renderer_scene_cull.h 51 KB

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  1. /**************************************************************************/
  2. /* renderer_scene_cull.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef RENDERER_SCENE_CULL_H
  31. #define RENDERER_SCENE_CULL_H
  32. #include "core/math/dynamic_bvh.h"
  33. #include "core/math/transform_interpolator.h"
  34. #include "core/templates/bin_sorted_array.h"
  35. #include "core/templates/local_vector.h"
  36. #include "core/templates/paged_allocator.h"
  37. #include "core/templates/paged_array.h"
  38. #include "core/templates/pass_func.h"
  39. #include "core/templates/rid_owner.h"
  40. #include "core/templates/self_list.h"
  41. #include "servers/rendering/renderer_scene_occlusion_cull.h"
  42. #include "servers/rendering/renderer_scene_render.h"
  43. #include "servers/rendering/rendering_method.h"
  44. #include "servers/rendering/rendering_server_globals.h"
  45. #include "servers/rendering/storage/utilities.h"
  46. #ifndef _3D_DISABLED
  47. #include "servers/xr/xr_interface.h"
  48. #endif // _3D_DISABLED
  49. class RenderingLightCuller;
  50. class RendererSceneCull : public RenderingMethod {
  51. public:
  52. RendererSceneRender *scene_render = nullptr;
  53. enum {
  54. SDFGI_MAX_CASCADES = 8,
  55. SDFGI_MAX_REGIONS_PER_CASCADE = 3,
  56. MAX_INSTANCE_PAIRS = 32,
  57. MAX_UPDATE_SHADOWS = 512
  58. };
  59. uint64_t render_pass;
  60. static RendererSceneCull *singleton;
  61. /* EVENT QUEUING */
  62. void tick();
  63. void pre_draw(bool p_will_draw);
  64. /* CAMERA API */
  65. struct Camera {
  66. enum Type {
  67. PERSPECTIVE,
  68. ORTHOGONAL,
  69. FRUSTUM
  70. };
  71. Type type;
  72. float fov;
  73. float znear, zfar;
  74. float size;
  75. Vector2 offset;
  76. uint32_t visible_layers;
  77. bool vaspect;
  78. RID env;
  79. RID attributes;
  80. RID compositor;
  81. Transform3D transform;
  82. Camera() {
  83. visible_layers = 0xFFFFFFFF;
  84. fov = 75;
  85. type = PERSPECTIVE;
  86. znear = 0.05;
  87. zfar = 4000;
  88. size = 1.0;
  89. offset = Vector2();
  90. vaspect = false;
  91. }
  92. };
  93. mutable RID_Owner<Camera, true> camera_owner;
  94. virtual RID camera_allocate();
  95. virtual void camera_initialize(RID p_rid);
  96. virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
  97. virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
  98. virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
  99. virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform);
  100. virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
  101. virtual void camera_set_environment(RID p_camera, RID p_env);
  102. virtual void camera_set_camera_attributes(RID p_camera, RID p_attributes);
  103. virtual void camera_set_compositor(RID p_camera, RID p_compositor);
  104. virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
  105. virtual bool is_camera(RID p_camera) const;
  106. /* OCCLUDER API */
  107. virtual RID occluder_allocate();
  108. virtual void occluder_initialize(RID p_occluder);
  109. virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
  110. /* VISIBILITY NOTIFIER API */
  111. RendererSceneOcclusionCull *dummy_occlusion_culling = nullptr;
  112. /* SCENARIO API */
  113. struct Instance;
  114. struct PlaneSign {
  115. _ALWAYS_INLINE_ PlaneSign() {}
  116. _ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
  117. if (p_plane.normal.x > 0) {
  118. signs[0] = 0;
  119. } else {
  120. signs[0] = 3;
  121. }
  122. if (p_plane.normal.y > 0) {
  123. signs[1] = 1;
  124. } else {
  125. signs[1] = 4;
  126. }
  127. if (p_plane.normal.z > 0) {
  128. signs[2] = 2;
  129. } else {
  130. signs[2] = 5;
  131. }
  132. }
  133. uint32_t signs[3];
  134. };
  135. struct Frustum {
  136. Vector<Plane> planes;
  137. Vector<PlaneSign> plane_signs;
  138. const Plane *planes_ptr;
  139. const PlaneSign *plane_signs_ptr;
  140. uint32_t plane_count;
  141. _ALWAYS_INLINE_ Frustum() {}
  142. _ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
  143. planes = p_frustum.planes;
  144. plane_signs = p_frustum.plane_signs;
  145. planes_ptr = planes.ptr();
  146. plane_signs_ptr = plane_signs.ptr();
  147. plane_count = p_frustum.plane_count;
  148. }
  149. _ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
  150. planes = p_frustum.planes;
  151. plane_signs = p_frustum.plane_signs;
  152. planes_ptr = planes.ptr();
  153. plane_signs_ptr = plane_signs.ptr();
  154. plane_count = p_frustum.plane_count;
  155. }
  156. _ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
  157. planes = p_planes;
  158. planes_ptr = planes.ptrw();
  159. plane_count = planes.size();
  160. for (int i = 0; i < planes.size(); i++) {
  161. PlaneSign ps(p_planes[i]);
  162. plane_signs.push_back(ps);
  163. }
  164. plane_signs_ptr = plane_signs.ptr();
  165. }
  166. };
  167. struct InstanceBounds {
  168. // Efficiently store instance bounds.
  169. // Because bounds checking is performed first,
  170. // keep it separated from data.
  171. real_t bounds[6];
  172. _ALWAYS_INLINE_ InstanceBounds() {}
  173. _ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
  174. bounds[0] = p_aabb.position.x;
  175. bounds[1] = p_aabb.position.y;
  176. bounds[2] = p_aabb.position.z;
  177. bounds[3] = p_aabb.position.x + p_aabb.size.x;
  178. bounds[4] = p_aabb.position.y + p_aabb.size.y;
  179. bounds[5] = p_aabb.position.z + p_aabb.size.z;
  180. }
  181. _ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
  182. // This is not a full SAT check and the possibility of false positives exist,
  183. // but the tradeoff vs performance is still very good.
  184. for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
  185. Vector3 min(
  186. bounds[p_frustum.plane_signs_ptr[i].signs[0]],
  187. bounds[p_frustum.plane_signs_ptr[i].signs[1]],
  188. bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
  189. if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
  190. return false;
  191. }
  192. }
  193. return true;
  194. }
  195. _ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
  196. Vector3 end = p_aabb.position + p_aabb.size;
  197. if (bounds[0] >= end.x) {
  198. return false;
  199. }
  200. if (bounds[3] <= p_aabb.position.x) {
  201. return false;
  202. }
  203. if (bounds[1] >= end.y) {
  204. return false;
  205. }
  206. if (bounds[4] <= p_aabb.position.y) {
  207. return false;
  208. }
  209. if (bounds[2] >= end.z) {
  210. return false;
  211. }
  212. if (bounds[5] <= p_aabb.position.z) {
  213. return false;
  214. }
  215. return true;
  216. }
  217. };
  218. struct InstanceVisibilityNotifierData;
  219. struct InstanceData {
  220. // Store instance pointer as well as common instance processing information,
  221. // to make processing more cache friendly.
  222. enum Flags {
  223. FLAG_BASE_TYPE_MASK = 0xFF,
  224. FLAG_CAST_SHADOWS = (1 << 8),
  225. FLAG_CAST_SHADOWS_ONLY = (1 << 9),
  226. FLAG_REDRAW_IF_VISIBLE = (1 << 10),
  227. FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
  228. FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
  229. FLAG_GEOM_DECAL_DIRTY = (1 << 13),
  230. FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14),
  231. FLAG_LIGHTMAP_CAPTURE = (1 << 15),
  232. FLAG_USES_BAKED_LIGHT = (1 << 16),
  233. FLAG_USES_MESH_INSTANCE = (1 << 17),
  234. FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
  235. FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19),
  236. FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags
  237. FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20),
  238. FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21),
  239. FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN = (1 << 22),
  240. FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 23),
  241. FLAG_IGNORE_ALL_CULLING = (1 << 24),
  242. };
  243. uint32_t flags = 0;
  244. uint32_t layer_mask = 0; //for fast layer-mask discard
  245. RID base_rid;
  246. union {
  247. uint64_t instance_data_rid;
  248. RenderGeometryInstance *instance_geometry;
  249. InstanceVisibilityNotifierData *visibility_notifier = nullptr;
  250. };
  251. Instance *instance = nullptr;
  252. int32_t parent_array_index = -1;
  253. int32_t visibility_index = -1;
  254. // Each time occlusion culling determines an instance is visible,
  255. // set this to occlusion_frame plus some delay.
  256. // Once the timeout is reached, allow the instance to be occlusion culled.
  257. // This creates a delay for occlusion culling, which prevents flickering
  258. // when jittering the raster occlusion projection.
  259. uint64_t occlusion_timeout = 0;
  260. };
  261. struct InstanceVisibilityData {
  262. uint64_t viewport_state = 0;
  263. int32_t array_index = -1;
  264. RS::VisibilityRangeFadeMode fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
  265. Vector3 position;
  266. Instance *instance = nullptr;
  267. float range_begin = 0.0f;
  268. float range_end = 0.0f;
  269. float range_begin_margin = 0.0f;
  270. float range_end_margin = 0.0f;
  271. float children_fade_alpha = 1.0f;
  272. };
  273. class VisibilityArray : public BinSortedArray<InstanceVisibilityData> {
  274. _FORCE_INLINE_ virtual void _update_idx(InstanceVisibilityData &r_element, uint64_t p_idx) {
  275. r_element.instance->visibility_index = p_idx;
  276. if (r_element.instance->scenario && r_element.instance->array_index != -1) {
  277. r_element.instance->scenario->instance_data[r_element.instance->array_index].visibility_index = p_idx;
  278. }
  279. }
  280. };
  281. PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
  282. PagedArrayPool<InstanceData> instance_data_page_pool;
  283. PagedArrayPool<InstanceVisibilityData> instance_visibility_data_page_pool;
  284. struct Scenario {
  285. enum IndexerType {
  286. INDEXER_GEOMETRY, //for geometry
  287. INDEXER_VOLUMES, //for everything else
  288. INDEXER_MAX
  289. };
  290. DynamicBVH indexers[INDEXER_MAX];
  291. RID self;
  292. List<Instance *> directional_lights;
  293. RID environment;
  294. RID fallback_environment;
  295. RID camera_attributes;
  296. RID compositor;
  297. RID reflection_probe_shadow_atlas;
  298. RID reflection_atlas;
  299. uint64_t used_viewport_visibility_bits;
  300. HashMap<RID, uint64_t> viewport_visibility_masks;
  301. SelfList<Instance>::List instances;
  302. LocalVector<RID> dynamic_lights;
  303. PagedArray<InstanceBounds> instance_aabbs;
  304. PagedArray<InstanceData> instance_data;
  305. VisibilityArray instance_visibility;
  306. Scenario() {
  307. indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
  308. indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
  309. used_viewport_visibility_bits = 0;
  310. }
  311. };
  312. int indexer_update_iterations = 0;
  313. mutable RID_Owner<Scenario, true> scenario_owner;
  314. static void _instance_pair(Instance *p_A, Instance *p_B);
  315. static void _instance_unpair(Instance *p_A, Instance *p_B);
  316. void _instance_update_mesh_instance(Instance *p_instance);
  317. virtual RID scenario_allocate();
  318. virtual void scenario_initialize(RID p_rid);
  319. virtual void scenario_set_environment(RID p_scenario, RID p_environment);
  320. virtual void scenario_set_camera_attributes(RID p_scenario, RID p_attributes);
  321. virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
  322. virtual void scenario_set_compositor(RID p_scenario, RID p_compositor);
  323. virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
  324. virtual bool is_scenario(RID p_scenario) const;
  325. virtual RID scenario_get_environment(RID p_scenario);
  326. virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport);
  327. virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport);
  328. /* INSTANCING API */
  329. struct InstancePair {
  330. Instance *a = nullptr;
  331. Instance *b = nullptr;
  332. SelfList<InstancePair> list_a;
  333. SelfList<InstancePair> list_b;
  334. InstancePair() :
  335. list_a(this), list_b(this) {}
  336. };
  337. PagedAllocator<InstancePair> pair_allocator;
  338. struct InstanceBaseData {
  339. virtual ~InstanceBaseData() {}
  340. };
  341. struct Instance {
  342. RS::InstanceType base_type;
  343. RID base;
  344. RID skeleton;
  345. RID material_override;
  346. RID material_overlay;
  347. RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
  348. // This is the main transform to be drawn with ...
  349. // This will either be the interpolated transform (when using fixed timestep interpolation)
  350. // or the ONLY transform (when not using FTI).
  351. Transform3D transform;
  352. // For interpolation we store the current transform (this physics tick)
  353. // and the transform in the previous tick.
  354. Transform3D transform_curr;
  355. Transform3D transform_prev;
  356. float lod_bias;
  357. bool ignore_occlusion_culling;
  358. bool ignore_all_culling;
  359. Vector<RID> materials;
  360. RS::ShadowCastingSetting cast_shadows;
  361. uint32_t layer_mask;
  362. // Fit in 32 bits.
  363. bool mirror : 1;
  364. bool receive_shadows : 1;
  365. bool visible : 1;
  366. bool baked_light : 1; // This flag is only to know if it actually did use baked light.
  367. bool dynamic_gi : 1; // Same as above for dynamic objects.
  368. bool redraw_if_visible : 1;
  369. bool on_interpolate_list : 1;
  370. bool on_interpolate_transform_list : 1;
  371. bool interpolated : 1;
  372. TransformInterpolator::Method interpolation_method : 3;
  373. // For fixed timestep interpolation.
  374. // Note 32 bits is plenty for checksum, no need for real_t
  375. float transform_checksum_curr;
  376. float transform_checksum_prev;
  377. Instance *lightmap = nullptr;
  378. Rect2 lightmap_uv_scale;
  379. int lightmap_slice_index;
  380. uint32_t lightmap_cull_index;
  381. Vector<Color> lightmap_sh; //spherical harmonic
  382. AABB aabb;
  383. AABB transformed_aabb;
  384. AABB prev_transformed_aabb;
  385. struct InstanceShaderParameter {
  386. int32_t index = -1;
  387. Variant value;
  388. Variant default_value;
  389. PropertyInfo info;
  390. };
  391. HashMap<StringName, InstanceShaderParameter> instance_shader_uniforms;
  392. bool instance_allocated_shader_uniforms = false;
  393. int32_t instance_allocated_shader_uniforms_offset = -1;
  394. //
  395. RID self;
  396. //scenario stuff
  397. DynamicBVH::ID indexer_id;
  398. int32_t array_index = -1;
  399. int32_t visibility_index = -1;
  400. float visibility_range_begin = 0.0f;
  401. float visibility_range_end = 0.0f;
  402. float visibility_range_begin_margin = 0.0f;
  403. float visibility_range_end_margin = 0.0f;
  404. RS::VisibilityRangeFadeMode visibility_range_fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
  405. Instance *visibility_parent = nullptr;
  406. HashSet<Instance *> visibility_dependencies;
  407. uint32_t visibility_dependencies_depth = 0;
  408. float transparency = 0.0f;
  409. Scenario *scenario = nullptr;
  410. SelfList<Instance> scenario_item;
  411. //aabb stuff
  412. bool update_aabb;
  413. bool update_dependencies;
  414. SelfList<Instance> update_item;
  415. AABB *custom_aabb = nullptr; // <Zylann> would using aabb directly with a bool be better?
  416. float extra_margin;
  417. ObjectID object_id;
  418. // sorting
  419. float sorting_offset = 0.0;
  420. bool use_aabb_center = true;
  421. Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
  422. uint64_t last_frame_pass;
  423. uint64_t version; // changes to this, and changes to base increase version
  424. InstanceBaseData *base_data = nullptr;
  425. SelfList<InstancePair>::List pairs;
  426. uint64_t pair_check;
  427. DependencyTracker dependency_tracker;
  428. static void dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *tracker) {
  429. Instance *instance = (Instance *)tracker->userdata;
  430. switch (p_notification) {
  431. case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA:
  432. case Dependency::DEPENDENCY_CHANGED_SKELETON_BONES:
  433. case Dependency::DEPENDENCY_CHANGED_AABB: {
  434. singleton->_instance_queue_update(instance, true, false);
  435. } break;
  436. case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
  437. case Dependency::DEPENDENCY_CHANGED_MATERIAL: {
  438. singleton->_instance_queue_update(instance, false, true);
  439. } break;
  440. case Dependency::DEPENDENCY_CHANGED_MESH:
  441. case Dependency::DEPENDENCY_CHANGED_PARTICLES:
  442. case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
  443. case Dependency::DEPENDENCY_CHANGED_DECAL:
  444. case Dependency::DEPENDENCY_CHANGED_LIGHT:
  445. case Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
  446. singleton->_instance_queue_update(instance, true, true);
  447. } break;
  448. case Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: {
  449. //requires repairing
  450. if (instance->indexer_id.is_valid()) {
  451. singleton->_unpair_instance(instance);
  452. singleton->_instance_queue_update(instance, true, true);
  453. }
  454. } break;
  455. default: {
  456. // Ignored notifications.
  457. } break;
  458. }
  459. }
  460. static void dependency_deleted(const RID &p_dependency, DependencyTracker *tracker) {
  461. Instance *instance = (Instance *)tracker->userdata;
  462. if (p_dependency == instance->base) {
  463. singleton->instance_set_base(instance->self, RID());
  464. } else if (p_dependency == instance->skeleton) {
  465. singleton->instance_attach_skeleton(instance->self, RID());
  466. } else {
  467. // It's possible the same material is used in multiple slots,
  468. // so we check whether we need to clear them all.
  469. if (p_dependency == instance->material_override) {
  470. singleton->instance_geometry_set_material_override(instance->self, RID());
  471. }
  472. if (p_dependency == instance->material_overlay) {
  473. singleton->instance_geometry_set_material_overlay(instance->self, RID());
  474. }
  475. for (int i = 0; i < instance->materials.size(); i++) {
  476. if (p_dependency == instance->materials[i]) {
  477. singleton->instance_set_surface_override_material(instance->self, i, RID());
  478. }
  479. }
  480. if (instance->base_type == RS::INSTANCE_PARTICLES) {
  481. RID particle_material = RSG::particles_storage->particles_get_process_material(instance->base);
  482. if (p_dependency == particle_material) {
  483. RSG::particles_storage->particles_set_process_material(instance->base, RID());
  484. }
  485. }
  486. // Even if no change is made we still need to call `_instance_queue_update`.
  487. // This dependency could also be a result of the freed material being used
  488. // by the mesh this mesh instance uses.
  489. singleton->_instance_queue_update(instance, false, true);
  490. }
  491. }
  492. Instance() :
  493. scenario_item(this),
  494. update_item(this) {
  495. base_type = RS::INSTANCE_NONE;
  496. cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
  497. receive_shadows = true;
  498. visible = true;
  499. layer_mask = 1;
  500. baked_light = true;
  501. dynamic_gi = false;
  502. redraw_if_visible = false;
  503. on_interpolate_list = false;
  504. on_interpolate_transform_list = false;
  505. interpolated = true;
  506. interpolation_method = TransformInterpolator::INTERP_LERP;
  507. transform_checksum_curr = 0.0;
  508. transform_checksum_prev = 0.0;
  509. lightmap_slice_index = 0;
  510. lightmap = nullptr;
  511. lightmap_cull_index = 0;
  512. lod_bias = 1.0;
  513. ignore_occlusion_culling = false;
  514. ignore_all_culling = false;
  515. scenario = nullptr;
  516. update_aabb = false;
  517. update_dependencies = false;
  518. extra_margin = 0;
  519. visible = true;
  520. visibility_range_begin = 0;
  521. visibility_range_end = 0;
  522. visibility_range_begin_margin = 0;
  523. visibility_range_end_margin = 0;
  524. last_frame_pass = 0;
  525. version = 1;
  526. base_data = nullptr;
  527. custom_aabb = nullptr;
  528. pair_check = 0;
  529. array_index = -1;
  530. dependency_tracker.userdata = this;
  531. dependency_tracker.changed_callback = dependency_changed;
  532. dependency_tracker.deleted_callback = dependency_deleted;
  533. }
  534. ~Instance() {
  535. if (base_data) {
  536. memdelete(base_data);
  537. }
  538. if (custom_aabb) {
  539. memdelete(custom_aabb);
  540. }
  541. }
  542. };
  543. SelfList<Instance>::List _instance_update_list;
  544. void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
  545. struct InstanceGeometryData : public InstanceBaseData {
  546. RenderGeometryInstance *geometry_instance = nullptr;
  547. HashSet<Instance *> lights;
  548. bool can_cast_shadows;
  549. bool material_is_animated;
  550. uint32_t projector_count = 0;
  551. uint32_t softshadow_count = 0;
  552. HashSet<Instance *> decals;
  553. HashSet<Instance *> reflection_probes;
  554. HashSet<Instance *> voxel_gi_instances;
  555. HashSet<Instance *> lightmap_captures;
  556. InstanceGeometryData() {
  557. can_cast_shadows = true;
  558. material_is_animated = true;
  559. }
  560. };
  561. struct InstanceReflectionProbeData : public InstanceBaseData {
  562. Instance *owner = nullptr;
  563. HashSet<Instance *> geometries;
  564. RID instance;
  565. SelfList<InstanceReflectionProbeData> update_list;
  566. int render_step;
  567. InstanceReflectionProbeData() :
  568. update_list(this) {
  569. render_step = -1;
  570. }
  571. };
  572. struct InstanceDecalData : public InstanceBaseData {
  573. Instance *owner = nullptr;
  574. RID instance;
  575. HashSet<Instance *> geometries;
  576. InstanceDecalData() {
  577. }
  578. };
  579. SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
  580. struct InstanceParticlesCollisionData : public InstanceBaseData {
  581. RID instance;
  582. };
  583. struct InstanceFogVolumeData : public InstanceBaseData {
  584. RID instance;
  585. bool is_global;
  586. };
  587. struct InstanceVisibilityNotifierData : public InstanceBaseData {
  588. bool just_visible = false;
  589. uint64_t visible_in_frame = 0;
  590. RID base;
  591. SelfList<InstanceVisibilityNotifierData> list_element;
  592. InstanceVisibilityNotifierData() :
  593. list_element(this) {}
  594. };
  595. SpinLock visible_notifier_list_lock;
  596. SelfList<InstanceVisibilityNotifierData>::List visible_notifier_list;
  597. struct InstanceLightData : public InstanceBaseData {
  598. RID instance;
  599. uint64_t last_version;
  600. List<Instance *>::Element *D; // directional light in scenario
  601. bool uses_projector = false;
  602. bool uses_softshadow = false;
  603. HashSet<Instance *> geometries;
  604. Instance *baked_light = nullptr;
  605. RS::LightBakeMode bake_mode;
  606. uint32_t max_sdfgi_cascade = 2;
  607. private:
  608. // Instead of a single dirty flag, we maintain a count
  609. // so that we can detect lights that are being made dirty
  610. // each frame, and switch on tighter caster culling.
  611. int32_t shadow_dirty_count;
  612. uint32_t light_update_frame_id;
  613. bool light_intersects_multiple_cameras;
  614. uint32_t light_intersects_multiple_cameras_timeout_frame_id;
  615. public:
  616. bool is_shadow_dirty() const { return shadow_dirty_count != 0; }
  617. void make_shadow_dirty() { shadow_dirty_count = light_intersects_multiple_cameras ? 1 : 2; }
  618. void detect_light_intersects_multiple_cameras(uint32_t p_frame_id) {
  619. // We need to detect the case where shadow updates are occurring
  620. // more than once per frame. In this case, we need to turn off
  621. // tighter caster culling, so situation reverts to one full shadow update
  622. // per frame (light_intersects_multiple_cameras is set).
  623. if (p_frame_id == light_update_frame_id) {
  624. light_intersects_multiple_cameras = true;
  625. light_intersects_multiple_cameras_timeout_frame_id = p_frame_id + 60;
  626. } else {
  627. // When shadow_volume_intersects_multiple_cameras is set, we
  628. // want to detect the situation this is no longer the case, via a timeout.
  629. // The system can go back to tighter caster culling in this situation.
  630. // Having a long-ish timeout prevents rapid cycling.
  631. if (light_intersects_multiple_cameras && (p_frame_id >= light_intersects_multiple_cameras_timeout_frame_id)) {
  632. light_intersects_multiple_cameras = false;
  633. light_intersects_multiple_cameras_timeout_frame_id = UINT32_MAX;
  634. }
  635. }
  636. light_update_frame_id = p_frame_id;
  637. }
  638. void decrement_shadow_dirty() {
  639. shadow_dirty_count--;
  640. DEV_ASSERT(shadow_dirty_count >= 0);
  641. }
  642. // Shadow updates can either full (everything in the shadow volume)
  643. // or closely culled to the camera frustum.
  644. bool is_shadow_update_full() const { return shadow_dirty_count == 0; }
  645. InstanceLightData() {
  646. bake_mode = RS::LIGHT_BAKE_DISABLED;
  647. D = nullptr;
  648. last_version = 0;
  649. baked_light = nullptr;
  650. shadow_dirty_count = 1;
  651. light_update_frame_id = UINT32_MAX;
  652. light_intersects_multiple_cameras_timeout_frame_id = UINT32_MAX;
  653. light_intersects_multiple_cameras = false;
  654. }
  655. };
  656. struct InstanceVoxelGIData : public InstanceBaseData {
  657. Instance *owner = nullptr;
  658. HashSet<Instance *> geometries;
  659. HashSet<Instance *> dynamic_geometries;
  660. HashSet<Instance *> lights;
  661. struct LightCache {
  662. RS::LightType type;
  663. Transform3D transform;
  664. Color color;
  665. float energy;
  666. float intensity;
  667. float bake_energy;
  668. float radius;
  669. float attenuation;
  670. float spot_angle;
  671. float spot_attenuation;
  672. bool has_shadow;
  673. RS::LightDirectionalSkyMode sky_mode;
  674. };
  675. Vector<LightCache> light_cache;
  676. Vector<RID> light_instances;
  677. RID probe_instance;
  678. bool invalid;
  679. uint32_t base_version;
  680. SelfList<InstanceVoxelGIData> update_element;
  681. InstanceVoxelGIData() :
  682. update_element(this) {
  683. invalid = true;
  684. base_version = 0;
  685. }
  686. };
  687. SelfList<InstanceVoxelGIData>::List voxel_gi_update_list;
  688. struct InstanceLightmapData : public InstanceBaseData {
  689. RID instance;
  690. HashSet<Instance *> geometries;
  691. HashSet<Instance *> users;
  692. InstanceLightmapData() {
  693. }
  694. };
  695. uint64_t pair_pass = 1;
  696. struct PairInstances {
  697. Instance *instance = nullptr;
  698. PagedAllocator<InstancePair> *pair_allocator = nullptr;
  699. SelfList<InstancePair>::List pairs_found;
  700. DynamicBVH *bvh = nullptr;
  701. DynamicBVH *bvh2 = nullptr; //some may need to cull in two
  702. uint32_t pair_mask;
  703. uint64_t pair_pass;
  704. uint32_t cull_mask = 0xFFFFFFFF; // Needed for decals and lights in the mobile and compatibility renderers.
  705. _FORCE_INLINE_ bool operator()(void *p_data) {
  706. Instance *p_instance = (Instance *)p_data;
  707. if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type)) && (cull_mask & p_instance->layer_mask)) {
  708. //test is more coarse in indexer
  709. p_instance->pair_check = pair_pass;
  710. InstancePair *pair = pair_allocator->alloc();
  711. pair->a = instance;
  712. pair->b = p_instance;
  713. pairs_found.add(&pair->list_a);
  714. }
  715. return false;
  716. }
  717. void pair() {
  718. if (bvh) {
  719. bvh->aabb_query(instance->transformed_aabb, *this);
  720. }
  721. if (bvh2) {
  722. bvh2->aabb_query(instance->transformed_aabb, *this);
  723. }
  724. while (instance->pairs.first()) {
  725. InstancePair *pair = instance->pairs.first()->self();
  726. Instance *other_instance = instance == pair->a ? pair->b : pair->a;
  727. if (other_instance->pair_check != pair_pass) {
  728. //unpaired
  729. _instance_unpair(instance, other_instance);
  730. } else {
  731. //kept
  732. other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones
  733. }
  734. pair_allocator->free(pair);
  735. }
  736. while (pairs_found.first()) {
  737. InstancePair *pair = pairs_found.first()->self();
  738. pairs_found.remove(pairs_found.first());
  739. if (pair->b->pair_check == pair_pass) {
  740. //paired
  741. _instance_pair(instance, pair->b);
  742. }
  743. pair->a->pairs.add(&pair->list_a);
  744. pair->b->pairs.add(&pair->list_b);
  745. }
  746. }
  747. };
  748. HashSet<Instance *> heightfield_particle_colliders_update_list;
  749. PagedArrayPool<Instance *> instance_cull_page_pool;
  750. PagedArrayPool<RenderGeometryInstance *> geometry_instance_cull_page_pool;
  751. PagedArrayPool<RID> rid_cull_page_pool;
  752. PagedArray<Instance *> instance_cull_result;
  753. PagedArray<Instance *> instance_shadow_cull_result;
  754. struct InstanceCullResult {
  755. PagedArray<RenderGeometryInstance *> geometry_instances;
  756. PagedArray<Instance *> lights;
  757. PagedArray<RID> light_instances;
  758. PagedArray<RID> lightmaps;
  759. PagedArray<RID> reflections;
  760. PagedArray<RID> decals;
  761. PagedArray<RID> voxel_gi_instances;
  762. PagedArray<RID> mesh_instances;
  763. PagedArray<RID> fog_volumes;
  764. struct DirectionalShadow {
  765. PagedArray<RenderGeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
  766. } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
  767. PagedArray<RenderGeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
  768. PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
  769. void clear() {
  770. geometry_instances.clear();
  771. lights.clear();
  772. light_instances.clear();
  773. lightmaps.clear();
  774. reflections.clear();
  775. decals.clear();
  776. voxel_gi_instances.clear();
  777. mesh_instances.clear();
  778. fog_volumes.clear();
  779. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  780. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  781. directional_shadows[i].cascade_geometry_instances[j].clear();
  782. }
  783. }
  784. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  785. sdfgi_region_geometry_instances[i].clear();
  786. }
  787. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  788. sdfgi_cascade_lights[i].clear();
  789. }
  790. }
  791. void reset() {
  792. geometry_instances.reset();
  793. lights.reset();
  794. light_instances.reset();
  795. lightmaps.reset();
  796. reflections.reset();
  797. decals.reset();
  798. voxel_gi_instances.reset();
  799. mesh_instances.reset();
  800. fog_volumes.reset();
  801. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  802. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  803. directional_shadows[i].cascade_geometry_instances[j].reset();
  804. }
  805. }
  806. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  807. sdfgi_region_geometry_instances[i].reset();
  808. }
  809. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  810. sdfgi_cascade_lights[i].reset();
  811. }
  812. }
  813. void append_from(InstanceCullResult &p_cull_result) {
  814. geometry_instances.merge_unordered(p_cull_result.geometry_instances);
  815. lights.merge_unordered(p_cull_result.lights);
  816. light_instances.merge_unordered(p_cull_result.light_instances);
  817. lightmaps.merge_unordered(p_cull_result.lightmaps);
  818. reflections.merge_unordered(p_cull_result.reflections);
  819. decals.merge_unordered(p_cull_result.decals);
  820. voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances);
  821. mesh_instances.merge_unordered(p_cull_result.mesh_instances);
  822. fog_volumes.merge_unordered(p_cull_result.fog_volumes);
  823. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  824. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  825. directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
  826. }
  827. }
  828. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  829. sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
  830. }
  831. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  832. sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
  833. }
  834. }
  835. void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RenderGeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
  836. geometry_instances.set_page_pool(p_geometry_instance_pool);
  837. light_instances.set_page_pool(p_rid_pool);
  838. lights.set_page_pool(p_instance_pool);
  839. lightmaps.set_page_pool(p_rid_pool);
  840. reflections.set_page_pool(p_rid_pool);
  841. decals.set_page_pool(p_rid_pool);
  842. voxel_gi_instances.set_page_pool(p_rid_pool);
  843. mesh_instances.set_page_pool(p_rid_pool);
  844. fog_volumes.set_page_pool(p_rid_pool);
  845. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  846. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  847. directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
  848. }
  849. }
  850. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  851. sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
  852. }
  853. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  854. sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
  855. }
  856. }
  857. };
  858. InstanceCullResult scene_cull_result;
  859. LocalVector<InstanceCullResult> scene_cull_result_threads;
  860. RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
  861. uint32_t max_shadows_used = 0;
  862. RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
  863. RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data;
  864. uint32_t thread_cull_threshold = 200;
  865. RID_Owner<Instance, true> instance_owner;
  866. uint32_t geometry_instance_pair_mask = 0; // used in traditional forward, unnecessary on clustered
  867. LocalVector<Vector2> camera_jitter_array;
  868. RenderingLightCuller *light_culler = nullptr;
  869. virtual RID instance_allocate();
  870. virtual void instance_initialize(RID p_rid);
  871. virtual void instance_set_base(RID p_instance, RID p_base);
  872. virtual void instance_set_scenario(RID p_instance, RID p_scenario);
  873. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
  874. virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
  875. virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform);
  876. virtual void instance_set_interpolated(RID p_instance, bool p_interpolated);
  877. virtual void instance_reset_physics_interpolation(RID p_instance);
  878. virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
  879. virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
  880. virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);
  881. virtual void instance_set_visible(RID p_instance, bool p_visible);
  882. virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency);
  883. virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
  884. virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
  885. virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
  886. virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance);
  887. virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled);
  888. bool _update_instance_visibility_depth(Instance *p_instance);
  889. void _update_instance_visibility_dependencies(Instance *p_instance);
  890. // don't use these in a game!
  891. virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
  892. virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
  893. virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
  894. virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
  895. virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
  896. virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
  897. virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material);
  898. virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode);
  899. virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
  900. virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
  901. void _update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
  902. virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
  903. virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
  904. virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
  905. virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
  906. virtual void mesh_generate_pipelines(RID p_mesh, bool p_background_compilation);
  907. virtual uint32_t get_pipeline_compilations(RS::PipelineSource p_source);
  908. _FORCE_INLINE_ void _update_instance(Instance *p_instance);
  909. _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
  910. _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
  911. _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
  912. void _unpair_instance(Instance *p_instance);
  913. void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
  914. _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold, uint32_t p_visible_layers = 0xFFFFFF);
  915. RID _render_get_environment(RID p_camera, RID p_scenario);
  916. RID _render_get_compositor(RID p_camera, RID p_scenario);
  917. struct Cull {
  918. struct Shadow {
  919. RID light_instance;
  920. uint32_t caster_mask;
  921. struct Cascade {
  922. Frustum frustum;
  923. Projection projection;
  924. Transform3D transform;
  925. real_t zfar;
  926. real_t split;
  927. real_t shadow_texel_size;
  928. real_t bias_scale;
  929. real_t range_begin;
  930. Vector2 uv_scale;
  931. } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
  932. uint32_t cascade_count;
  933. } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
  934. uint32_t shadow_count;
  935. struct SDFGI {
  936. //have arrays here because SDFGI functions expects this, plus regions can have areas
  937. AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
  938. uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
  939. uint32_t region_count = 0;
  940. uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
  941. uint32_t cascade_light_count = 0;
  942. } sdfgi;
  943. SpinLock lock;
  944. Frustum frustum;
  945. } cull;
  946. struct VisibilityCullData {
  947. uint64_t viewport_mask;
  948. Scenario *scenario = nullptr;
  949. Vector3 camera_position;
  950. uint32_t cull_offset;
  951. uint32_t cull_count;
  952. };
  953. void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data);
  954. void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to);
  955. template <bool p_fade_check>
  956. _FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask);
  957. struct CullData {
  958. Cull *cull = nullptr;
  959. Scenario *scenario = nullptr;
  960. RID shadow_atlas;
  961. Transform3D cam_transform;
  962. uint32_t visible_layers;
  963. Instance *render_reflection_probe = nullptr;
  964. const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
  965. const Projection *camera_matrix;
  966. uint64_t visibility_viewport_mask;
  967. };
  968. void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
  969. void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);
  970. static void _scene_particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
  971. _FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data);
  972. bool _render_reflection_probe_step(Instance *p_instance, int p_step);
  973. void _render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, RID p_compositor, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
  974. void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas);
  975. void render_camera(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, uint32_t p_jitter_phase_count, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderingMethod::RenderInfo *r_render_info = nullptr);
  976. void update_dirty_instances();
  977. void render_particle_colliders();
  978. virtual void render_probes();
  979. TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size);
  980. //pass to scene render
  981. /* ENVIRONMENT API */
  982. #ifdef PASSBASE
  983. #undef PASSBASE
  984. #endif
  985. #define PASSBASE scene_render
  986. PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
  987. /* SKY API */
  988. PASS0R(RID, sky_allocate)
  989. PASS1(sky_initialize, RID)
  990. PASS2(sky_set_radiance_size, RID, int)
  991. PASS2(sky_set_mode, RID, RS::SkyMode)
  992. PASS2(sky_set_material, RID, RID)
  993. PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
  994. // Compositor effect
  995. PASS0R(RID, compositor_effect_allocate)
  996. PASS1(compositor_effect_initialize, RID)
  997. PASS1RC(bool, is_compositor_effect, RID)
  998. PASS2(compositor_effect_set_enabled, RID, bool)
  999. PASS3(compositor_effect_set_callback, RID, RS::CompositorEffectCallbackType, const Callable &)
  1000. PASS3(compositor_effect_set_flag, RID, RS::CompositorEffectFlags, bool)
  1001. // Compositor
  1002. PASS0R(RID, compositor_allocate)
  1003. PASS1(compositor_initialize, RID)
  1004. PASS1RC(bool, is_compositor, RID)
  1005. PASS2(compositor_set_compositor_effects, RID, const TypedArray<RID> &)
  1006. // Environment
  1007. PASS0R(RID, environment_allocate)
  1008. PASS1(environment_initialize, RID)
  1009. PASS1RC(bool, is_environment, RID)
  1010. // Background
  1011. PASS2(environment_set_background, RID, RS::EnvironmentBG)
  1012. PASS2(environment_set_sky, RID, RID)
  1013. PASS2(environment_set_sky_custom_fov, RID, float)
  1014. PASS2(environment_set_sky_orientation, RID, const Basis &)
  1015. PASS2(environment_set_bg_color, RID, const Color &)
  1016. PASS3(environment_set_bg_energy, RID, float, float)
  1017. PASS2(environment_set_canvas_max_layer, RID, int)
  1018. PASS6(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource)
  1019. PASS2(environment_set_camera_feed_id, RID, int)
  1020. PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
  1021. PASS1RC(RID, environment_get_sky, RID)
  1022. PASS1RC(float, environment_get_sky_custom_fov, RID)
  1023. PASS1RC(Basis, environment_get_sky_orientation, RID)
  1024. PASS1RC(Color, environment_get_bg_color, RID)
  1025. PASS1RC(float, environment_get_bg_energy_multiplier, RID)
  1026. PASS1RC(float, environment_get_bg_intensity, RID)
  1027. PASS1RC(int, environment_get_canvas_max_layer, RID)
  1028. PASS1RC(RS::EnvironmentAmbientSource, environment_get_ambient_source, RID)
  1029. PASS1RC(Color, environment_get_ambient_light, RID)
  1030. PASS1RC(float, environment_get_ambient_light_energy, RID)
  1031. PASS1RC(float, environment_get_ambient_sky_contribution, RID)
  1032. PASS1RC(RS::EnvironmentReflectionSource, environment_get_reflection_source, RID)
  1033. // Tonemap
  1034. PASS4(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float)
  1035. PASS1RC(RS::EnvironmentToneMapper, environment_get_tone_mapper, RID)
  1036. PASS1RC(float, environment_get_exposure, RID)
  1037. PASS1RC(float, environment_get_white, RID)
  1038. // Fog
  1039. PASS11(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float, RS::EnvironmentFogMode)
  1040. PASS1RC(bool, environment_get_fog_enabled, RID)
  1041. PASS1RC(Color, environment_get_fog_light_color, RID)
  1042. PASS1RC(float, environment_get_fog_light_energy, RID)
  1043. PASS1RC(float, environment_get_fog_sun_scatter, RID)
  1044. PASS1RC(float, environment_get_fog_density, RID)
  1045. PASS1RC(float, environment_get_fog_sky_affect, RID)
  1046. PASS1RC(float, environment_get_fog_height, RID)
  1047. PASS1RC(float, environment_get_fog_height_density, RID)
  1048. PASS1RC(float, environment_get_fog_aerial_perspective, RID)
  1049. PASS1RC(RS::EnvironmentFogMode, environment_get_fog_mode, RID)
  1050. PASS2(environment_set_volumetric_fog_volume_size, int, int)
  1051. PASS1(environment_set_volumetric_fog_filter_active, bool)
  1052. // Depth Fog
  1053. PASS4(environment_set_fog_depth, RID, float, float, float)
  1054. PASS1RC(float, environment_get_fog_depth_curve, RID)
  1055. PASS1RC(float, environment_get_fog_depth_begin, RID)
  1056. PASS1RC(float, environment_get_fog_depth_end, RID)
  1057. // Volumentric Fog
  1058. PASS14(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float, float)
  1059. PASS1RC(bool, environment_get_volumetric_fog_enabled, RID)
  1060. PASS1RC(float, environment_get_volumetric_fog_density, RID)
  1061. PASS1RC(Color, environment_get_volumetric_fog_scattering, RID)
  1062. PASS1RC(Color, environment_get_volumetric_fog_emission, RID)
  1063. PASS1RC(float, environment_get_volumetric_fog_emission_energy, RID)
  1064. PASS1RC(float, environment_get_volumetric_fog_anisotropy, RID)
  1065. PASS1RC(float, environment_get_volumetric_fog_length, RID)
  1066. PASS1RC(float, environment_get_volumetric_fog_detail_spread, RID)
  1067. PASS1RC(float, environment_get_volumetric_fog_gi_inject, RID)
  1068. PASS1RC(float, environment_get_volumetric_fog_sky_affect, RID)
  1069. PASS1RC(bool, environment_get_volumetric_fog_temporal_reprojection, RID)
  1070. PASS1RC(float, environment_get_volumetric_fog_temporal_reprojection_amount, RID)
  1071. PASS1RC(float, environment_get_volumetric_fog_ambient_inject, RID)
  1072. // Glow
  1073. PASS13(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float, float, RID)
  1074. PASS1RC(bool, environment_get_glow_enabled, RID)
  1075. PASS1RC(Vector<float>, environment_get_glow_levels, RID)
  1076. PASS1RC(float, environment_get_glow_intensity, RID)
  1077. PASS1RC(float, environment_get_glow_strength, RID)
  1078. PASS1RC(float, environment_get_glow_bloom, RID)
  1079. PASS1RC(float, environment_get_glow_mix, RID)
  1080. PASS1RC(RS::EnvironmentGlowBlendMode, environment_get_glow_blend_mode, RID)
  1081. PASS1RC(float, environment_get_glow_hdr_bleed_threshold, RID)
  1082. PASS1RC(float, environment_get_glow_hdr_luminance_cap, RID)
  1083. PASS1RC(float, environment_get_glow_hdr_bleed_scale, RID)
  1084. PASS1RC(float, environment_get_glow_map_strength, RID)
  1085. PASS1RC(RID, environment_get_glow_map, RID)
  1086. PASS1(environment_glow_set_use_bicubic_upscale, bool)
  1087. // SSR
  1088. PASS6(environment_set_ssr, RID, bool, int, float, float, float)
  1089. PASS1RC(bool, environment_get_ssr_enabled, RID)
  1090. PASS1RC(int, environment_get_ssr_max_steps, RID)
  1091. PASS1RC(float, environment_get_ssr_fade_in, RID)
  1092. PASS1RC(float, environment_get_ssr_fade_out, RID)
  1093. PASS1RC(float, environment_get_ssr_depth_tolerance, RID)
  1094. PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
  1095. // SSAO
  1096. PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
  1097. PASS1RC(bool, environment_get_ssao_enabled, RID)
  1098. PASS1RC(float, environment_get_ssao_radius, RID)
  1099. PASS1RC(float, environment_get_ssao_intensity, RID)
  1100. PASS1RC(float, environment_get_ssao_power, RID)
  1101. PASS1RC(float, environment_get_ssao_detail, RID)
  1102. PASS1RC(float, environment_get_ssao_horizon, RID)
  1103. PASS1RC(float, environment_get_ssao_sharpness, RID)
  1104. PASS1RC(float, environment_get_ssao_direct_light_affect, RID)
  1105. PASS1RC(float, environment_get_ssao_ao_channel_affect, RID)
  1106. PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)
  1107. // SSIL
  1108. PASS6(environment_set_ssil, RID, bool, float, float, float, float)
  1109. PASS1RC(bool, environment_get_ssil_enabled, RID)
  1110. PASS1RC(float, environment_get_ssil_radius, RID)
  1111. PASS1RC(float, environment_get_ssil_intensity, RID)
  1112. PASS1RC(float, environment_get_ssil_sharpness, RID)
  1113. PASS1RC(float, environment_get_ssil_normal_rejection, RID)
  1114. PASS6(environment_set_ssil_quality, RS::EnvironmentSSILQuality, bool, float, int, float, float)
  1115. // SDFGI
  1116. PASS11(environment_set_sdfgi, RID, bool, int, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
  1117. PASS1RC(bool, environment_get_sdfgi_enabled, RID)
  1118. PASS1RC(int, environment_get_sdfgi_cascades, RID)
  1119. PASS1RC(float, environment_get_sdfgi_min_cell_size, RID)
  1120. PASS1RC(bool, environment_get_sdfgi_use_occlusion, RID)
  1121. PASS1RC(float, environment_get_sdfgi_bounce_feedback, RID)
  1122. PASS1RC(bool, environment_get_sdfgi_read_sky_light, RID)
  1123. PASS1RC(float, environment_get_sdfgi_energy, RID)
  1124. PASS1RC(float, environment_get_sdfgi_normal_bias, RID)
  1125. PASS1RC(float, environment_get_sdfgi_probe_bias, RID)
  1126. PASS1RC(RS::EnvironmentSDFGIYScale, environment_get_sdfgi_y_scale, RID)
  1127. PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
  1128. PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
  1129. PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)
  1130. // Adjustment
  1131. PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
  1132. PASS1RC(bool, environment_get_adjustments_enabled, RID)
  1133. PASS1RC(float, environment_get_adjustments_brightness, RID)
  1134. PASS1RC(float, environment_get_adjustments_contrast, RID)
  1135. PASS1RC(float, environment_get_adjustments_saturation, RID)
  1136. PASS1RC(bool, environment_get_use_1d_color_correction, RID)
  1137. PASS1RC(RID, environment_get_color_correction, RID)
  1138. PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
  1139. PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
  1140. PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
  1141. PASS2(sub_surface_scattering_set_scale, float, float)
  1142. PASS1(positional_soft_shadow_filter_set_quality, RS::ShadowQuality)
  1143. PASS1(directional_soft_shadow_filter_set_quality, RS::ShadowQuality)
  1144. PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
  1145. /* Render Buffers */
  1146. PASS0R(Ref<RenderSceneBuffers>, render_buffers_create)
  1147. PASS1(gi_set_use_half_resolution, bool)
  1148. /* Misc */
  1149. PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
  1150. PASS1(decals_set_filter, RS::DecalFilter)
  1151. PASS1(light_projectors_set_filter, RS::LightProjectorFilter)
  1152. PASS1(lightmaps_set_bicubic_filter, bool)
  1153. virtual void update();
  1154. bool free(RID p_rid);
  1155. void set_scene_render(RendererSceneRender *p_scene_render);
  1156. virtual void update_visibility_notifiers();
  1157. /* INTERPOLATION */
  1158. void update_interpolation_tick(bool p_process = true);
  1159. void update_interpolation_frame(bool p_process = true);
  1160. virtual void set_physics_interpolation_enabled(bool p_enabled);
  1161. struct InterpolationData {
  1162. void notify_free_instance(RID p_rid, Instance &r_instance);
  1163. LocalVector<RID> instance_interpolate_update_list;
  1164. LocalVector<RID> instance_transform_update_lists[2];
  1165. LocalVector<RID> *instance_transform_update_list_curr = &instance_transform_update_lists[0];
  1166. LocalVector<RID> *instance_transform_update_list_prev = &instance_transform_update_lists[1];
  1167. bool interpolation_enabled = false;
  1168. } _interpolation_data;
  1169. RendererSceneCull();
  1170. virtual ~RendererSceneCull();
  1171. };
  1172. #endif // RENDERER_SCENE_CULL_H