabb passed from the client takes no account of the extra cull margin,
// so we need to add this manually.
// It is assumed it is in world space.
if (instance->extra_margin != 0.0) {
bb.grow_by(instance->extra_margin);
}
bool dynamic = false;
// don't add if portal mode is not static or dynamic
switch (instance->portal_mode) {
default: {
return; // this should be taken care of by the calling function, but just in case
} break;
case RenderingServer::InstancePortalMode::INSTANCE_PORTAL_MODE_DYNAMIC: {
dynamic = true;
} break;
case RenderingServer::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 RenderingServerScene::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 RenderingServerScene::room_set_bound(RID p_room, ObjectID p_room_object_id, const Vector<Plane> &p_convex, const AABB &p_aabb, const Vector<Vector3> &p_verts) {
Room *room = room_owner.getornull(p_room);
ERR_FAIL_COND(!room);
ERR_FAIL_COND(!room->scenario);
room->scenario->_portal_renderer.room_set_bound(room->scenario_room_id, p_room_object_id, p_convex, p_aabb, p_verts);
}
void RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::rooms_override_camera(RID p_scenario, bool p_override, const Vector3 &p_point, const Vector<Plane> *p_convex) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->_portal_renderer.rooms_override_camera(p_override, p_point, p_convex);
}
void RenderingServerScene::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 RenderingServerScene::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 RenderingServerScene::rooms_set_debug_feature(RID p_scenario, RenderingServer::RoomsDebugFeature p_feature, bool p_active) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
switch (p_feature) {
default: {
} break;
case RenderingServer::ROOMS_DEBUG_SPRAWL: {
scenario->_portal_renderer.set_debug_sprawl(p_active);
} break;
}
}
void RenderingServerScene::rooms_update_gameplay_monitor(RID p_scenario, const Vector<Vector3> &p_camera_positions) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->_portal_renderer.rooms_update_gameplay_monitor(p_camera_positions);
}
bool RenderingServerScene::rooms_is_loaded(RID p_scenario) const {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND_V(!scenario, false);
return scenario->_portal_renderer.rooms_is_loaded();
}
Vector<ObjectID> RenderingServerScene::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
Vector<ObjectID> instances;
Scenario *scenario = scenario_owner.get(p_scenario);
ERR_FAIL_COND_V(!scenario, instances);
const_cast<RenderingServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling
int culled = 0;
Instance *cull[1024];
culled = scenario->sps->cull_aabb(p_aabb, cull, 1024);
for (int i = 0; i < culled; i++) {
Instance *instance = cull[i];
ERR_CONTINUE(!instance);
if (instance->object_id == 0) {
continue;
}
instances.push_back(instance->object_id);
}
return instances;
}
Vector<ObjectID> RenderingServerScene::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
Vector<ObjectID> instances;
Scenario *scenario = scenario_owner.get(p_scenario);
ERR_FAIL_COND_V(!scenario, instances);
const_cast<RenderingServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling
int culled = 0;
Instance *cull[1024];
culled = scenario->sps->cull_segment(p_from, p_from + p_to * 10000, cull, 1024);
for (int i = 0; i < culled; i++) {
Instance *instance = cull[i];
ERR_CONTINUE(!instance);
if (instance->object_id == 0) {
continue;
}
instances.push_back(instance->object_id);
}
return instances;
}
Vector<ObjectID> RenderingServerScene::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
Vector<ObjectID> instances;
Scenario *scenario = scenario_owner.get(p_scenario);
ERR_FAIL_COND_V(!scenario, instances);
const_cast<RenderingServerScene *>(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 RenderingServerScene::_cull_convex_from_point(Scenario *p_scenario, const Transform &p_cam_transform, const Projection &p_cam_projection, const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, int32_t &r_previous_room_id_hint, uint32_t p_mask) {
int res = -1;
if (p_scenario->_portal_renderer.is_active()) {
// Note that the portal renderer ASSUMES that the planes exactly match the convention in
// Projection 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 RenderingServerScene::_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 RenderingServer
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 RenderingServerScene::instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
switch (p_flags) {
case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
instance->redraw_if_visible = p_enabled;
} break;
default: {
}
}
}
void RenderingServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::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 RenderingServerScene::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()) {
RSG::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()) {
RSG::storage->material_add_instance_owner(instance->material_override, instance);
}
}
void RenderingServerScene::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()) {
RSG::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()) {
RSG::storage->material_add_instance_owner(instance->material_overlay, instance);
}
}
void RenderingServerScene::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
}
void RenderingServerScene::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) {
}
void RenderingServerScene::_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 == RS::INSTANCE_LIGHT) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
RSG::scene_render->light_instance_set_transform(light->instance, *instance_xform);
light->shadow_dirty = true;
}
if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
RSG::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) & RS::INSTANCE_GEOMETRY_MASK) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
//make sure lights are updated if it casts shadow
if (geom->can_cast_shadows) {
for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
InstanceLightData *light = static_cast<InstanceLightData *>(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 == RS::INSTANCE_LIGHT || p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
pairable_mask = p_instance->visible ? RS::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 RenderingServerScene::_update_instance_aabb(Instance *p_instance) {
AABB new_aabb;
ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_NONE && !p_instance->base.is_valid());
switch (p_instance->base_type) {
case RenderingServer::INSTANCE_NONE: {
// do nothing
} break;
case RenderingServer::INSTANCE_MESH: {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
new_aabb = RSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
}
} break;
case RenderingServer::INSTANCE_MULTIMESH: {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
new_aabb = RSG::storage->multimesh_get_aabb(p_instance->base);
}
} break;
case RenderingServer::INSTANCE_IMMEDIATE: {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
new_aabb = RSG::storage->immediate_get_aabb(p_instance->base);
}
} break;
case RenderingServer::INSTANCE_LIGHT: {
new_aabb = RSG::storage->light_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_REFLECTION_PROBE: {
new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
} break;
default: {
}
}
// <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
if (p_instance->extra_margin) {
new_aabb.grow_by(p_instance->extra_margin);
}
p_instance->aabb = new_aabb;
}
void RenderingServerScene::_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 == RS::INSTANCE_MESH) {
//remove materials no longer used and un-own them
int new_mat_count = RSG::storage->mesh_get_surface_count(p_instance->base);
for (int i = p_instance->materials.size() - 1; i >= new_mat_count; i--) {
if (p_instance->materials[i].is_valid()) {
RSG::storage->material_remove_instance_owner(p_instance->materials[i], p_instance);
}
}
p_instance->materials.resize(new_mat_count);
int new_blend_shape_count = RSG::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) & RS::INSTANCE_GEOMETRY_MASK) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
bool can_cast_shadows = true;
bool is_animated = false;
if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
can_cast_shadows = false;
} else if (p_instance->material_override.is_valid()) {
can_cast_shadows = RSG::storage->material_casts_shadows(p_instance->material_override);
is_animated = RSG::storage->material_is_animated(p_instance->material_override);
} else {
if (p_instance->base_type == RS::INSTANCE_MESH) {
RID mesh = p_instance->base;
if (mesh.is_valid()) {
bool cast_shadows = false;
for (int i = 0; i < p_instance->materials.size(); i++) {
RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : RSG::storage->mesh_surface_get_material(mesh, i);
if (!mat.is_valid()) {
cast_shadows = true;
} else {
if (RSG::storage->material_casts_shadows(mat)) {
cast_shadows = true;
}
if (RSG::storage->material_is_animated(mat)) {
is_animated = true;
}
}
}
if (!cast_shadows) {
can_cast_shadows = false;
}
}
} else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
RID mesh = RSG::storage->multimesh_get_mesh(p_instance->base);
if (mesh.is_valid()) {
bool cast_shadows = false;
int sc = RSG::storage->mesh_get_surface_count(mesh);
for (int i = 0; i < sc; i++) {
RID mat = RSG::storage->mesh_surface_get_material(mesh, i);
if (!mat.is_valid()) {
cast_shadows = true;
} else {
if (RSG::storage->material_casts_shadows(mat)) {
cast_shadows = true;
}
if (RSG::storage->material_is_animated(mat)) {
is_animated = true;
}
}
}
if (!cast_shadows) {
can_cast_shadows = false;
}
}
} else if (p_instance->base_type == RS::INSTANCE_IMMEDIATE) {
RID mat = RSG::storage->immediate_get_material(p_instance->base);
can_cast_shadows = !mat.is_valid() || RSG::storage->material_casts_shadows(mat);
if (mat.is_valid() && RSG::storage->material_is_animated(mat)) {
is_animated = true;
}
}
}
if (p_instance->material_overlay.is_valid()) {
can_cast_shadows = can_cast_shadows || RSG::storage->material_casts_shadows(p_instance->material_overlay);
is_animated = is_animated || RSG::storage->material_is_animated(p_instance->material_overlay);
}
if (can_cast_shadows != geom->can_cast_shadows) {
//ability to cast shadows change, let lights now
for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
light->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 RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
Transform light_transform = p_instance->transform;
light_transform.orthonormalize(); //scale does not count on lights
bool animated_material_found = false;
switch (RSG::storage->light_get_type(p_instance->base)) {
case RS::LIGHT_DIRECTIONAL: {
float max_distance = p_cam_projection.get_z_far();
float shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
max_distance = MIN(shadow_max, max_distance);
}
max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
float min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
RS::LightDirectionalShadowDepthRangeMode depth_range_mode = RSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
//optimize min/max
Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
int cull_count = p_scenario->sps->cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::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) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
continue;
}
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
float max, min;
instance->transformed_aabb.project_range_in_plane(base, min, max);
if (max > z_max) {
z_max = max;
}
if (min < z_min) {
z_min = min;
}
found_items = true;
}
if (found_items) {
min_distance = MAX(min_distance, z_min);
max_distance = MIN(max_distance, z_max);
}
}
float range = max_distance - min_distance;
int splits = 0;
switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
splits = 1;
break;
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
splits = 2;
break;
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
splits = 4;
break;
}
float distances[5];
distances[0] = min_distance;
for (int i = 0; i < splits; i++) {
distances[i + 1] = min_distance + RSG::storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
};
distances[splits] = max_distance;
float texture_size = RSG::scene_render->get_directional_light_shadow_size(light->instance);
bool overlap = RSG::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!
Projection 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 == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
//this trick here is what stabilizes the shadow (make potential jaggies to not move)
//at the cost of some wasted resolution. Still the quality increase is very well worth it
float unit = radius * 2.0 / texture_size;
x_max_cam = Math::stepify(x_max_cam, unit);
x_min_cam = Math::stepify(x_min_cam, unit);
y_max_cam = Math::stepify(y_max_cam, unit);
y_min_cam = Math::stepify(y_min_cam, unit);
}
}
//now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
Vector<Plane> light_frustum_planes;
light_frustum_planes.resize(6);
//right/left
light_frustum_planes.write[0] = Plane(x_vec, x_max);
light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
//top/bottom
light_frustum_planes.write[2] = Plane(y_vec, y_max);
light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
//near/far
light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
int cull_count = p_scenario->sps->cull_convex(light_frustum_planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::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) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(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;
}
}
{
Projection 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;
RSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i, bias_scale);
}
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
}
} break;
case RS::LIGHT_OMNI: {
RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !RSG::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 = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
float z = i == 0 ? -1 : 1;
Vector<Plane> planes;
planes.resize(6);
planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
int cull_count = p_scenario->sps->cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::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) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(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<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
}
}
RSG::scene_render->light_instance_set_shadow_transform(light->instance, Projection(), light_transform, radius, 0, i);
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
}
} else { //shadow cube
float radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
Projection cm;
cm.set_perspective(90, 1, 0.01, radius);
for (int i = 0; i < 6; i++) {
//using this one ensures that raster deferred will have it
static const Vector3 view_normals[6] = {
Vector3(-1, 0, 0),
Vector3(+1, 0, 0),
Vector3(0, -1, 0),
Vector3(0, +1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, +1)
};
static const Vector3 view_up[6] = {
Vector3(0, -1, 0),
Vector3(0, -1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, +1),
Vector3(0, -1, 0),
Vector3(0, -1, 0)
};
Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]);
Vector<Plane> planes = cm.get_projection_planes(xform);
int cull_count = _cull_convex_from_point(p_scenario, light_transform, cm, planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, light->previous_room_id_hint, RS::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) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(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<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
}
}
RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i);
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
}
//restore the regular DP matrix
RSG::scene_render->light_instance_set_shadow_transform(light->instance, Projection(), light_transform, radius, 0, 0);
}
} break;
case RS::LIGHT_SPOT: {
float radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
float angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
Projection cm;
cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
Vector<Plane> planes = cm.get_projection_planes(light_transform);
int cull_count = _cull_convex_from_point(p_scenario, light_transform, cm, planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, light->previous_room_id_hint, RS::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) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(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<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
}
}
RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0);
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
} break;
}
return animated_material_found;
}
void RenderingServerScene::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 */
Projection 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 RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const Projection &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;
RSG::scene_render->set_scene_pass(render_pass);
//rasterizer->set_camera(camera->transform, camera_matrix,ortho);
Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized());
float z_far = p_cam_projection.get_z_far();
/* STEP 2 - CULL */
instance_cull_count = _cull_convex_from_point(scenario, p_cam_transform, p_cam_projection, planes, instance_cull_result, MAX_INSTANCE_CULL, r_previous_room_id_hint);
light_cull_count = 0;
reflection_probe_cull_count = 0;
//light_samplers_culled=0;
/*
print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
*/
/* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */
//removed, will replace with culling
/* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
for (int i = 0; i < instance_cull_count; i++) {
Instance *ins = instance_cull_result[i];
bool keep = false;
if ((camera_layer_mask & ins->layer_mask) == 0) {
//failure
} else if (ins->base_type == RS::INSTANCE_LIGHT && ins->visible) {
if (light_cull_count < MAX_LIGHTS_CULLED) {
InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
if (!light->geometries.empty()) {
//do not add this light if no geometry is affected by it..
light_cull_result[light_cull_count] = ins;
light_instance_cull_result[light_cull_count] = light->instance;
if (p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(ins->base)) {
RSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
}
light_cull_count++;
}
}
} else if (ins->base_type == RS::INSTANCE_REFLECTION_PROBE && ins->visible) {
if (reflection_probe_cull_count < MAX_REFLECTION_PROBES_CULLED) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(ins->base_data);
if (p_reflection_probe != reflection_probe->instance) {
//avoid entering The Matrix
if (!reflection_probe->geometries.empty()) {
//do not add this light if no geometry is affected by it..
if (reflection_probe->reflection_dirty || RSG::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 (RSG::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) & RS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
keep = true;
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data);
if (ins->redraw_if_visible) {
RenderingServerRaster::redraw_request(false);
}
if (geom->lighting_dirty) {
int l = 0;
//only called when lights AABB enter/exit this geometry
ins->light_instances.resize(geom->lighting.size());
for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
ins->light_instances.write[l++] = light->instance;
}
geom->lighting_dirty = false;
}
if (geom->reflection_dirty) {
int l = 0;
//only called when reflection probe AABB enter/exit this geometry
ins->reflection_probe_instances.resize(geom->reflection_probes.size());
for (List<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
ins->reflection_probe_instances.write[l++] = reflection_probe->instance;
}
geom->reflection_dirty = false;
}
}
if (!keep) {
// remove, no reason to keep
instance_cull_count--;
SWAP(instance_cull_result[i], instance_cull_result[instance_cull_count]);
i--;
ins->last_render_pass = 0; // make invalid
} else {
ins->last_render_pass = render_pass;
}
}
/* STEP 5 - PROCESS LIGHTS */
RID *directional_light_ptr = &light_instance_cull_result[light_cull_count];
directional_light_count = 0;
// directional lights
{
Instance **lights_with_shadow = (Instance **)alloca(sizeof(Instance *) * scenario->directional_lights.size());
int directional_shadow_count = 0;
for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
if (light_cull_count + directional_light_count >= MAX_LIGHTS_CULLED) {
break;
}
if (!E->get()->visible) {
continue;
}
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
//check shadow..
if (light) {
if (p_shadow_atlas.is_valid() && RSG::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;
}
}
RSG::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<Instance*,_InstanceLightsort> sorter;
//sorter.sort(light_cull_result,light_cull_count);
for (int i = 0; i < light_cull_count; i++) {
Instance *ins = light_cull_result[i];
if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
continue;
}
InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
float coverage = 0.f;
{ //compute coverage
Transform cam_xf = p_cam_transform;
float zn = p_cam_projection.get_z_near();
Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane
// near plane half width and height
Vector2 vp_half_extents = p_cam_projection.get_viewport_half_extents();
switch (RSG::storage->light_get_type(ins->base)) {
case RS::LIGHT_OMNI: {
float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
//get two points parallel to near plane
Vector3 points[2] = {
ins->transform.origin,
ins->transform.origin + cam_xf.basis.get_axis(0) * radius
};
if (!p_cam_orthogonal) {
//if using perspetive, map them to near plane
for (int j = 0; j < 2; j++) {
if (p.distance_to(points[j]) < 0) {
points[j].z = -zn; //small hack to keep size constant when hitting the screen
}
p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
}
}
float screen_diameter = points[0].distance_to(points[1]) * 2;
coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
} break;
case RS::LIGHT_SPOT: {
float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
float angle = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
float w = radius * Math::sin(Math::deg2rad(angle));
float d = radius * Math::cos(Math::deg2rad(angle));
Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d;
Vector3 points[2] = {
base,
base + cam_xf.basis.get_axis(0) * w
};
if (!p_cam_orthogonal) {
//if using perspetive, map them to near plane
for (int j = 0; j < 2; j++) {
if (p.distance_to(points[j]) < 0) {
points[j].z = -zn; //small hack to keep size constant when hitting the screen
}
p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
}
}
float screen_diameter = points[0].distance_to(points[1]) * 2;
coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
} break;
default: {
ERR_PRINT("Invalid Light Type");
}
}
}
if (light->shadow_dirty) {
light->last_version++;
light->shadow_dirty = false;
}
bool redraw = RSG::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) & RS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != RS::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 RenderingServerScene::_render_scene(const Transform p_cam_transform, const Projection &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 */
RSG::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 RenderingServerScene::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;
}
RSG::scene_render->render_scene(Transform(), Projection(), 0, true, nullptr, 0, nullptr, 0, nullptr, 0, environment, p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
#endif
}
void RenderingServerScene::update_dirty_instances() {
RSG::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 RenderingServerScene::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());
}
RSG::scene_render->free(scenario->reflection_probe_shadow_atlas);
RSG::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;
}
RenderingServerScene *RenderingServerScene::singleton = nullptr;
RenderingServerScene::RenderingServerScene() {
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"));
_rendering_server_callbacks = nullptr;
}
RenderingServerScene::~RenderingServerScene() {
}