pandemonium_engine/servers/rendering/rendering_server_scene.cpp
Relintai 87b91721da Ported: Physics interpolation - Move out of Scenario
Move VisualServer interpolation data out of Scenario and into VisualServerScene, so the interpolation data and enabled status is now common to all Scenarios.

Fix physics interpolation in multithreaded mode by ensuring tick and pre-draw are called.
- lawnjelly
d2b1d29634
2023-08-27 17:25:38 +02:00

2930 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/config/project_settings.h"
#include "core/math/transform_interpolator.h"
#include "core/os/os.h"
#include "rendering_server_globals.h"
#include "rendering_server_raster.h"
#include <new>
/* CAMERA API */
Transform RenderingServerScene::Camera::get_transform_interpolated() const {
if (!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_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 (_interpolation_data.interpolation_enabled && camera->interpolated) {
_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 (_interpolation_data.interpolation_enabled && camera->interpolated) {
if (!camera->on_interpolate_transform_list) {
_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_collision_mask = 0;
uint32_t tree_id = find_tree_id_and_collision_mask(p_pairable, tree_collision_mask);
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_collision_mask = 0;
uint32_t tree_id = find_tree_id_and_collision_mask(p_pairable, tree_collision_mask);
_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;
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::set_physics_interpolation_enabled(bool p_enabled) {
_interpolation_data.interpolation_enabled = p_enabled;
}
void RenderingServerScene::tick() {
if (_interpolation_data.interpolation_enabled) {
update_interpolation_tick(true);
}
}
void RenderingServerScene::pre_draw(bool p_will_draw) {
// 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 (_interpolation_data.interpolation_enabled) {
update_interpolation_frame(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
_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);
if (instance->layer_mask == p_mask) {
return;
}
instance->layer_mask = p_mask;
// update lights to show / hide shadows according to the new mask
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;
}
}
}
}
void RenderingServerScene::instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
instance->sorting_offset = p_sorting_offset;
instance->use_aabb_center = p_use_aabb_center;
}
void RenderingServerScene::instance_reset_physics_interpolation(RID p_instance) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
if (_interpolation_data.interpolation_enabled && instance->interpolated) {
_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 (!(_interpolation_data.interpolation_enabled && instance->interpolated) || !instance->scenario) {
if (instance->transform == p_transform) {
return; //must be checked to avoid worst evil
}
#ifdef DEBUG_ENABLED
for (int i = 0; i < 4; i++) {
const Vector3 &v = i < 3 ? p_transform.basis.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) {
_interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
instance->on_interpolate_transform_list = true;
} else {
DEV_ASSERT(_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) {
_interpolation_data.instance_interpolate_update_list.push_back(p_instance);
instance->on_interpolate_list = true;
} else {
DEV_ASSERT(_interpolation_data.instance_interpolate_update_list.size());
}
_instance_queue_update(instance, true);
}
void RenderingServerScene::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::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(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 < _interpolation_data.instance_transform_update_list_prev->size(); n++) {
const RID &rid = (*_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) {
_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 < _interpolation_data.instance_transform_update_list_curr->size(); n++) {
const RID &rid = (*_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(_interpolation_data.instance_transform_update_list_curr, _interpolation_data.instance_transform_update_list_prev);
// prepare for the next iteration
_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 < _interpolation_data.camera_transform_update_list_prev->size(); n++) {
const RID &rid = (*_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 < _interpolation_data.camera_transform_update_list_curr->size(); n++) {
const RID &rid = (*_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(_interpolation_data.camera_transform_update_list_curr, _interpolation_data.camera_transform_update_list_prev);
// prepare for the next iteration
_interpolation_data.camera_transform_update_list_curr->clear();
}
void RenderingServerScene::update_interpolation_frame(bool p_process) {
// update interpolation in storage
RSG::storage->update_interpolation_frame(p_process);
// teleported instances
for (unsigned int n = 0; n < _interpolation_data.instance_teleport_list.size(); n++) {
const RID &rid = _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;
}
}
_interpolation_data.instance_teleport_list.clear();
// camera teleports
for (unsigned int n = 0; n < _interpolation_data.camera_teleport_list.size(); n++) {
const RID &rid = _interpolation_data.camera_teleport_list[n];
Camera *camera = camera_owner.getornull(rid);
if (camera) {
camera->transform_prev = camera->transform;
}
}
_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 < _interpolation_data.instance_interpolate_update_list.size(); i++) {
const RID &rid = _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 (_interpolation_data.interpolation_enabled && p_visible && instance->interpolated && instance->scenario && !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);
_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) {
_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, uint32_t p_visible_layers) {
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 || !(p_visible_layers & instance->layer_mask)) {
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 || !(p_visible_layers & instance->layer_mask)) {
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 || !(p_visible_layers & instance->layer_mask)) {
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 || !(p_visible_layers & instance->layer_mask)) {
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 || !(p_visible_layers & instance->layer_mask)) {
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;
}
Transform camera_transform = _interpolation_data.interpolation_enabled ? camera->get_transform_interpolated() : camera->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, p_visible_layers);
}
}
{ //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, p_visible_layers);
}
}
}
// 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 center = ins->transform.origin;
if (ins->use_aabb_center) {
center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
}
if (p_cam_orthogonal) {
ins->depth = near_plane.distance_to(center) - ins->sorting_offset;
} else {
ins->depth = p_cam_transform.origin.distance_to(center) - ins->sorting_offset;
}
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);
_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);
_interpolation_data.notify_free_instance(p_rid, *instance);
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() {
}