/*************************************************************************/ /* 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 /* 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 &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 &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 } 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 } } 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->shadow_atlas = RSG::scene_render->shadow_atlas_create(); RSG::scene_render->shadow_atlas_set_size(scenario->shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->shadow_atlas, 0, 4); RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->shadow_atlas, 1, 4); RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->shadow_atlas, 2, 4); RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->shadow_atlas, 3, 8); 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) { } /* 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; } 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_MESH: case RS::INSTANCE_MULTIMESH: { 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; 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; } // remove any interpolation data associated with the instance in this scenario _interpolation_data.notify_free_instance(p_instance, *instance); 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); _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; } 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); } } switch (instance->base_type) { 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; } 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); } // Rooms void RenderingServerScene::callbacks_register(RenderingServerCallbacks *p_callbacks) { _rendering_server_callbacks = p_callbacks; } Vector RenderingServerScene::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const { Vector instances; Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND_V(!scenario, instances); const_cast(this)->update_dirty_instances(); // check dirty instances before culling int culled = 0; Instance *cull[1024]; culled = scenario->sps->cull_aabb(p_aabb, cull, 1024); for (int i = 0; i < culled; i++) { Instance *instance = cull[i]; ERR_CONTINUE(!instance); if (instance->object_id == 0) { continue; } instances.push_back(instance->object_id); } return instances; } Vector RenderingServerScene::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const { Vector instances; Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND_V(!scenario, instances); const_cast(this)->update_dirty_instances(); // check dirty instances before culling int culled = 0; Instance *cull[1024]; culled = scenario->sps->cull_segment(p_from, p_from + p_to * 10000, cull, 1024); for (int i = 0; i < culled; i++) { Instance *instance = cull[i]; ERR_CONTINUE(!instance); if (instance->object_id == 0) { continue; } instances.push_back(instance->object_id); } return instances; } Vector RenderingServerScene::instances_cull_convex(const Vector &p_convex, RID p_scenario) const { Vector instances; Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND_V(!scenario, instances); const_cast(this)->update_dirty_instances(); // check dirty instances before culling int culled = 0; Instance *cull[1024]; culled = scenario->sps->cull_convex(p_convex, cull, 1024); for (int i = 0; i < culled; i++) { Instance *instance = cull[i]; ERR_CONTINUE(!instance); if (instance->object_id == 0) { continue; } instances.push_back(instance->object_id); } return instances; } 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->aabb.has_no_surface()) { return; } 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; // 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); } } 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); } } 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; default: { } } // This is why I didn't re-use Instance::aabb to implement custom AABBs if (p_instance->extra_margin) { new_aabb.grow_by(p_instance->extra_margin); } p_instance->aabb = new_aabb; } void 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(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; } } } } 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) { 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; } 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); #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 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 = 0; light_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 (((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(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()); geom->lighting_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; // 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) { 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, p_shadow_atlas); } 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, p_shadow_atlas); #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->shadow_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 { 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() { }