godot/servers/rendering/renderer_scene_cull.cpp
lawnjelly 6d687de9b8 Fix BVH to world_aabb, and call update
The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
2020-12-24 11:19:50 +00:00

3243 lines
116 KiB
C++

/*************************************************************************/
/* renderer_scene_cull.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "renderer_scene_cull.h"
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "rendering_server_default.h"
#include "rendering_server_globals.h"
#include <new>
/* CAMERA API */
RID RendererSceneCull::camera_create() {
Camera *camera = memnew(Camera);
return camera_owner.make_rid(camera);
}
void RendererSceneCull::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
Camera *camera = camera_owner.getornull(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 RendererSceneCull::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
Camera *camera = camera_owner.getornull(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 RendererSceneCull::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
Camera *camera = camera_owner.getornull(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 RendererSceneCull::camera_set_transform(RID p_camera, const Transform &p_transform) {
Camera *camera = camera_owner.getornull(p_camera);
ERR_FAIL_COND(!camera);
camera->transform = p_transform.orthonormalized();
}
void RendererSceneCull::camera_set_cull_mask(RID p_camera, uint32_t p_layers) {
Camera *camera = camera_owner.getornull(p_camera);
ERR_FAIL_COND(!camera);
camera->visible_layers = p_layers;
}
void RendererSceneCull::camera_set_environment(RID p_camera, RID p_env) {
Camera *camera = camera_owner.getornull(p_camera);
ERR_FAIL_COND(!camera);
camera->env = p_env;
}
void RendererSceneCull::camera_set_camera_effects(RID p_camera, RID p_fx) {
Camera *camera = camera_owner.getornull(p_camera);
ERR_FAIL_COND(!camera);
camera->effects = p_fx;
}
void RendererSceneCull::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
Camera *camera = camera_owner.getornull(p_camera);
ERR_FAIL_COND(!camera);
camera->vaspect = p_enable;
}
bool RendererSceneCull::is_camera(RID p_camera) const {
return camera_owner.owns(p_camera);
}
/* SCENARIO API */
void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
RendererSceneCull *self = (RendererSceneCull *)singleton;
Instance *A = p_A;
Instance *B = p_B;
//instance indices are designed so greater always contains lesser
if (A->base_type > B->base_type) {
SWAP(A, B); //lesser always first
}
if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
geom->lights.insert(B);
light->geometries.insert(A);
if (geom->can_cast_shadows) {
light->shadow_dirty = true;
}
geom->lighting_dirty = true;
} else if (self->pair_volumes_to_mesh && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
geom->reflection_probes.insert(B);
reflection_probe->geometries.insert(A);
geom->reflection_dirty = true;
} else if (self->pair_volumes_to_mesh && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
geom->decals.insert(B);
decal->geometries.insert(A);
geom->decal_dirty = true;
} else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
if (A->dynamic_gi) {
geom->lightmap_captures.insert(A);
lightmap_data->geometries.insert(B);
((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
}
} else if (B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
geom->gi_probes.insert(B);
if (A->dynamic_gi) {
gi_probe->dynamic_geometries.insert(A);
} else {
gi_probe->geometries.insert(A);
}
geom->gi_probes_dirty = true;
} else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
gi_probe->lights.insert(A);
} else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
RSG::storage->particles_add_collision(A->base, B);
}
}
void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
RendererSceneCull *self = (RendererSceneCull *)singleton;
Instance *A = p_A;
Instance *B = p_B;
//instance indices are designed so greater always contains lesser
if (A->base_type > B->base_type) {
SWAP(A, B); //lesser always first
}
if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
geom->lights.erase(B);
light->geometries.erase(A);
if (geom->can_cast_shadows) {
light->shadow_dirty = true;
}
geom->lighting_dirty = true;
} else if (self->pair_volumes_to_mesh && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
geom->reflection_probes.erase(B);
reflection_probe->geometries.erase(A);
geom->reflection_dirty = true;
} else if (self->pair_volumes_to_mesh && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
geom->decals.erase(B);
decal->geometries.erase(A);
geom->decal_dirty = true;
} else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
if (A->dynamic_gi) {
geom->lightmap_captures.erase(B);
lightmap_data->geometries.erase(A);
((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
}
} else if (B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
geom->gi_probes.erase(B);
if (A->dynamic_gi) {
gi_probe->dynamic_geometries.erase(A);
} else {
gi_probe->geometries.erase(A);
}
geom->gi_probes_dirty = true;
} else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
gi_probe->lights.erase(A);
} else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
RSG::storage->particles_remove_collision(A->base, B);
}
}
RID RendererSceneCull::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->reflection_probe_shadow_atlas = scene_render->shadow_atlas_create();
scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
scenario->reflection_atlas = scene_render->reflection_atlas_create();
return scenario_rid;
}
void RendererSceneCull::scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->debug = p_debug_mode;
}
void RendererSceneCull::scenario_set_environment(RID p_scenario, RID p_environment) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->environment = p_environment;
}
void RendererSceneCull::scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->camera_effects = p_camera_effects;
}
void RendererSceneCull::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->fallback_environment = p_environment;
}
void RendererSceneCull::scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_reflection_size, p_reflection_count);
}
bool RendererSceneCull::is_scenario(RID p_scenario) const {
return scenario_owner.owns(p_scenario);
}
RID RendererSceneCull::scenario_get_environment(RID p_scenario) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND_V(!scenario, RID());
return scenario->environment;
}
/* INSTANCING API */
void RendererSceneCull::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies) {
if (p_update_aabb) {
p_instance->update_aabb = true;
}
if (p_update_dependencies) {
p_instance->update_dependencies = true;
}
if (p_instance->update_item.in_list()) {
return;
}
_instance_update_list.add(&p_instance->update_item);
}
RID RendererSceneCull::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 RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
bool needs_instance = RSG::storage->mesh_needs_instance(p_instance->base, p_instance->skeleton.is_valid());
if (needs_instance != p_instance->mesh_instance.is_valid()) {
if (needs_instance) {
p_instance->mesh_instance = RSG::storage->mesh_instance_create(p_instance->base);
} else {
RSG::storage->free(p_instance->mesh_instance);
p_instance->mesh_instance = RID();
}
}
if (p_instance->mesh_instance.is_valid()) {
RSG::storage->mesh_instance_set_skeleton(p_instance->mesh_instance, p_instance->skeleton);
}
}
void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
Scenario *scenario = instance->scenario;
if (instance->base_type != RS::INSTANCE_NONE) {
//free anything related to that base
if (scenario && instance->indexer_id.is_valid()) {
_unpair_instance(instance);
}
if (instance->mesh_instance.is_valid()) {
RSG::storage->free(instance->mesh_instance);
instance->mesh_instance = RID();
}
switch (instance->base_type) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
if (scenario && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
scenario->dynamic_lights.erase(light->instance);
}
#ifdef DEBUG_ENABLED
if (light->geometries.size()) {
ERR_PRINT("BUG, indexing did not unpair geometries from light.");
}
#endif
if (scenario && light->D) {
scenario->directional_lights.erase(light->D);
light->D = nullptr;
}
scene_render->free(light->instance);
} break;
case RS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
scene_render->free(reflection_probe->instance);
if (reflection_probe->update_list.in_list()) {
reflection_probe_render_list.remove(&reflection_probe->update_list);
}
} break;
case RS::INSTANCE_DECAL: {
InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
scene_render->free(decal->instance);
} break;
case RS::INSTANCE_LIGHTMAP: {
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(instance->base_data);
//erase dependencies, since no longer a lightmap
while (lightmap_data->users.front()) {
instance_geometry_set_lightmap(lightmap_data->users.front()->get()->self, RID(), Rect2(), 0);
}
} break;
case RS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
#ifdef DEBUG_ENABLED
if (gi_probe->geometries.size()) {
ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe.");
}
#endif
#ifdef DEBUG_ENABLED
if (gi_probe->lights.size()) {
ERR_PRINT("BUG, indexing did not unpair lights from GIProbe.");
}
#endif
if (gi_probe->update_element.in_list()) {
gi_probe_update_list.remove(&gi_probe->update_element);
}
scene_render->free(gi_probe->probe_instance);
} break;
default: {
}
}
if (instance->base_data) {
memdelete(instance->base_data);
instance->base_data = nullptr;
}
instance->materials.clear();
}
instance->base_type = RS::INSTANCE_NONE;
instance->base = RID();
if (p_base.is_valid()) {
instance->base_type = RSG::storage->get_base_type(p_base);
ERR_FAIL_COND(instance->base_type == RS::INSTANCE_NONE);
switch (instance->base_type) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = memnew(InstanceLightData);
if (scenario && RSG::storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
light->D = scenario->directional_lights.push_back(instance);
}
light->instance = scene_render->light_instance_create(p_base);
instance->base_data = light;
} break;
case RS::INSTANCE_MESH:
case RS::INSTANCE_MULTIMESH:
case RS::INSTANCE_IMMEDIATE:
case RS::INSTANCE_PARTICLES: {
InstanceGeometryData *geom = memnew(InstanceGeometryData);
instance->base_data = geom;
} break;
case RS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
reflection_probe->owner = instance;
instance->base_data = reflection_probe;
reflection_probe->instance = scene_render->reflection_probe_instance_create(p_base);
} break;
case RS::INSTANCE_DECAL: {
InstanceDecalData *decal = memnew(InstanceDecalData);
decal->owner = instance;
instance->base_data = decal;
decal->instance = scene_render->decal_instance_create(p_base);
} break;
case RS::INSTANCE_LIGHTMAP: {
InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
instance->base_data = lightmap_data;
//lightmap_data->instance = scene_render->lightmap_data_instance_create(p_base);
} break;
case RS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = memnew(InstanceGIProbeData);
instance->base_data = gi_probe;
gi_probe->owner = instance;
if (scenario && !gi_probe->update_element.in_list()) {
gi_probe_update_list.add(&gi_probe->update_element);
}
gi_probe->probe_instance = scene_render->gi_probe_instance_create(p_base);
} break;
default: {
}
}
instance->base = p_base;
if (instance->base_type == RS::INSTANCE_MESH) {
_instance_update_mesh_instance(instance);
}
//forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
RSG::storage->base_update_dependency(p_base, instance);
}
_instance_queue_update(instance, true, true);
}
void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
if (instance->scenario) {
instance->scenario->instances.remove(&instance->scenario_item);
if (instance->indexer_id.is_valid()) {
_unpair_instance(instance);
}
switch (instance->base_type) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
#ifdef DEBUG_ENABLED
if (light->geometries.size()) {
ERR_PRINT("BUG, indexing did not unpair geometries from light.");
}
#endif
if (light->D) {
instance->scenario->directional_lights.erase(light->D);
light->D = nullptr;
}
} break;
case RS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
} break;
case RS::INSTANCE_PARTICLES_COLLISION: {
heightfield_particle_colliders_update_list.erase(instance);
} break;
case RS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
#ifdef DEBUG_ENABLED
if (gi_probe->geometries.size()) {
ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe.");
}
#endif
#ifdef DEBUG_ENABLED
if (gi_probe->lights.size()) {
ERR_PRINT("BUG, indexing did not unpair lights from GIProbe.");
}
#endif
if (gi_probe->update_element.in_list()) {
gi_probe_update_list.remove(&gi_probe->update_element);
}
} break;
default: {
}
}
instance->scenario = nullptr;
}
if (p_scenario.is_valid()) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
instance->scenario = scenario;
scenario->instances.add(&instance->scenario_item);
switch (instance->base_type) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
if (RSG::storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
light->D = scenario->directional_lights.push_back(instance);
}
} break;
case RS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
if (!gi_probe->update_element.in_list()) {
gi_probe_update_list.add(&gi_probe->update_element);
}
} break;
default: {
}
}
_instance_queue_update(instance, true, true);
}
}
void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
instance->layer_mask = p_mask;
}
void RendererSceneCull::instance_set_transform(RID p_instance, const Transform &p_transform) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
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.elements[i] : p_transform.origin;
ERR_FAIL_COND(Math::is_inf(v.x));
ERR_FAIL_COND(Math::is_nan(v.x));
ERR_FAIL_COND(Math::is_inf(v.y));
ERR_FAIL_COND(Math::is_nan(v.y));
ERR_FAIL_COND(Math::is_inf(v.z));
ERR_FAIL_COND(Math::is_nan(v.z));
}
#endif
instance->transform = p_transform;
_instance_queue_update(instance, true);
}
void RendererSceneCull::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
instance->object_id = p_id;
}
void RendererSceneCull::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
if (instance->update_item.in_list()) {
_update_dirty_instance(instance);
}
if (instance->mesh_instance.is_valid()) {
RSG::storage->mesh_instance_set_blend_shape_weight(instance->mesh_instance, p_shape, p_weight);
}
}
void RendererSceneCull::instance_set_surface_material(RID p_instance, int p_surface, RID p_material) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
if (instance->base_type == RS::INSTANCE_MESH) {
//may not have been updated yet, may also have not been set yet. When updated will be correcte, worst case
instance->materials.resize(MAX(p_surface + 1, RSG::storage->mesh_get_surface_count(instance->base)));
}
ERR_FAIL_INDEX(p_surface, instance->materials.size());
instance->materials.write[p_surface] = p_material;
_instance_queue_update(instance, false, true);
}
void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
if (instance->visible == p_visible) {
return;
}
instance->visible = p_visible;
if (p_visible) {
if (instance->scenario != nullptr) {
_instance_queue_update(instance, true, false);
}
} else if (instance->indexer_id.is_valid()) {
_unpair_instance(instance);
}
}
inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES || p_type == RS::INSTANCE_IMMEDIATE;
}
void RendererSceneCull::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
Instance *instance = instance_owner.getornull(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 RendererSceneCull::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
if (instance->skeleton == p_skeleton) {
return;
}
instance->skeleton = p_skeleton;
if (p_skeleton.is_valid()) {
//update the dependency now, so if cleared, we remove it
RSG::storage->skeleton_update_dependency(p_skeleton, instance);
}
_instance_update_mesh_instance(instance);
_instance_queue_update(instance, true, true);
}
void RendererSceneCull::instance_set_exterior(RID p_instance, bool p_enabled) {
}
void RendererSceneCull::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
instance->extra_margin = p_margin;
_instance_queue_update(instance, true, false);
}
Vector<ObjectID> RendererSceneCull::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
Vector<ObjectID> instances;
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND_V(!scenario, instances);
const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
struct CullAABB {
Vector<ObjectID> instances;
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
if (!p_instance->object_id.is_null()) {
instances.push_back(p_instance->object_id);
}
return false;
}
};
CullAABB cull_aabb;
scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(p_aabb, cull_aabb);
scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(p_aabb, cull_aabb);
return cull_aabb.instances;
}
Vector<ObjectID> RendererSceneCull::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
Vector<ObjectID> instances;
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND_V(!scenario, instances);
const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
struct CullRay {
Vector<ObjectID> instances;
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
if (!p_instance->object_id.is_null()) {
instances.push_back(p_instance->object_id);
}
return false;
}
};
CullRay cull_ray;
scenario->indexers[Scenario::INDEXER_GEOMETRY].ray_query(p_from, p_to, cull_ray);
scenario->indexers[Scenario::INDEXER_VOLUMES].ray_query(p_from, p_to, cull_ray);
return cull_ray.instances;
}
Vector<ObjectID> RendererSceneCull::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
Vector<ObjectID> instances;
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND_V(!scenario, instances);
const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&p_convex[0], p_convex.size());
struct CullConvex {
Vector<ObjectID> instances;
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
if (!p_instance->object_id.is_null()) {
instances.push_back(p_instance->object_id);
}
return false;
}
};
CullConvex cull_convex;
scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
scenario->indexers[Scenario::INDEXER_VOLUMES].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
return cull_convex.instances;
}
void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
//ERR_FAIL_COND(((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK));
switch (p_flags) {
case RS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
instance->baked_light = p_enabled;
} break;
case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
if (p_enabled == instance->dynamic_gi) {
//bye, redundant
return;
}
if (instance->indexer_id.is_valid()) {
_unpair_instance(instance);
_instance_queue_update(instance, true, true);
}
//once out of octree, can be changed
instance->dynamic_gi = p_enabled;
} break;
case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
instance->redraw_if_visible = p_enabled;
} break;
default: {
}
}
}
void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
instance->cast_shadows = p_shadow_casting_setting;
_instance_queue_update(instance, false, true);
}
void RendererSceneCull::instance_geometry_set_material_override(RID p_instance, RID p_material) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
instance->material_override = p_material;
_instance_queue_update(instance, false, true);
}
void RendererSceneCull::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
}
void RendererSceneCull::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) {
}
void RendererSceneCull::instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
if (instance->lightmap) {
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(((Instance *)instance->lightmap)->base_data);
lightmap_data->users.erase(instance);
instance->lightmap = nullptr;
}
Instance *lightmap_instance = instance_owner.getornull(p_lightmap);
instance->lightmap = lightmap_instance;
instance->lightmap_uv_scale = p_lightmap_uv_scale;
instance->lightmap_slice_index = p_slice_index;
if (lightmap_instance) {
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(lightmap_instance->base_data);
lightmap_data->users.insert(instance);
}
}
void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
instance->lod_bias = p_lod_bias;
}
void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
if (!E) {
RendererSceneRender::InstanceBase::InstanceShaderParameter isp;
isp.index = -1;
isp.info = PropertyInfo();
isp.value = p_value;
instance->instance_shader_parameters[p_parameter] = isp;
} else {
E->get().value = p_value;
if (E->get().index >= 0 && instance->instance_allocated_shader_parameters) {
//update directly
RSG::storage->global_variables_instance_update(p_instance, E->get().index, p_value);
}
}
}
Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!instance, Variant());
if (instance->instance_shader_parameters.has(p_parameter)) {
return instance->instance_shader_parameters[p_parameter].value;
}
return Variant();
}
Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!instance, Variant());
if (instance->instance_shader_parameters.has(p_parameter)) {
return instance->instance_shader_parameters[p_parameter].default_value;
}
return Variant();
}
void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
const_cast<RendererSceneCull *>(this)->update_dirty_instances();
Vector<StringName> names;
for (Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.front(); E; E = E->next()) {
names.push_back(E->key());
}
names.sort_custom<StringName::AlphCompare>();
for (int i = 0; i < names.size(); i++) {
PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
p_parameters->push_back(pinfo);
}
}
void RendererSceneCull::_update_instance(Instance *p_instance) {
p_instance->version++;
if (p_instance->base_type == RS::INSTANCE_LIGHT) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
scene_render->light_instance_set_transform(light->instance, p_instance->transform);
scene_render->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb));
light->shadow_dirty = true;
RS::LightBakeMode bake_mode = RSG::storage->light_get_bake_mode(p_instance->base);
if (RSG::storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
if (p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
p_instance->scenario->dynamic_lights.erase(light->instance);
}
light->bake_mode = bake_mode;
if (p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
p_instance->scenario->dynamic_lights.push_back(light->instance);
}
}
uint32_t max_sdfgi_cascade = RSG::storage->light_get_max_sdfgi_cascade(p_instance->base);
if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
}
}
if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform);
reflection_probe->reflection_dirty = true;
}
if (p_instance->base_type == RS::INSTANCE_DECAL) {
InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
scene_render->decal_instance_set_transform(decal->instance, p_instance->transform);
}
if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(p_instance->base_data);
scene_render->gi_probe_instance_set_transform_to_data(gi_probe->probe_instance, p_instance->transform);
}
if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
}
if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
//remove materials no longer used and un-own them
if (RSG::storage->particles_collision_is_heightfield(p_instance->base)) {
heightfield_particle_colliders_update_list.insert(p_instance);
}
}
if (p_instance->aabb.has_no_surface()) {
return;
}
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
//make sure lights are updated if it casts shadow
if (geom->can_cast_shadows) {
for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
light->shadow_dirty = true;
}
}
if (!p_instance->lightmap && geom->lightmap_captures.size()) {
//affected by lightmap captures, must update capture info!
_update_instance_lightmap_captures(p_instance);
} else {
if (!p_instance->lightmap_sh.empty()) {
p_instance->lightmap_sh.clear(); //don't need SH
p_instance->lightmap_target_sh.clear(); //don't need SH
}
}
}
if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
//if this moved, update the captured objects
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
//erase dependencies, since no longer a lightmap
for (Set<Instance *>::Element *E = lightmap_data->geometries.front(); E; E = E->next()) {
Instance *geom = E->get();
_instance_queue_update(geom, true, false);
}
}
p_instance->mirror = p_instance->transform.basis.determinant() < 0.0;
AABB new_aabb;
new_aabb = p_instance->transform.xform(p_instance->aabb);
p_instance->transformed_aabb = new_aabb;
if (p_instance->scenario == nullptr || !p_instance->visible || Math::is_zero_approx(p_instance->transform.basis.determinant())) {
return;
}
if (!p_instance->indexer_id.is_valid()) {
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].insert(p_instance->transformed_aabb, p_instance);
} else {
p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].insert(p_instance->transformed_aabb, p_instance);
}
} else {
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].update(p_instance->indexer_id, p_instance->transformed_aabb);
} else {
p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].update(p_instance->indexer_id, p_instance->transformed_aabb);
}
}
//move instance and repair
pair_pass++;
PairInstances pair;
pair.instance = p_instance;
pair.pair_allocator = &pair_allocator;
pair.pair_pass = pair_pass;
pair.pair_mask = 0;
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
pair.pair_mask |= 1 << RS::INSTANCE_LIGHT;
pair.pair_mask |= 1 << RS::INSTANCE_GI_PROBE;
pair.pair_mask |= 1 << RS::INSTANCE_LIGHTMAP;
if (pair_volumes_to_mesh) {
pair.pair_mask |= 1 << RS::INSTANCE_DECAL;
pair.pair_mask |= 1 << RS::INSTANCE_REFLECTION_PROBE;
}
pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
} else if (p_instance->base_type == RS::INSTANCE_LIGHT) {
pair.pair_mask |= RS::INSTANCE_GEOMETRY_MASK;
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
if (RSG::storage->light_get_bake_mode(p_instance->base) == RS::LIGHT_BAKE_DYNAMIC) {
pair.pair_mask |= (1 << RS::INSTANCE_GI_PROBE);
pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
}
} else if (pair_volumes_to_mesh && (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE || p_instance->base_type == RS::INSTANCE_DECAL)) {
pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
pair.pair_mask = (1 << RS::INSTANCE_PARTICLES);
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
} else if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
//lights and geometries
pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT);
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
}
pair.pair();
}
void RendererSceneCull::_unpair_instance(Instance *p_instance) {
if (!p_instance->indexer_id.is_valid()) {
return; //nothing to do
}
while (p_instance->pairs.first()) {
InstancePair *pair = p_instance->pairs.first()->self();
Instance *other_instance = p_instance == pair->a ? pair->b : pair->a;
_instance_unpair(p_instance, other_instance);
pair_allocator.free(pair);
}
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].remove(p_instance->indexer_id);
} else {
p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].remove(p_instance->indexer_id);
}
p_instance->indexer_id = DynamicBVH::ID();
}
void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
AABB new_aabb;
ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_NONE && !p_instance->base.is_valid());
switch (p_instance->base_type) {
case RenderingServer::INSTANCE_NONE: {
// do nothing
} break;
case RenderingServer::INSTANCE_MESH: {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
new_aabb = RSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
}
} break;
case RenderingServer::INSTANCE_MULTIMESH: {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
new_aabb = RSG::storage->multimesh_get_aabb(p_instance->base);
}
} break;
case RenderingServer::INSTANCE_IMMEDIATE: {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
new_aabb = RSG::storage->immediate_get_aabb(p_instance->base);
}
} break;
case RenderingServer::INSTANCE_PARTICLES: {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
new_aabb = RSG::storage->particles_get_aabb(p_instance->base);
}
} break;
case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_LIGHT: {
new_aabb = RSG::storage->light_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_REFLECTION_PROBE: {
new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_DECAL: {
new_aabb = RSG::storage->decal_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_GI_PROBE: {
new_aabb = RSG::storage->gi_probe_get_bounds(p_instance->base);
} break;
case RenderingServer::INSTANCE_LIGHTMAP: {
new_aabb = RSG::storage->lightmap_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 RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance) {
bool first_set = p_instance->lightmap_sh.size() == 0;
p_instance->lightmap_sh.resize(9); //using SH
p_instance->lightmap_target_sh.resize(9); //using SH
Color *instance_sh = p_instance->lightmap_target_sh.ptrw();
bool inside = false;
Color accum_sh[9];
float accum_blend = 0.0;
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
for (Set<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
Instance *lightmap = E->get();
bool interior = RSG::storage->lightmap_is_interior(lightmap->base);
if (inside && !interior) {
continue; //we are inside, ignore exteriors
}
Transform to_bounds = lightmap->transform.affine_inverse();
Vector3 center = p_instance->transform.xform(p_instance->aabb.position + p_instance->aabb.size * 0.5); //use aabb center
Vector3 lm_pos = to_bounds.xform(center);
AABB bounds = RSG::storage->lightmap_get_aabb(lightmap->base);
if (!bounds.has_point(lm_pos)) {
continue; //not in this lightmap
}
Color sh[9];
RSG::storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
//rotate it
Basis rot = lightmap->transform.basis.orthonormalized();
for (int i = 0; i < 3; i++) {
float csh[9];
for (int j = 0; j < 9; j++) {
csh[j] = sh[j][i];
}
rot.rotate_sh(csh);
for (int j = 0; j < 9; j++) {
sh[j][i] = csh[j];
}
}
Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
float blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
//make blend more rounded
blend = Math::lerp(inner_pos.length(), blend, blend);
blend *= blend;
blend = MAX(0.0, 1.0 - blend);
if (interior && !inside) {
//do not blend, just replace
for (int j = 0; j < 9; j++) {
accum_sh[j] = sh[j] * blend;
}
accum_blend = blend;
inside = true;
} else {
for (int j = 0; j < 9; j++) {
accum_sh[j] += sh[j] * blend;
}
accum_blend += blend;
}
}
if (accum_blend > 0.0) {
for (int j = 0; j < 9; j++) {
instance_sh[j] = accum_sh[j] / accum_blend;
if (first_set) {
p_instance->lightmap_sh.write[j] = instance_sh[j];
}
}
}
}
bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_lod_threshold) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
Transform light_transform = p_instance->transform;
light_transform.orthonormalize(); //scale does not count on lights
bool animated_material_found = false;
switch (RSG::storage->light_get_type(p_instance->base)) {
case RS::LIGHT_DIRECTIONAL: {
Plane camera_plane(p_cam_transform.get_origin(), -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
real_t max_distance = p_cam_projection.get_z_far();
real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
max_distance = MIN(shadow_max, max_distance);
}
max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
RS::LightDirectionalShadowDepthRangeMode depth_range_mode = RSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
//optimize min/max
Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
geometry_instances_to_shadow_render.clear();
struct CullConvex {
PagedArray<RendererSceneRender::InstanceBase *> *result;
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
result->push_back(p_instance);
return false;
}
};
CullConvex cull_convex;
cull_convex.result = &geometry_instances_to_shadow_render;
p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
Plane base(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2));
//check distance max and min
bool found_items = false;
real_t z_max = -1e20;
real_t z_min = 1e20;
for (int i = 0; i < (int)instance_shadow_cull_result.size(); i++) {
Instance *instance = instance_shadow_cull_result[i];
if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
continue;
}
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
real_t max, min;
instance->transformed_aabb.project_range_in_plane(base, min, max);
if (max > z_max) {
z_max = max;
}
if (min < z_min) {
z_min = min;
}
found_items = true;
}
if (found_items) {
min_distance = MAX(min_distance, z_min);
max_distance = MIN(max_distance, z_max);
}
}
real_t range = max_distance - min_distance;
int splits = 0;
switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
splits = 1;
break;
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
splits = 2;
break;
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
splits = 4;
break;
}
real_t distances[5];
distances[0] = min_distance;
for (int i = 0; i < splits; i++) {
distances[i + 1] = min_distance + RSG::storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
};
distances[splits] = max_distance;
real_t texture_size = scene_render->get_directional_light_shadow_size(light->instance);
bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
real_t first_radius = 0.0;
real_t min_distance_bias_scale = pancake_size > 0 ? distances[1] / 10.0 : 0;
for (int i = 0; i < splits; i++) {
RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
// setup a camera matrix for that range!
CameraMatrix camera_matrix;
real_t aspect = p_cam_projection.get_aspect();
if (p_cam_orthogonal) {
Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
} else {
real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
}
//obtain the frustum endpoints
Vector3 endpoints[8]; // frustum plane endpoints
bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
ERR_CONTINUE(!res);
// obtain the light frustm ranges (given endpoints)
Transform transform = light_transform; //discard scale and stabilize light
Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
//z_vec points agsint the camera, like in default opengl
real_t x_min = 0.f, x_max = 0.f;
real_t y_min = 0.f, y_max = 0.f;
real_t z_min = 0.f, z_max = 0.f;
// FIXME: z_max_cam is defined, computed, but not used below when setting up
// ortho_camera. Commented out for now to fix warnings but should be investigated.
real_t x_min_cam = 0.f, x_max_cam = 0.f;
real_t y_min_cam = 0.f, y_max_cam = 0.f;
real_t z_min_cam = 0.f;
//real_t z_max_cam = 0.f;
real_t bias_scale = 1.0;
real_t aspect_bias_scale = 1.0;
//used for culling
for (int j = 0; j < 8; j++) {
real_t d_x = x_vec.dot(endpoints[j]);
real_t d_y = y_vec.dot(endpoints[j]);
real_t d_z = z_vec.dot(endpoints[j]);
if (j == 0 || d_x < x_min) {
x_min = d_x;
}
if (j == 0 || d_x > x_max) {
x_max = d_x;
}
if (j == 0 || d_y < y_min) {
y_min = d_y;
}
if (j == 0 || d_y > y_max) {
y_max = d_y;
}
if (j == 0 || d_z < z_min) {
z_min = d_z;
}
if (j == 0 || d_z > z_max) {
z_max = d_z;
}
}
real_t radius = 0;
real_t soft_shadow_expand = 0;
Vector3 center;
{
//camera viewport stuff
for (int j = 0; j < 8; j++) {
center += endpoints[j];
}
center /= 8.0;
//center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;
for (int j = 0; j < 8; j++) {
real_t d = center.distance_to(endpoints[j]);
if (d > radius) {
radius = d;
}
}
radius *= texture_size / (texture_size - 2.0); //add a texel by each side
if (i == 0) {
first_radius = radius;
} else {
bias_scale = radius / first_radius;
}
z_min_cam = z_vec.dot(center) - radius;
{
float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
if (soft_shadow_angle > 0.0 && pancake_size > 0.0) {
float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
x_max += soft_shadow_expand;
y_max += soft_shadow_expand;
x_min -= soft_shadow_expand;
y_min -= soft_shadow_expand;
}
}
x_max_cam = x_vec.dot(center) + radius + soft_shadow_expand;
x_min_cam = x_vec.dot(center) - radius - soft_shadow_expand;
y_max_cam = y_vec.dot(center) + radius + soft_shadow_expand;
y_min_cam = y_vec.dot(center) - radius - soft_shadow_expand;
if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
//this trick here is what stabilizes the shadow (make potential jaggies to not move)
//at the cost of some wasted resolution. Still the quality increase is very well worth it
real_t unit = radius * 2.0 / texture_size;
x_max_cam = Math::stepify(x_max_cam, unit);
x_min_cam = Math::stepify(x_min_cam, unit);
y_max_cam = Math::stepify(y_max_cam, unit);
y_min_cam = Math::stepify(y_min_cam, unit);
}
}
//now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
Vector<Plane> light_frustum_planes;
light_frustum_planes.resize(6);
//right/left
light_frustum_planes.write[0] = Plane(x_vec, x_max);
light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
//top/bottom
light_frustum_planes.write[2] = Plane(y_vec, y_max);
light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
//near/far
light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
geometry_instances_to_shadow_render.clear();
instance_shadow_cull_result.clear();
Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&light_frustum_planes[0], light_frustum_planes.size());
struct CullConvex {
PagedArray<Instance *> *result;
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
result->push_back(p_instance);
return false;
}
};
CullConvex cull_convex;
cull_convex.result = &instance_shadow_cull_result;
p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(light_frustum_planes.ptr(), light_frustum_planes.size(), points.ptr(), points.size(), cull_convex);
// a pre pass will need to be needed to determine the actual z-near to be used
Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
real_t cull_max = 0;
for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
real_t min, max;
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
continue;
}
instance->transformed_aabb.project_range_in_plane(Plane(z_vec, 0), min, max);
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
if (j == 0 || max > cull_max) {
cull_max = max;
}
if (instance->mesh_instance.is_valid()) {
RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
}
geometry_instances_to_shadow_render.push_back(instance);
}
if (cull_max > z_max) {
z_max = cull_max;
}
if (pancake_size > 0) {
z_max = z_vec.dot(center) + radius + pancake_size;
}
if (aspect != 1.0) {
// if the aspect is different, then the radius will become larger.
// if this happens, then bias needs to be adjusted too, as depth will increase
// to do this, compare the depth of one that would have resulted from a square frustum
CameraMatrix camera_matrix_square;
if (p_cam_orthogonal) {
Vector2 vp_he = camera_matrix.get_viewport_half_extents();
if (p_cam_vaspect) {
camera_matrix_square.set_orthogonal(vp_he.x * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
} else {
camera_matrix_square.set_orthogonal(vp_he.y * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
}
} else {
Vector2 vp_he = camera_matrix.get_viewport_half_extents();
if (p_cam_vaspect) {
camera_matrix_square.set_frustum(vp_he.x * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
} else {
camera_matrix_square.set_frustum(vp_he.y * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
}
}
Vector3 endpoints_square[8]; // frustum plane endpoints
res = camera_matrix_square.get_endpoints(p_cam_transform, endpoints_square);
ERR_CONTINUE(!res);
Vector3 center_square;
real_t z_max_square = 0;
for (int j = 0; j < 8; j++) {
center_square += endpoints_square[j];
real_t d_z = z_vec.dot(endpoints_square[j]);
if (j == 0 || d_z > z_max_square) {
z_max_square = d_z;
}
}
if (cull_max > z_max_square) {
z_max_square = cull_max;
}
center_square /= 8.0;
real_t radius_square = 0;
for (int j = 0; j < 8; j++) {
real_t d = center_square.distance_to(endpoints_square[j]);
if (d > radius_square) {
radius_square = d;
}
}
radius_square *= texture_size / (texture_size - 2.0); //add a texel by each side
if (pancake_size > 0) {
z_max_square = z_vec.dot(center_square) + radius_square + pancake_size;
}
real_t z_min_cam_square = z_vec.dot(center_square) - radius_square;
aspect_bias_scale = (z_max - z_min_cam) / (z_max_square - z_min_cam_square);
// this is not entirely perfect, because the cull-adjusted z-max may be different
// but at least it's warranted that it results in a greater bias, so no acne should be present either way.
// pancaking also helps with this.
}
{
CameraMatrix ortho_camera;
real_t half_x = (x_max_cam - x_min_cam) * 0.5;
real_t half_y = (y_max_cam - y_min_cam) * 0.5;
ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
Transform ortho_transform;
ortho_transform.basis = transform.basis;
ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
{
Vector3 max_in_view = p_cam_transform.affine_inverse().xform(z_vec * cull_max);
Vector3 dir_in_view = p_cam_transform.xform_inv(z_vec).normalized();
cull_max = dir_in_view.dot(max_in_view);
}
scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, z_max - z_min_cam, distances[i + 1], i, radius * 2.0 / texture_size, bias_scale * aspect_bias_scale * min_distance_bias_scale, z_max, uv_scale);
}
RSG::storage->update_mesh_instances();
scene_render->render_shadow(light->instance, p_shadow_atlas, i, geometry_instances_to_shadow_render, camera_plane, p_cam_projection.get_lod_multiplier(), p_screen_lod_threshold);
}
} break;
case RS::LIGHT_OMNI: {
RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !scene_render->light_instances_can_render_shadow_cube()) {
for (int i = 0; i < 2; i++) {
//using this one ensures that raster deferred will have it
RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t z = i == 0 ? -1 : 1;
Vector<Plane> planes;
planes.resize(6);
planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
geometry_instances_to_shadow_render.clear();
instance_shadow_cull_result.clear();
Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
struct CullConvex {
PagedArray<Instance *> *result;
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
result->push_back(p_instance);
return false;
}
};
CullConvex cull_convex;
cull_convex.result = &instance_shadow_cull_result;
p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
continue;
} else {
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
if (instance->mesh_instance.is_valid()) {
RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
}
}
geometry_instances_to_shadow_render.push_back(instance);
}
RSG::storage->update_mesh_instances();
scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
scene_render->render_shadow(light->instance, p_shadow_atlas, i, geometry_instances_to_shadow_render);
}
} else { //shadow cube
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
CameraMatrix cm;
cm.set_perspective(90, 1, 0.01, radius);
for (int i = 0; i < 6; i++) {
RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i));
//using this one ensures that raster deferred will have it
static const Vector3 view_normals[6] = {
Vector3(+1, 0, 0),
Vector3(-1, 0, 0),
Vector3(0, -1, 0),
Vector3(0, +1, 0),
Vector3(0, 0, +1),
Vector3(0, 0, -1)
};
static const Vector3 view_up[6] = {
Vector3(0, -1, 0),
Vector3(0, -1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, +1),
Vector3(0, -1, 0),
Vector3(0, -1, 0)
};
Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]);
Vector<Plane> planes = cm.get_projection_planes(xform);
geometry_instances_to_shadow_render.clear();
instance_shadow_cull_result.clear();
Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
struct CullConvex {
PagedArray<Instance *> *result;
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
result->push_back(p_instance);
return false;
}
};
CullConvex cull_convex;
cull_convex.result = &instance_shadow_cull_result;
p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
Plane near_plane(xform.origin, -xform.basis.get_axis(2));
for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
continue;
} else {
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
if (instance->mesh_instance.is_valid()) {
RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
}
}
geometry_instances_to_shadow_render.push_back(instance);
}
RSG::storage->update_mesh_instances();
scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
scene_render->render_shadow(light->instance, p_shadow_atlas, i, geometry_instances_to_shadow_render);
}
//restore the regular DP matrix
scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
}
} break;
case RS::LIGHT_SPOT: {
RENDER_TIMESTAMP("Culling Spot Light");
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
CameraMatrix cm;
cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
Vector<Plane> planes = cm.get_projection_planes(light_transform);
geometry_instances_to_shadow_render.clear();
instance_shadow_cull_result.clear();
Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
struct CullConvex {
PagedArray<Instance *> *result;
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
result->push_back(p_instance);
return false;
}
};
CullConvex cull_convex;
cull_convex.result = &instance_shadow_cull_result;
p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
continue;
} else {
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
if (instance->mesh_instance.is_valid()) {
RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
}
}
geometry_instances_to_shadow_render.push_back(instance);
}
RSG::storage->update_mesh_instances();
scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
scene_render->render_shadow(light->instance, p_shadow_atlas, 0, geometry_instances_to_shadow_render);
} break;
}
return animated_material_found;
}
void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas) {
// render to mono camera
#ifndef _3D_DISABLED
Camera *camera = camera_owner.getornull(p_camera);
ERR_FAIL_COND(!camera);
/* STEP 1 - SETUP CAMERA */
CameraMatrix camera_matrix;
bool ortho = false;
switch (camera->type) {
case Camera::ORTHOGONAL: {
camera_matrix.set_orthogonal(
camera->size,
p_viewport_size.width / (float)p_viewport_size.height,
camera->znear,
camera->zfar,
camera->vaspect);
ortho = true;
} break;
case Camera::PERSPECTIVE: {
camera_matrix.set_perspective(
camera->fov,
p_viewport_size.width / (float)p_viewport_size.height,
camera->znear,
camera->zfar,
camera->vaspect);
ortho = false;
} break;
case Camera::FRUSTUM: {
camera_matrix.set_frustum(
camera->size,
p_viewport_size.width / (float)p_viewport_size.height,
camera->offset,
camera->znear,
camera->zfar,
camera->vaspect);
ortho = false;
} break;
}
RID environment = _render_get_environment(p_camera, p_scenario);
_prepare_scene(camera->transform, camera_matrix, ortho, camera->vaspect, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), p_screen_lod_threshold);
_render_scene(p_render_buffers, camera->transform, camera_matrix, ortho, environment, camera->effects, p_scenario, p_shadow_atlas, RID(), -1, p_screen_lod_threshold);
#endif
}
void RendererSceneCull::render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas) {
// render for AR/VR interface
Camera *camera = camera_owner.getornull(p_camera);
ERR_FAIL_COND(!camera);
/* SETUP CAMERA, we are ignoring type and FOV here */
float aspect = p_viewport_size.width / (float)p_viewport_size.height;
CameraMatrix camera_matrix = p_interface->get_projection_for_eye(p_eye, aspect, camera->znear, camera->zfar);
// We also ignore our camera position, it will have been positioned with a slightly old tracking position.
// Instead we take our origin point and have our ar/vr interface add fresh tracking data! Whoohoo!
Transform world_origin = XRServer::get_singleton()->get_world_origin();
Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
RID environment = _render_get_environment(p_camera, p_scenario);
// For stereo render we only prepare for our left eye and then reuse the outcome for our right eye
if (p_eye == XRInterface::EYE_LEFT) {
// Center our transform, we assume basis is equal.
Transform mono_transform = cam_transform;
Transform right_transform = p_interface->get_transform_for_eye(XRInterface::EYE_RIGHT, world_origin);
mono_transform.origin += right_transform.origin;
mono_transform.origin *= 0.5;
// We need to combine our projection frustums for culling.
// Ideally we should use our clipping planes for this and combine them,
// however our shadow map logic uses our projection matrix.
// Note: as our left and right frustums should be mirrored, we don't need our right projection matrix.
// - get some base values we need
float eye_dist = (mono_transform.origin - cam_transform.origin).length();
float z_near = camera_matrix.get_z_near(); // get our near plane
float z_far = camera_matrix.get_z_far(); // get our far plane
float width = (2.0 * z_near) / camera_matrix.matrix[0][0];
float x_shift = width * camera_matrix.matrix[2][0];
float height = (2.0 * z_near) / camera_matrix.matrix[1][1];
float y_shift = height * camera_matrix.matrix[2][1];
// printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift);
// - calculate our near plane size (horizontal only, right_near is mirrored)
float left_near = -eye_dist - ((width - x_shift) * 0.5);
// - calculate our far plane size (horizontal only, right_far is mirrored)
float left_far = -eye_dist - (z_far * (width - x_shift) * 0.5 / z_near);
float left_far_right_eye = eye_dist - (z_far * (width + x_shift) * 0.5 / z_near);
if (left_far > left_far_right_eye) {
// on displays smaller then double our iod, the right eye far frustrum can overtake the left eyes.
left_far = left_far_right_eye;
}
// - figure out required z-shift
float slope = (left_far - left_near) / (z_far - z_near);
float z_shift = (left_near / slope) - z_near;
// - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift)
float top_near = (height - y_shift) * 0.5;
top_near += (top_near / z_near) * z_shift;
float bottom_near = -(height + y_shift) * 0.5;
bottom_near += (bottom_near / z_near) * z_shift;
// printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift);
// - generate our frustum
CameraMatrix combined_matrix;
combined_matrix.set_frustum(left_near, -left_near, bottom_near, top_near, z_near + z_shift, z_far + z_shift);
// and finally move our camera back
Transform apply_z_shift;
apply_z_shift.origin = Vector3(0.0, 0.0, z_shift); // z negative is forward so this moves it backwards
mono_transform *= apply_z_shift;
// now prepare our scene with our adjusted transform projection matrix
_prepare_scene(mono_transform, combined_matrix, false, false, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), p_screen_lod_threshold);
} else if (p_eye == XRInterface::EYE_MONO) {
// For mono render, prepare as per usual
_prepare_scene(cam_transform, camera_matrix, false, false, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), p_screen_lod_threshold);
}
// And render our scene...
_render_scene(p_render_buffers, cam_transform, camera_matrix, false, environment, camera->effects, p_scenario, p_shadow_atlas, RID(), -1, p_screen_lod_threshold);
};
void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows) {
// 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;
scene_render->set_scene_pass(render_pass);
if (p_render_buffers.is_valid()) {
scene_render->sdfgi_update(p_render_buffers, p_environment, p_cam_transform.origin); //update conditions for SDFGI (whether its used or not)
}
RENDER_TIMESTAMP("Frustum Culling");
//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();
instance_cull_result.clear();
/* STEP 2 - CULL */
{
CullResult cull_result;
cull_result.result = &instance_cull_result;
Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_result);
scenario->indexers[Scenario::INDEXER_VOLUMES].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_result);
}
//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 */
uint64_t frame_number = RSG::rasterizer->get_frame_number();
float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
geometry_instances_to_render.clear();
light_cull_result.clear();
lightmap_cull_result.clear();
reflection_probe_instance_cull_result.clear();
light_instance_cull_result.clear();
gi_probe_instance_cull_result.clear();
lightmap_cull_result.clear();
decal_instance_cull_result.clear();
for (uint32_t i = 0; i < (uint32_t)instance_cull_result.size(); i++) {
Instance *ins = instance_cull_result[i];
if ((camera_layer_mask & ins->layer_mask) == 0) {
//failure
} else if (ins->base_type == RS::INSTANCE_LIGHT) {
InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
light_cull_result.push_back(ins);
light_instance_cull_result.push_back(light->instance);
if (p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(ins->base)) {
scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
}
} else if (ins->base_type == RS::INSTANCE_REFLECTION_PROBE) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(ins->base_data);
if (p_reflection_probe != reflection_probe->instance) {
//avoid entering The Matrix
if (reflection_probe->reflection_dirty || scene_render->reflection_probe_instance_needs_redraw(reflection_probe->instance)) {
if (!reflection_probe->update_list.in_list()) {
reflection_probe->render_step = 0;
reflection_probe_render_list.add_last(&reflection_probe->update_list);
}
reflection_probe->reflection_dirty = false;
}
if (scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) {
reflection_probe_instance_cull_result.push_back(reflection_probe->instance);
}
}
} else if (ins->base_type == RS::INSTANCE_DECAL) {
InstanceDecalData *decal = static_cast<InstanceDecalData *>(ins->base_data);
decal_instance_cull_result.push_back(decal->instance);
} else if (ins->base_type == RS::INSTANCE_GI_PROBE) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(ins->base_data);
if (!gi_probe->update_element.in_list()) {
gi_probe_update_list.add(&gi_probe->update_element);
}
gi_probe_instance_cull_result.push_back(gi_probe->probe_instance);
} else if (ins->base_type == RS::INSTANCE_LIGHTMAP) {
lightmap_cull_result.push_back(ins);
} else if (((1 << ins->base_type) & RS::INSTANCE_GEOMETRY_MASK) && ins->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
bool keep = true;
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data);
if (ins->redraw_if_visible) {
RenderingServerDefault::redraw_request();
}
if (ins->base_type == RS::INSTANCE_PARTICLES) {
//particles visible? process them
if (RSG::storage->particles_is_inactive(ins->base)) {
//but if nothing is going on, don't do it.
keep = false;
} else {
RSG::storage->particles_request_process(ins->base);
RSG::storage->particles_set_view_axis(ins->base, -p_cam_transform.basis.get_axis(2).normalized());
//particles visible? request redraw
RenderingServerDefault::redraw_request();
}
}
if (pair_volumes_to_mesh && geom->lighting_dirty) {
int l = 0;
//only called when lights AABB enter/exit this geometry
ins->light_instances.resize(geom->lights.size());
for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
ins->light_instances.write[l++] = light->instance;
}
geom->lighting_dirty = false;
}
if (pair_volumes_to_mesh && geom->reflection_dirty) {
int l = 0;
//only called when reflection probe AABB enter/exit this geometry
ins->reflection_probe_instances.resize(geom->reflection_probes.size());
for (Set<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
ins->reflection_probe_instances.write[l++] = reflection_probe->instance;
}
geom->reflection_dirty = false;
}
if (geom->gi_probes_dirty) {
int l = 0;
//only called when reflection probe AABB enter/exit this geometry
ins->gi_probe_instances.resize(geom->gi_probes.size());
for (Set<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data);
ins->gi_probe_instances.write[l++] = gi_probe->probe_instance;
}
geom->gi_probes_dirty = false;
}
if (ins->last_frame_pass != frame_number && !ins->lightmap_target_sh.empty() && !ins->lightmap_sh.empty()) {
Color *sh = ins->lightmap_sh.ptrw();
const Color *target_sh = ins->lightmap_target_sh.ptr();
for (uint32_t j = 0; j < 9; j++) {
sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
}
}
if (ins->mesh_instance.is_valid()) {
RSG::storage->mesh_instance_check_for_update(ins->mesh_instance);
}
ins->depth = near_plane.distance_to(ins->transform.origin);
ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
if (keep) {
geometry_instances_to_render.push_back(ins);
ins->last_render_pass = render_pass;
} else {
ins->last_render_pass = 0; // make invalid
}
}
ins->last_frame_pass = frame_number;
}
RSG::storage->update_mesh_instances();
/* STEP 5 - PROCESS LIGHTS */
directional_light_cull_result.clear();
// directional lights
{
directional_shadow_cull_result.clear();
for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
if (!E->get()->visible) {
continue;
}
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
//check shadow..
if (light) {
if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->get()->base) && !(RSG::storage->light_get_type(E->get()->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->get()->base))) {
directional_shadow_cull_result.push_back(E->get());
}
//add to list
directional_light_cull_result.push_back(light->instance);
}
light_instance_cull_result.push_back(light->instance);
}
scene_render->set_directional_shadow_count(directional_shadow_cull_result.size());
for (uint32_t i = 0; i < (uint32_t)directional_shadow_cull_result.size(); i++) {
RENDER_TIMESTAMP(">Rendering Directional Light " + itos(i));
_light_instance_update_shadow(directional_shadow_cull_result[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold);
RENDER_TIMESTAMP("<Rendering Directional Light " + itos(i));
}
}
if (p_using_shadows) { //setup shadow maps
//SortArray<Instance*,_InstanceLightsort> sorter;
//sorter.sort(light_cull_result,light_cull_count);
for (uint32_t i = 0; i < (uint32_t)light_cull_result.size(); i++) {
Instance *ins = light_cull_result[i];
if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
continue;
}
InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
float coverage = 0.f;
{ //compute coverage
Transform cam_xf = p_cam_transform;
float zn = p_cam_projection.get_z_near();
Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane
// near plane half width and height
Vector2 vp_half_extents = p_cam_projection.get_viewport_half_extents();
switch (RSG::storage->light_get_type(ins->base)) {
case RS::LIGHT_OMNI: {
float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
//get two points parallel to near plane
Vector3 points[2] = {
ins->transform.origin,
ins->transform.origin + cam_xf.basis.get_axis(0) * radius
};
if (!p_cam_orthogonal) {
//if using perspetive, map them to near plane
for (int j = 0; j < 2; j++) {
if (p.distance_to(points[j]) < 0) {
points[j].z = -zn; //small hack to keep size constant when hitting the screen
}
p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
}
}
float screen_diameter = points[0].distance_to(points[1]) * 2;
coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
} break;
case RS::LIGHT_SPOT: {
float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
float angle = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
float w = radius * Math::sin(Math::deg2rad(angle));
float d = radius * Math::cos(Math::deg2rad(angle));
Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d;
Vector3 points[2] = {
base,
base + cam_xf.basis.get_axis(0) * w
};
if (!p_cam_orthogonal) {
//if using perspetive, map them to near plane
for (int j = 0; j < 2; j++) {
if (p.distance_to(points[j]) < 0) {
points[j].z = -zn; //small hack to keep size constant when hitting the screen
}
p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
}
}
float screen_diameter = points[0].distance_to(points[1]) * 2;
coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
} break;
default: {
ERR_PRINT("Invalid Light Type");
}
}
}
if (light->shadow_dirty) {
light->last_version++;
light->shadow_dirty = false;
}
bool redraw = scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
if (redraw) {
//must redraw!
RENDER_TIMESTAMP(">Rendering Light " + itos(i));
light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold);
RENDER_TIMESTAMP("<Rendering Light " + itos(i));
}
}
}
/* UPDATE SDFGI */
if (p_render_buffers.is_valid()) {
uint32_t cascade_index[8];
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
sdfgi_cascade_lights[i].clear();
}
uint32_t cascade_count = 0;
uint32_t sdfgi_light_cull_count = 0;
uint32_t prev_cascade = 0xFFFFFFFF;
for (int i = 0; i < scene_render->sdfgi_get_pending_region_count(p_render_buffers); i++) {
AABB region = scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
uint32_t region_cascade = scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
if (region_cascade != prev_cascade) {
cascade_index[cascade_count] = region_cascade;
cascade_count++;
sdfgi_light_cull_pass++;
prev_cascade = region_cascade;
}
instance_sdfgi_cull_result.clear();
{
CullResult cull_result;
cull_result.result = &instance_sdfgi_cull_result;
scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(region, cull_result);
scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(region, cull_result);
}
geometry_instances_to_sdfgi_render.clear();
for (uint32_t j = 0; j < (uint32_t)instance_sdfgi_cull_result.size(); j++) {
Instance *ins = instance_sdfgi_cull_result[j];
bool keep = false;
if (ins->base_type == RS::INSTANCE_LIGHT) {
InstanceLightData *instance_light = (InstanceLightData *)ins->base_data;
if (instance_light->bake_mode != RS::LIGHT_BAKE_STATIC || region_cascade > instance_light->max_sdfgi_cascade) {
continue;
}
if (sdfgi_light_cull_pass != instance_light->sdfgi_cascade_light_pass) {
instance_light->sdfgi_cascade_light_pass = sdfgi_light_cull_pass;
sdfgi_cascade_lights[cascade_count - 1].push_back(instance_light->instance);
}
} else if ((1 << ins->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
if (ins->baked_light) {
keep = true;
if (ins->mesh_instance.is_valid()) {
RSG::storage->mesh_instance_check_for_update(ins->mesh_instance);
}
}
}
if (keep) {
geometry_instances_to_sdfgi_render.push_back(ins);
}
}
RSG::storage->update_mesh_instances();
scene_render->render_sdfgi(p_render_buffers, i, geometry_instances_to_sdfgi_render);
//have to save updated cascades, then update static lights.
}
if (sdfgi_light_cull_count) {
scene_render->render_sdfgi_static_lights(p_render_buffers, cascade_count, cascade_index, sdfgi_cascade_lights);
}
scene_render->sdfgi_update_probes(p_render_buffers, p_environment, directional_light_cull_result, scenario->dynamic_lights.ptr(), scenario->dynamic_lights.size());
}
}
RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
Camera *camera = camera_owner.getornull(p_camera);
if (camera && scene_render->is_environment(camera->env)) {
return camera->env;
}
Scenario *scenario = scenario_owner.getornull(p_scenario);
if (!scenario) {
return RID();
}
if (scene_render->is_environment(scenario->environment)) {
return scenario->environment;
}
if (scene_render->is_environment(scenario->fallback_environment)) {
return scenario->fallback_environment;
}
return RID();
}
void RendererSceneCull::_render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
RID camera_effects;
if (p_force_camera_effects.is_valid()) {
camera_effects = p_force_camera_effects;
} else {
camera_effects = scenario->camera_effects;
}
/* PROCESS GEOMETRY AND DRAW SCENE */
RENDER_TIMESTAMP("Render Scene ");
scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, geometry_instances_to_render, light_instance_cull_result, reflection_probe_instance_cull_result, gi_probe_instance_cull_result, decal_instance_cull_result, lightmap_cull_result, p_environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold);
}
void RendererSceneCull::render_empty_scene(RID p_render_buffers, 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;
}
RENDER_TIMESTAMP("Render Empty Scene ");
scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, PagedArray<RendererSceneRender::InstanceBase *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RendererSceneRender::InstanceBase *>(), RID(), RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0, 0);
#endif
}
bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int p_step) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
Scenario *scenario = p_instance->scenario;
ERR_FAIL_COND_V(!scenario, true);
RenderingServerDefault::redraw_request(); //update, so it updates in editor
if (p_step == 0) {
if (!scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
return true; //all full
}
}
if (p_step >= 0 && p_step < 6) {
static const Vector3 view_normals[6] = {
Vector3(+1, 0, 0),
Vector3(-1, 0, 0),
Vector3(0, +1, 0),
Vector3(0, -1, 0),
Vector3(0, 0, +1),
Vector3(0, 0, -1)
};
static const Vector3 view_up[6] = {
Vector3(0, -1, 0),
Vector3(0, -1, 0),
Vector3(0, 0, +1),
Vector3(0, 0, -1),
Vector3(0, -1, 0),
Vector3(0, -1, 0)
};
Vector3 extents = RSG::storage->reflection_probe_get_extents(p_instance->base);
Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base);
float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
float size = scene_render->reflection_atlas_get_size(scenario->reflection_atlas);
float lod_threshold = RSG::storage->reflection_probe_get_lod_threshold(p_instance->base) / size;
Vector3 edge = view_normals[p_step] * extents;
float distance = ABS(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
max_distance = MAX(max_distance, distance);
//render cubemap side
CameraMatrix cm;
cm.set_perspective(90, 1, 0.01, max_distance);
Transform local_view;
local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]);
Transform xform = p_instance->transform * local_view;
RID shadow_atlas;
bool use_shadows = RSG::storage->reflection_probe_renders_shadows(p_instance->base);
if (use_shadows) {
shadow_atlas = scenario->reflection_probe_shadow_atlas;
}
RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
_prepare_scene(xform, cm, false, false, RID(), RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, lod_threshold, use_shadows);
_render_scene(RID(), xform, cm, false, RID(), RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step, lod_threshold);
} else {
//do roughness postprocess step until it believes it's done
RENDER_TIMESTAMP("Post-Process Reflection Probe, Step " + itos(p_step));
return scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
}
return false;
}
void RendererSceneCull::render_probes() {
/* REFLECTION PROBES */
SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
bool busy = false;
while (ref_probe) {
SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
RID base = ref_probe->self()->owner->base;
switch (RSG::storage->reflection_probe_get_update_mode(base)) {
case RS::REFLECTION_PROBE_UPDATE_ONCE: {
if (busy) { //already rendering something
break;
}
bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step);
if (done) {
reflection_probe_render_list.remove(ref_probe);
} else {
ref_probe->self()->render_step++;
}
busy = true; //do not render another one of this kind
} break;
case RS::REFLECTION_PROBE_UPDATE_ALWAYS: {
int step = 0;
bool done = false;
while (!done) {
done = _render_reflection_probe_step(ref_probe->self()->owner, step);
step++;
}
reflection_probe_render_list.remove(ref_probe);
} break;
}
ref_probe = next;
}
/* GI PROBES */
SelfList<InstanceGIProbeData> *gi_probe = gi_probe_update_list.first();
if (gi_probe) {
RENDER_TIMESTAMP("Render GI Probes");
}
while (gi_probe) {
SelfList<InstanceGIProbeData> *next = gi_probe->next();
InstanceGIProbeData *probe = gi_probe->self();
//Instance *instance_probe = probe->owner;
//check if probe must be setup, but don't do if on the lighting thread
bool cache_dirty = false;
int cache_count = 0;
{
int light_cache_size = probe->light_cache.size();
const InstanceGIProbeData::LightCache *caches = probe->light_cache.ptr();
const RID *instance_caches = probe->light_instances.ptr();
int idx = 0; //must count visible lights
for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
Instance *instance = E->get();
InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
if (!instance->visible) {
continue;
}
if (cache_dirty) {
//do nothing, since idx must count all visible lights anyway
} else if (idx >= light_cache_size) {
cache_dirty = true;
} else {
const InstanceGIProbeData::LightCache *cache = &caches[idx];
if (
instance_caches[idx] != instance_light->instance ||
cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
cache->type != RSG::storage->light_get_type(instance->base) ||
cache->transform != instance->transform ||
cache->color != RSG::storage->light_get_color(instance->base) ||
cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
cache_dirty = true;
}
}
idx++;
}
for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
Instance *instance = E->get();
InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
if (!instance->visible) {
continue;
}
if (cache_dirty) {
//do nothing, since idx must count all visible lights anyway
} else if (idx >= light_cache_size) {
cache_dirty = true;
} else {
const InstanceGIProbeData::LightCache *cache = &caches[idx];
if (
instance_caches[idx] != instance_light->instance ||
cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
cache->type != RSG::storage->light_get_type(instance->base) ||
cache->transform != instance->transform ||
cache->color != RSG::storage->light_get_color(instance->base) ||
cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
cache->sky_only != RSG::storage->light_directional_is_sky_only(instance->base)) {
cache_dirty = true;
}
}
idx++;
}
if (idx != light_cache_size) {
cache_dirty = true;
}
cache_count = idx;
}
bool update_lights = scene_render->gi_probe_needs_update(probe->probe_instance);
if (cache_dirty) {
probe->light_cache.resize(cache_count);
probe->light_instances.resize(cache_count);
if (cache_count) {
InstanceGIProbeData::LightCache *caches = probe->light_cache.ptrw();
RID *instance_caches = probe->light_instances.ptrw();
int idx = 0; //must count visible lights
for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
Instance *instance = E->get();
InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
if (!instance->visible) {
continue;
}
InstanceGIProbeData::LightCache *cache = &caches[idx];
instance_caches[idx] = instance_light->instance;
cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
cache->type = RSG::storage->light_get_type(instance->base);
cache->transform = instance->transform;
cache->color = RSG::storage->light_get_color(instance->base);
cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
Instance *instance = E->get();
InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
if (!instance->visible) {
continue;
}
InstanceGIProbeData::LightCache *cache = &caches[idx];
instance_caches[idx] = instance_light->instance;
cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
cache->type = RSG::storage->light_get_type(instance->base);
cache->transform = instance->transform;
cache->color = RSG::storage->light_get_color(instance->base);
cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
cache->sky_only = RSG::storage->light_directional_is_sky_only(instance->base);
idx++;
}
}
update_lights = true;
}
geometry_instances_to_render.clear();
for (Set<Instance *>::Element *E = probe->dynamic_geometries.front(); E; E = E->next()) {
Instance *ins = E->get();
if (!ins->visible) {
continue;
}
InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
if (geom->gi_probes_dirty) {
//giprobes may be dirty, so update
int l = 0;
//only called when reflection probe AABB enter/exit this geometry
ins->gi_probe_instances.resize(geom->gi_probes.size());
for (Set<Instance *>::Element *F = geom->gi_probes.front(); F; F = F->next()) {
InstanceGIProbeData *gi_probe2 = static_cast<InstanceGIProbeData *>(F->get()->base_data);
ins->gi_probe_instances.write[l++] = gi_probe2->probe_instance;
}
geom->gi_probes_dirty = false;
}
geometry_instances_to_render.push_back(E->get());
}
scene_render->gi_probe_update(probe->probe_instance, update_lights, probe->light_instances, geometry_instances_to_render);
gi_probe_update_list.remove(gi_probe);
gi_probe = next;
}
}
void RendererSceneCull::render_particle_colliders() {
while (heightfield_particle_colliders_update_list.front()) {
Instance *hfpc = heightfield_particle_colliders_update_list.front()->get();
if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
//update heightfield
instance_cull_result.clear();
geometry_instances_to_render.clear();
struct CullAABB {
PagedArray<Instance *> *result;
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
result->push_back(p_instance);
return false;
}
};
CullAABB cull_aabb;
cull_aabb.result = &instance_cull_result;
hfpc->scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(hfpc->transformed_aabb, cull_aabb);
hfpc->scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(hfpc->transformed_aabb, cull_aabb);
for (int i = 0; i < (int)instance_cull_result.size(); i++) {
Instance *instance = instance_cull_result[i];
if (!instance || !((1 << instance->base_type) & (RS::INSTANCE_GEOMETRY_MASK & (~(1 << RS::INSTANCE_PARTICLES))))) { //all but particles to avoid self collision
continue;
}
geometry_instances_to_render.push_back(instance);
}
scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, geometry_instances_to_render);
}
heightfield_particle_colliders_update_list.erase(heightfield_particle_colliders_update_list.front());
}
}
void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material) {
List<RendererStorage::InstanceShaderParam> plist;
RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
for (List<RendererStorage::InstanceShaderParam>::Element *E = plist.front(); E; E = E->next()) {
StringName name = E->get().info.name;
if (isparams.has(name)) {
if (isparams[name].info.type != E->get().info.type) {
WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
}
if (isparams[name].index != E->get().index) {
WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
}
continue; //first one found always has priority
}
RendererSceneRender::InstanceBase::InstanceShaderParameter isp;
isp.index = E->get().index;
isp.info = E->get().info;
isp.default_value = E->get().default_value;
if (existing_isparams.has(name)) {
isp.value = existing_isparams[name].value;
} else {
isp.value = E->get().default_value;
}
isparams[name] = isp;
}
}
void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
if (p_instance->update_aabb) {
_update_instance_aabb(p_instance);
}
if (p_instance->update_dependencies) {
p_instance->instance_increase_version();
if (p_instance->base.is_valid()) {
RSG::storage->base_update_dependency(p_instance->base, p_instance);
}
if (p_instance->material_override.is_valid()) {
RSG::storage->material_update_dependency(p_instance->material_override, p_instance);
}
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);
p_instance->materials.resize(new_mat_count);
_instance_update_mesh_instance(p_instance);
}
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
bool can_cast_shadows = true;
bool is_animated = false;
Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> isparams;
if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
can_cast_shadows = false;
}
if (p_instance->material_override.is_valid()) {
if (!RSG::storage->material_casts_shadows(p_instance->material_override)) {
can_cast_shadows = false;
}
is_animated = RSG::storage->material_is_animated(p_instance->material_override);
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, 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;
}
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
RSG::storage->material_update_dependency(mat, p_instance);
}
}
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;
}
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
RSG::storage->material_update_dependency(mat, p_instance);
}
}
if (!cast_shadows) {
can_cast_shadows = false;
}
RSG::storage->base_update_dependency(mesh, p_instance);
}
} else if (p_instance->base_type == RS::INSTANCE_IMMEDIATE) {
RID mat = RSG::storage->immediate_get_material(p_instance->base);
if (!(!mat.is_valid() || RSG::storage->material_casts_shadows(mat))) {
can_cast_shadows = false;
}
if (mat.is_valid() && RSG::storage->material_is_animated(mat)) {
is_animated = true;
}
if (mat.is_valid()) {
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
}
if (mat.is_valid()) {
RSG::storage->material_update_dependency(mat, p_instance);
}
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
bool cast_shadows = false;
int dp = RSG::storage->particles_get_draw_passes(p_instance->base);
for (int i = 0; i < dp; i++) {
RID mesh = RSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
if (!mesh.is_valid()) {
continue;
}
int sc = RSG::storage->mesh_get_surface_count(mesh);
for (int j = 0; j < sc; j++) {
RID mat = RSG::storage->mesh_surface_get_material(mesh, j);
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;
}
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
RSG::storage->material_update_dependency(mat, p_instance);
}
}
}
if (!cast_shadows) {
can_cast_shadows = false;
}
}
}
if (can_cast_shadows != geom->can_cast_shadows) {
//ability to cast shadows change, let lights now
for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
light->shadow_dirty = true;
}
geom->can_cast_shadows = can_cast_shadows;
}
geom->material_is_animated = is_animated;
p_instance->instance_shader_parameters = isparams;
if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
if (p_instance->instance_allocated_shader_parameters) {
p_instance->instance_allocated_shader_parameters_offset = RSG::storage->global_variables_instance_allocate(p_instance->self);
for (Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter>::Element *E = p_instance->instance_shader_parameters.front(); E; E = E->next()) {
if (E->get().value.get_type() != Variant::NIL) {
RSG::storage->global_variables_instance_update(p_instance->self, E->get().index, E->get().value);
}
}
} else {
RSG::storage->global_variables_instance_free(p_instance->self);
p_instance->instance_allocated_shader_parameters_offset = -1;
}
}
}
if (p_instance->skeleton.is_valid()) {
RSG::storage->skeleton_update_dependency(p_instance->skeleton, p_instance);
}
p_instance->clean_up_dependencies();
}
_instance_update_list.remove(&p_instance->update_item);
_update_instance(p_instance);
p_instance->update_aabb = false;
p_instance->update_dependencies = false;
}
void RendererSceneCull::update_dirty_instances() {
RSG::storage->update_dirty_resources();
while (_instance_update_list.first()) {
_update_dirty_instance(_instance_update_list.first()->self());
}
}
void RendererSceneCull::update() {
//optimize bvhs
for (uint32_t i = 0; i < scenario_owner.get_rid_count(); i++) {
Scenario *s = scenario_owner.get_ptr_by_index(i);
s->indexers[Scenario::INDEXER_GEOMETRY].optimize_incremental(indexer_update_iterations);
s->indexers[Scenario::INDEXER_VOLUMES].optimize_incremental(indexer_update_iterations);
}
scene_render->update();
update_dirty_instances();
render_particle_colliders();
}
bool RendererSceneCull::free(RID p_rid) {
if (scene_render->free(p_rid)) {
return true;
}
if (camera_owner.owns(p_rid)) {
Camera *camera = camera_owner.getornull(p_rid);
camera_owner.free(p_rid);
memdelete(camera);
} else if (scenario_owner.owns(p_rid)) {
Scenario *scenario = scenario_owner.getornull(p_rid);
while (scenario->instances.first()) {
instance_set_scenario(scenario->instances.first()->self()->self, RID());
}
scene_render->free(scenario->reflection_probe_shadow_atlas);
scene_render->free(scenario->reflection_atlas);
scenario_owner.free(p_rid);
memdelete(scenario);
} else if (instance_owner.owns(p_rid)) {
// delete the instance
update_dirty_instances();
Instance *instance = instance_owner.getornull(p_rid);
instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
instance_set_scenario(p_rid, RID());
instance_set_base(p_rid, RID());
instance_geometry_set_material_override(p_rid, RID());
instance_attach_skeleton(p_rid, RID());
if (instance->instance_allocated_shader_parameters) {
//free the used shader parameters
RSG::storage->global_variables_instance_free(instance->self);
}
update_dirty_instances(); //in case something changed this
instance_owner.free(p_rid);
memdelete(instance);
} else {
return false;
}
return true;
}
TypedArray<Image> RendererSceneCull::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
return scene_render->bake_render_uv2(p_base, p_material_overrides, p_image_size);
}
/*******************************/
/* Passthrough to Scene Render */
/*******************************/
/* ENVIRONMENT API */
RendererSceneCull *RendererSceneCull::singleton = nullptr;
RendererSceneCull::RendererSceneCull() {
render_pass = 1;
singleton = this;
pair_volumes_to_mesh = false;
instance_cull_result.set_page_pool(&instance_cull_page_pool);
instance_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
instance_sdfgi_cull_result.set_page_pool(&instance_cull_page_pool);
light_cull_result.set_page_pool(&instance_cull_page_pool);
directional_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
geometry_instances_to_render.set_page_pool(&base_instance_cull_page_pool);
geometry_instances_to_shadow_render.set_page_pool(&base_instance_cull_page_pool);
geometry_instances_to_sdfgi_render.set_page_pool(&base_instance_cull_page_pool);
lightmap_cull_result.set_page_pool(&base_instance_cull_page_pool);
reflection_probe_instance_cull_result.set_page_pool(&rid_cull_page_pool);
light_instance_cull_result.set_page_pool(&rid_cull_page_pool);
directional_light_cull_result.set_page_pool(&rid_cull_page_pool);
gi_probe_instance_cull_result.set_page_pool(&rid_cull_page_pool);
decal_instance_cull_result.set_page_pool(&rid_cull_page_pool);
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
sdfgi_cascade_lights[i].set_page_pool(&rid_cull_page_pool);
}
indexer_update_iterations = GLOBAL_GET("rendering/spatial_indexer/update_iterations_per_frame");
}
RendererSceneCull::~RendererSceneCull() {
instance_cull_result.reset();
instance_shadow_cull_result.reset();
instance_sdfgi_cull_result.reset();
light_cull_result.reset();
directional_shadow_cull_result.reset();
geometry_instances_to_render.reset();
geometry_instances_to_shadow_render.reset();
geometry_instances_to_sdfgi_render.reset();
lightmap_cull_result.reset();
reflection_probe_instance_cull_result.reset();
light_instance_cull_result.reset();
directional_light_cull_result.reset();
gi_probe_instance_cull_result.reset();
decal_instance_cull_result.reset();
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
sdfgi_cascade_lights[i].reset();
}
}