mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
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930 lines
33 KiB
C++
930 lines
33 KiB
C++
/*************************************************************************/
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/* rendering_server_scene.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "rendering_server_scene.h"
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#include "core/config/project_settings.h"
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#include "core/math/transform_interpolator.h"
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#include "core/os/os.h"
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#include "rendering_server_globals.h"
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#include "rendering_server_raster.h"
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#include <new>
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/* CAMERA API */
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Transform RenderingServerScene::Camera::get_transform_interpolated() const {
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if (!interpolated) {
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return transform;
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}
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Transform final;
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TransformInterpolator::interpolate_transform_via_method(transform_prev, transform, final, Engine::get_singleton()->get_physics_interpolation_fraction(), interpolation_method);
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return final;
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}
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RID RenderingServerScene::camera_create() {
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Camera *camera = memnew(Camera);
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return camera_owner.make_rid(camera);
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}
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void RenderingServerScene::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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camera->type = Camera::PERSPECTIVE;
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camera->fov = p_fovy_degrees;
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camera->znear = p_z_near;
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camera->zfar = p_z_far;
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}
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void RenderingServerScene::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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camera->type = Camera::ORTHOGONAL;
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camera->size = p_size;
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camera->znear = p_z_near;
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camera->zfar = p_z_far;
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}
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void RenderingServerScene::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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camera->type = Camera::FRUSTUM;
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camera->size = p_size;
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camera->offset = p_offset;
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camera->znear = p_z_near;
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camera->zfar = p_z_far;
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}
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void RenderingServerScene::camera_reset_physics_interpolation(RID p_camera) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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if (_interpolation_data.interpolation_enabled && camera->interpolated) {
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_interpolation_data.camera_teleport_list.push_back(p_camera);
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}
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}
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void RenderingServerScene::camera_set_interpolated(RID p_camera, bool p_interpolated) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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camera->interpolated = p_interpolated;
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}
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void RenderingServerScene::camera_set_transform(RID p_camera, const Transform &p_transform) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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camera->transform = p_transform.orthonormalized();
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if (_interpolation_data.interpolation_enabled && camera->interpolated) {
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if (!camera->on_interpolate_transform_list) {
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_interpolation_data.camera_transform_update_list_curr->push_back(p_camera);
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camera->on_interpolate_transform_list = true;
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}
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// decide on the interpolation method .. slerp if possible
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camera->interpolation_method = TransformInterpolator::find_method(camera->transform_prev.basis, camera->transform.basis);
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}
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}
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void RenderingServerScene::camera_set_cull_mask(RID p_camera, uint32_t p_layers) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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camera->visible_layers = p_layers;
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}
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void RenderingServerScene::camera_set_environment(RID p_camera, RID p_env) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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camera->env = p_env;
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}
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void RenderingServerScene::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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camera->vaspect = p_enable;
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}
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/* SPATIAL PARTITIONING */
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RenderingServerScene::SpatialPartitioningScene_BVH::SpatialPartitioningScene_BVH() {
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_bvh.params_set_thread_safe(GLOBAL_GET("rendering/threads/thread_safe_bvh"));
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_bvh.params_set_pairing_expansion(GLOBAL_GET("rendering/quality/spatial_partitioning/bvh_collision_margin"));
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_dummy_cull_object = memnew(Instance);
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}
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RenderingServerScene::SpatialPartitioningScene_BVH::~SpatialPartitioningScene_BVH() {
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if (_dummy_cull_object) {
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memdelete(_dummy_cull_object);
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_dummy_cull_object = nullptr;
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}
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}
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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) {
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#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
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// we are relying on this instance to be valid in order to pass
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// the visible flag to the bvh.
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DEV_ASSERT(p_userdata);
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#endif
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// cache the pairable mask and pairable type on the instance as it is needed for user callbacks from the BVH, and this is
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// too complex to calculate each callback...
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p_userdata->bvh_pairable_mask = p_pairable_mask;
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p_userdata->bvh_pairable_type = p_pairable_type;
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uint32_t tree_collision_mask = 0;
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uint32_t tree_id = find_tree_id_and_collision_mask(p_pairable, tree_collision_mask);
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return _bvh.create(p_userdata, p_userdata->visible, tree_id, tree_collision_mask, p_aabb, p_subindex) + 1;
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}
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void RenderingServerScene::SpatialPartitioningScene_BVH::erase(SpatialPartitionID p_handle) {
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_bvh.erase(p_handle - 1);
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}
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void RenderingServerScene::SpatialPartitioningScene_BVH::move(SpatialPartitionID p_handle, const AABB &p_aabb) {
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_bvh.move(p_handle - 1, p_aabb);
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}
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void RenderingServerScene::SpatialPartitioningScene_BVH::activate(SpatialPartitionID p_handle, const AABB &p_aabb) {
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// be very careful here, we are deferring the collision check, expecting a set_pairable to be called
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// immediately after.
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// see the notes in the BVH function.
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_bvh.activate(p_handle - 1, p_aabb, true);
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}
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void RenderingServerScene::SpatialPartitioningScene_BVH::deactivate(SpatialPartitionID p_handle) {
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_bvh.deactivate(p_handle - 1);
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}
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void RenderingServerScene::SpatialPartitioningScene_BVH::force_collision_check(SpatialPartitionID p_handle) {
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_bvh.force_collision_check(p_handle - 1);
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}
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void RenderingServerScene::SpatialPartitioningScene_BVH::update() {
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_bvh.update();
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}
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void RenderingServerScene::SpatialPartitioningScene_BVH::update_collisions() {
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_bvh.update_collisions();
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}
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void RenderingServerScene::SpatialPartitioningScene_BVH::set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
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SpatialPartitionID handle = p_instance->spatial_partition_id;
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p_instance->bvh_pairable_mask = p_pairable_mask;
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p_instance->bvh_pairable_type = p_pairable_type;
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uint32_t tree_collision_mask = 0;
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uint32_t tree_id = find_tree_id_and_collision_mask(p_pairable, tree_collision_mask);
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_bvh.set_tree(handle - 1, tree_id, tree_collision_mask);
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}
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int RenderingServerScene::SpatialPartitioningScene_BVH::cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask) {
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_dummy_cull_object->bvh_pairable_mask = p_mask;
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_dummy_cull_object->bvh_pairable_type = 0;
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return _bvh.cull_convex(p_convex, p_result_array, p_result_max, _dummy_cull_object);
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}
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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) {
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_dummy_cull_object->bvh_pairable_mask = p_mask;
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_dummy_cull_object->bvh_pairable_type = 0;
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return _bvh.cull_aabb(p_aabb, p_result_array, p_result_max, _dummy_cull_object, 0xFFFFFFFF, p_subindex_array);
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}
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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) {
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_dummy_cull_object->bvh_pairable_mask = p_mask;
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_dummy_cull_object->bvh_pairable_type = 0;
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return _bvh.cull_segment(p_from, p_to, p_result_array, p_result_max, _dummy_cull_object, 0xFFFFFFFF, p_subindex_array);
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}
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void RenderingServerScene::SpatialPartitioningScene_BVH::set_pair_callback(PairCallback p_callback, void *p_userdata) {
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_bvh.set_pair_callback(p_callback, p_userdata);
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}
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void RenderingServerScene::SpatialPartitioningScene_BVH::set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
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_bvh.set_unpair_callback(p_callback, p_userdata);
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}
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///////////////////////
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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) {
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return _octree.create(p_userdata, p_aabb, p_subindex, p_pairable, p_pairable_type, p_pairable_mask);
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}
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void RenderingServerScene::SpatialPartitioningScene_Octree::erase(SpatialPartitionID p_handle) {
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_octree.erase(p_handle);
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}
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void RenderingServerScene::SpatialPartitioningScene_Octree::move(SpatialPartitionID p_handle, const AABB &p_aabb) {
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_octree.move(p_handle, p_aabb);
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}
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void RenderingServerScene::SpatialPartitioningScene_Octree::set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
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SpatialPartitionID handle = p_instance->spatial_partition_id;
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_octree.set_pairable(handle, p_pairable, p_pairable_type, p_pairable_mask);
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}
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int RenderingServerScene::SpatialPartitioningScene_Octree::cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask) {
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return _octree.cull_convex(p_convex, p_result_array, p_result_max, p_mask);
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}
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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) {
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return _octree.cull_aabb(p_aabb, p_result_array, p_result_max, p_subindex_array, p_mask);
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}
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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) {
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return _octree.cull_segment(p_from, p_to, p_result_array, p_result_max, p_subindex_array, p_mask);
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}
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void RenderingServerScene::SpatialPartitioningScene_Octree::set_pair_callback(PairCallback p_callback, void *p_userdata) {
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_octree.set_pair_callback(p_callback, p_userdata);
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}
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void RenderingServerScene::SpatialPartitioningScene_Octree::set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
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_octree.set_unpair_callback(p_callback, p_userdata);
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}
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void RenderingServerScene::SpatialPartitioningScene_Octree::set_balance(float p_balance) {
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_octree.set_balance(p_balance);
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}
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/* SCENARIO API */
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RenderingServerScene::Scenario::Scenario() {
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debug = RS::SCENARIO_DEBUG_DISABLED;
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bool use_bvh_or_octree = GLOBAL_GET("rendering/quality/spatial_partitioning/use_bvh");
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if (use_bvh_or_octree) {
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sps = memnew(SpatialPartitioningScene_BVH);
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} else {
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sps = memnew(SpatialPartitioningScene_Octree);
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}
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}
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void *RenderingServerScene::_instance_pair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int) {
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//RenderingServerScene *self = (RenderingServerScene*)p_self;
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Instance *A = p_A;
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Instance *B = p_B;
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//instance indices are designed so greater always contains lesser
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if (A->base_type > B->base_type) {
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SWAP(A, B); //lesser always first
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}
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return nullptr;
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}
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void RenderingServerScene::_instance_unpair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int, void *udata) {
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//RenderingServerScene *self = (RenderingServerScene*)p_self;
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Instance *A = p_A;
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Instance *B = p_B;
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//instance indices are designed so greater always contains lesser
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if (A->base_type > B->base_type) {
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SWAP(A, B); //lesser always first
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}
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}
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RID RenderingServerScene::scenario_create() {
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Scenario *scenario = memnew(Scenario);
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ERR_FAIL_COND_V(!scenario, RID());
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RID scenario_rid = scenario_owner.make_rid(scenario);
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scenario->self = scenario_rid;
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scenario->sps->set_balance(GLOBAL_GET("rendering/quality/spatial_partitioning/render_tree_balance"));
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scenario->sps->set_pair_callback(_instance_pair, this);
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scenario->sps->set_unpair_callback(_instance_unpair, this);
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return scenario_rid;
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}
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void RenderingServerScene::set_physics_interpolation_enabled(bool p_enabled) {
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_interpolation_data.interpolation_enabled = p_enabled;
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}
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void RenderingServerScene::tick() {
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if (_interpolation_data.interpolation_enabled) {
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update_interpolation_tick(true);
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}
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}
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void RenderingServerScene::pre_draw(bool p_will_draw) {
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// even when running and not drawing scenes, we still need to clear intermediate per frame
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// interpolation data .. hence the p_will_draw flag (so we can reduce the processing if the frame
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// will not be drawn)
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if (_interpolation_data.interpolation_enabled) {
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update_interpolation_frame(p_will_draw);
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}
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}
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void RenderingServerScene::scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode) {
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Scenario *scenario = scenario_owner.get(p_scenario);
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ERR_FAIL_COND(!scenario);
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scenario->debug = p_debug_mode;
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}
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/* INSTANCING API */
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void RenderingServerScene::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_materials) {
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if (p_update_aabb) {
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p_instance->update_aabb = true;
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}
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if (p_update_materials) {
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p_instance->update_materials = true;
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}
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if (p_instance->update_item.in_list()) {
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return;
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}
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_instance_update_list.add(&p_instance->update_item);
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}
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void RenderingServerScene::InterpolationData::notify_free_camera(RID p_rid, Camera &r_camera) {
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r_camera.on_interpolate_transform_list = false;
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if (!interpolation_enabled) {
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return;
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}
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// if the camera was on any of the lists, remove
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camera_transform_update_list_curr->erase_multiple_unordered(p_rid);
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camera_transform_update_list_prev->erase_multiple_unordered(p_rid);
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camera_teleport_list.erase_multiple_unordered(p_rid);
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}
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void RenderingServerScene::InterpolationData::notify_free_instance(RID p_rid, Instance &r_instance) {
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r_instance.on_interpolate_list = false;
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r_instance.on_interpolate_transform_list = false;
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if (!interpolation_enabled) {
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return;
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}
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// if the instance was on any of the lists, remove
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instance_interpolate_update_list.erase_multiple_unordered(p_rid);
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instance_transform_update_list_curr->erase_multiple_unordered(p_rid);
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instance_transform_update_list_prev->erase_multiple_unordered(p_rid);
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instance_teleport_list.erase_multiple_unordered(p_rid);
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}
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void RenderingServerScene::update_interpolation_tick(bool p_process) {
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// update interpolation in storage
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RSG::storage->update_interpolation_tick(p_process);
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// detect any that were on the previous transform list that are no longer active,
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// we should remove them from the interpolate list
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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
|
|
}
|
|
}
|
|
|
|
// Rooms
|
|
void RenderingServerScene::callbacks_register(RenderingServerCallbacks *p_callbacks) {
|
|
_rendering_server_callbacks = p_callbacks;
|
|
}
|
|
|
|
|
|
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: {
|
|
}
|
|
}
|
|
|
|
// <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 is_animated = false;
|
|
|
|
if (p_instance->material_override.is_valid()) {
|
|
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()) {
|
|
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()) {
|
|
if (RSG::storage->material_is_animated(mat)) {
|
|
is_animated = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
} else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
|
|
RID mesh = RSG::storage->multimesh_get_mesh(p_instance->base);
|
|
if (mesh.is_valid()) {
|
|
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()) {
|
|
if (RSG::storage->material_is_animated(mat)) {
|
|
is_animated = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (p_instance->material_overlay.is_valid()) {
|
|
is_animated = is_animated || RSG::storage->material_is_animated(p_instance->material_overlay);
|
|
}
|
|
|
|
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) {
|
|
// 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, camera->previous_room_id_hint);
|
|
_render_scene(camera_transform, camera_matrix, 0, ortho, camera->env, p_scenario);
|
|
#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, 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
|
|
|
|
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 = 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) {
|
|
keep = true;
|
|
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data);
|
|
|
|
if (ins->redraw_if_visible) {
|
|
RenderingServerRaster::redraw_request(false);
|
|
}
|
|
|
|
if (geom->lighting_dirty) {
|
|
//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 */
|
|
|
|
// 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) {
|
|
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) {
|
|
/* 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);
|
|
}
|
|
|
|
void RenderingServerScene::render_empty_scene(RID p_scenario) {
|
|
#ifndef _3D_DISABLED
|
|
RSG::scene_render->render_scene(Transform(), Projection(), 0, true, nullptr, 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);
|
|
|
|
|
|
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);
|
|
|
|
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() {
|
|
}
|