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- /**************************************************************************/
- /* visual_server_scene.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 "visual_server_scene.h"
- #include "core/math/transform_interpolator.h"
- #include "core/os/os.h"
- #include "visual_server_globals.h"
- #include "visual_server_raster.h"
- #include <new>
- /* CAMERA API */
- Transform VisualServerScene::Camera::get_transform_interpolated() const {
- if (!interpolated) {
- return transform;
- }
- Transform final;
- TransformInterpolator::interpolate_transform_via_method(transform_prev, transform, final, Engine::get_singleton()->get_physics_interpolation_fraction(), interpolation_method);
- return final;
- }
- RID VisualServerScene::camera_create() {
- Camera *camera = memnew(Camera);
- return camera_owner.make_rid(camera);
- }
- void VisualServerScene::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
- Camera *camera = camera_owner.get(p_camera);
- ERR_FAIL_COND(!camera);
- camera->type = Camera::PERSPECTIVE;
- camera->fov = p_fovy_degrees;
- camera->znear = p_z_near;
- camera->zfar = p_z_far;
- }
- void VisualServerScene::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
- Camera *camera = camera_owner.get(p_camera);
- ERR_FAIL_COND(!camera);
- camera->type = Camera::ORTHOGONAL;
- camera->size = p_size;
- camera->znear = p_z_near;
- camera->zfar = p_z_far;
- }
- void VisualServerScene::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
- Camera *camera = camera_owner.get(p_camera);
- ERR_FAIL_COND(!camera);
- camera->type = Camera::FRUSTUM;
- camera->size = p_size;
- camera->offset = p_offset;
- camera->znear = p_z_near;
- camera->zfar = p_z_far;
- }
- void VisualServerScene::camera_reset_physics_interpolation(RID p_camera) {
- Camera *camera = camera_owner.get(p_camera);
- ERR_FAIL_COND(!camera);
- if (_interpolation_data.interpolation_enabled && camera->interpolated) {
- _interpolation_data.camera_teleport_list.push_back(p_camera);
- }
- }
- void VisualServerScene::camera_set_interpolated(RID p_camera, bool p_interpolated) {
- Camera *camera = camera_owner.get(p_camera);
- ERR_FAIL_COND(!camera);
- camera->interpolated = p_interpolated;
- }
- void VisualServerScene::camera_set_transform(RID p_camera, const Transform &p_transform) {
- Camera *camera = camera_owner.get(p_camera);
- ERR_FAIL_COND(!camera);
- camera->transform = p_transform.orthonormalized();
- if (_interpolation_data.interpolation_enabled) {
- if (camera->interpolated) {
- if (!camera->on_interpolate_transform_list) {
- _interpolation_data.camera_transform_update_list_curr->push_back(p_camera);
- camera->on_interpolate_transform_list = true;
- }
- // decide on the interpolation method .. slerp if possible
- camera->interpolation_method = TransformInterpolator::find_method(camera->transform_prev.basis, camera->transform.basis);
- #if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
- if (!Engine::get_singleton()->is_in_physics_frame()) {
- // Effectively a WARN_PRINT_ONCE but after a certain number of occurrences.
- static int32_t warn_count = -256;
- if ((warn_count == 0) && GLOBAL_GET("debug/settings/physics_interpolation/enable_warnings")) {
- WARN_PRINT("[Physics interpolation] Camera interpolation is being triggered from outside physics process, this might lead to issues (possibly benign).");
- }
- warn_count++;
- }
- #endif
- } else {
- #if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
- if (Engine::get_singleton()->is_in_physics_frame()) {
- static int32_t warn_count = -256;
- if ((warn_count == 0) && GLOBAL_GET("debug/settings/physics_interpolation/enable_warnings")) {
- WARN_PRINT("[Physics interpolation] Non-interpolated Camera is being triggered from physics process, this might lead to issues (possibly benign).");
- }
- warn_count++;
- }
- #endif
- }
- }
- }
- void VisualServerScene::camera_set_cull_mask(RID p_camera, uint32_t p_layers) {
- Camera *camera = camera_owner.get(p_camera);
- ERR_FAIL_COND(!camera);
- camera->visible_layers = p_layers;
- }
- void VisualServerScene::camera_set_environment(RID p_camera, RID p_env) {
- Camera *camera = camera_owner.get(p_camera);
- ERR_FAIL_COND(!camera);
- camera->env = p_env;
- }
- void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
- Camera *camera = camera_owner.get(p_camera);
- ERR_FAIL_COND(!camera);
- camera->vaspect = p_enable;
- }
- /* SPATIAL PARTITIONING */
- VisualServerScene::SpatialPartitioningScene_BVH::SpatialPartitioningScene_BVH() {
- _bvh.params_set_thread_safe(GLOBAL_GET("rendering/threads/thread_safe_bvh"));
- _bvh.params_set_pairing_expansion(GLOBAL_GET("rendering/quality/spatial_partitioning/bvh_collision_margin"));
- _dummy_cull_object = memnew(Instance);
- }
- VisualServerScene::SpatialPartitioningScene_BVH::~SpatialPartitioningScene_BVH() {
- if (_dummy_cull_object) {
- memdelete(_dummy_cull_object);
- _dummy_cull_object = nullptr;
- }
- }
- VisualServerScene::SpatialPartitionID VisualServerScene::SpatialPartitioningScene_BVH::create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
- #if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
- // we are relying on this instance to be valid in order to pass
- // the visible flag to the bvh.
- DEV_ASSERT(p_userdata);
- #endif
- // cache the pairable mask and pairable type on the instance as it is needed for user callbacks from the BVH, and this is
- // too complex to calculate each callback...
- p_userdata->bvh_pairable_mask = p_pairable_mask;
- p_userdata->bvh_pairable_type = p_pairable_type;
- uint32_t tree_id = p_pairable ? 1 : 0;
- uint32_t tree_collision_mask = 3;
- return _bvh.create(p_userdata, p_userdata->visible, tree_id, tree_collision_mask, p_aabb, p_subindex) + 1;
- }
- void VisualServerScene::SpatialPartitioningScene_BVH::erase(SpatialPartitionID p_handle) {
- _bvh.erase(p_handle - 1);
- }
- void VisualServerScene::SpatialPartitioningScene_BVH::move(SpatialPartitionID p_handle, const AABB &p_aabb) {
- _bvh.move(p_handle - 1, p_aabb);
- }
- void VisualServerScene::SpatialPartitioningScene_BVH::activate(SpatialPartitionID p_handle, const AABB &p_aabb) {
- // be very careful here, we are deferring the collision check, expecting a set_pairable to be called
- // immediately after.
- // see the notes in the BVH function.
- _bvh.activate(p_handle - 1, p_aabb, true);
- }
- void VisualServerScene::SpatialPartitioningScene_BVH::deactivate(SpatialPartitionID p_handle) {
- _bvh.deactivate(p_handle - 1);
- }
- void VisualServerScene::SpatialPartitioningScene_BVH::force_collision_check(SpatialPartitionID p_handle) {
- _bvh.force_collision_check(p_handle - 1);
- }
- void VisualServerScene::SpatialPartitioningScene_BVH::update() {
- _bvh.update();
- }
- void VisualServerScene::SpatialPartitioningScene_BVH::update_collisions() {
- _bvh.update_collisions();
- }
- void VisualServerScene::SpatialPartitioningScene_BVH::set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
- SpatialPartitionID handle = p_instance->spatial_partition_id;
- p_instance->bvh_pairable_mask = p_pairable_mask;
- p_instance->bvh_pairable_type = p_pairable_type;
- uint32_t tree_id = p_pairable ? 1 : 0;
- uint32_t tree_collision_mask = 3;
- _bvh.set_tree(handle - 1, tree_id, tree_collision_mask);
- }
- int VisualServerScene::SpatialPartitioningScene_BVH::cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask) {
- _dummy_cull_object->bvh_pairable_mask = p_mask;
- _dummy_cull_object->bvh_pairable_type = 0;
- return _bvh.cull_convex(p_convex, p_result_array, p_result_max, _dummy_cull_object);
- }
- int VisualServerScene::SpatialPartitioningScene_BVH::cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) {
- _dummy_cull_object->bvh_pairable_mask = p_mask;
- _dummy_cull_object->bvh_pairable_type = 0;
- return _bvh.cull_aabb(p_aabb, p_result_array, p_result_max, _dummy_cull_object, 0xFFFFFFFF, p_subindex_array);
- }
- int VisualServerScene::SpatialPartitioningScene_BVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) {
- _dummy_cull_object->bvh_pairable_mask = p_mask;
- _dummy_cull_object->bvh_pairable_type = 0;
- return _bvh.cull_segment(p_from, p_to, p_result_array, p_result_max, _dummy_cull_object, 0xFFFFFFFF, p_subindex_array);
- }
- void VisualServerScene::SpatialPartitioningScene_BVH::set_pair_callback(PairCallback p_callback, void *p_userdata) {
- _bvh.set_pair_callback(p_callback, p_userdata);
- }
- void VisualServerScene::SpatialPartitioningScene_BVH::set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
- _bvh.set_unpair_callback(p_callback, p_userdata);
- }
- ///////////////////////
- VisualServerScene::SpatialPartitionID VisualServerScene::SpatialPartitioningScene_Octree::create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
- return _octree.create(p_userdata, p_aabb, p_subindex, p_pairable, p_pairable_type, p_pairable_mask);
- }
- void VisualServerScene::SpatialPartitioningScene_Octree::erase(SpatialPartitionID p_handle) {
- _octree.erase(p_handle);
- }
- void VisualServerScene::SpatialPartitioningScene_Octree::move(SpatialPartitionID p_handle, const AABB &p_aabb) {
- _octree.move(p_handle, p_aabb);
- }
- void VisualServerScene::SpatialPartitioningScene_Octree::set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
- SpatialPartitionID handle = p_instance->spatial_partition_id;
- _octree.set_pairable(handle, p_pairable, p_pairable_type, p_pairable_mask);
- }
- int VisualServerScene::SpatialPartitioningScene_Octree::cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask) {
- return _octree.cull_convex(p_convex, p_result_array, p_result_max, p_mask);
- }
- int VisualServerScene::SpatialPartitioningScene_Octree::cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) {
- return _octree.cull_aabb(p_aabb, p_result_array, p_result_max, p_subindex_array, p_mask);
- }
- int VisualServerScene::SpatialPartitioningScene_Octree::cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) {
- return _octree.cull_segment(p_from, p_to, p_result_array, p_result_max, p_subindex_array, p_mask);
- }
- void VisualServerScene::SpatialPartitioningScene_Octree::set_pair_callback(PairCallback p_callback, void *p_userdata) {
- _octree.set_pair_callback(p_callback, p_userdata);
- }
- void VisualServerScene::SpatialPartitioningScene_Octree::set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
- _octree.set_unpair_callback(p_callback, p_userdata);
- }
- void VisualServerScene::SpatialPartitioningScene_Octree::set_balance(float p_balance) {
- _octree.set_balance(p_balance);
- }
- /* SCENARIO API */
- VisualServerScene::Scenario::Scenario() {
- debug = VS::SCENARIO_DEBUG_DISABLED;
- bool use_bvh_or_octree = GLOBAL_GET("rendering/quality/spatial_partitioning/use_bvh");
- if (use_bvh_or_octree) {
- sps = memnew(SpatialPartitioningScene_BVH);
- } else {
- sps = memnew(SpatialPartitioningScene_Octree);
- }
- }
- void *VisualServerScene::_instance_pair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int) {
- //VisualServerScene *self = (VisualServerScene*)p_self;
- Instance *A = p_A;
- Instance *B = p_B;
- //instance indices are designed so greater always contains lesser
- if (A->base_type > B->base_type) {
- SWAP(A, B); //lesser always first
- }
- if (B->base_type == VS::INSTANCE_LIGHT && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
- InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
- InstanceLightData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->lighting.push_back(B);
- List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo);
- if (geom->can_cast_shadows) {
- light->shadow_dirty = true;
- }
- geom->lighting_dirty = true;
- return E; //this element should make freeing faster
- } else if (B->base_type == VS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
- InstanceReflectionProbeData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->reflection_probes.push_back(B);
- List<InstanceReflectionProbeData::PairInfo>::Element *E = reflection_probe->geometries.push_back(pinfo);
- geom->reflection_dirty = true;
- return E; //this element should make freeing faster
- } else if (B->base_type == VS::INSTANCE_LIGHTMAP_CAPTURE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
- InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
- InstanceLightmapCaptureData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->lightmap_captures.push_back(B);
- List<InstanceLightmapCaptureData::PairInfo>::Element *E = lightmap_capture->geometries.push_back(pinfo);
- ((VisualServerScene *)p_self)->_instance_queue_update(A, false, false); //need to update capture
- return E; //this element should make freeing faster
- } else if (B->base_type == VS::INSTANCE_GI_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
- InstanceGIProbeData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->gi_probes.push_back(B);
- List<InstanceGIProbeData::PairInfo>::Element *E = gi_probe->geometries.push_back(pinfo);
- geom->gi_probes_dirty = true;
- return E; //this element should make freeing faster
- } else if (B->base_type == VS::INSTANCE_GI_PROBE && A->base_type == VS::INSTANCE_LIGHT) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- return gi_probe->lights.insert(A);
- }
- return nullptr;
- }
- void VisualServerScene::_instance_unpair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int, void *udata) {
- //VisualServerScene *self = (VisualServerScene*)p_self;
- Instance *A = p_A;
- Instance *B = p_B;
- //instance indices are designed so greater always contains lesser
- if (A->base_type > B->base_type) {
- SWAP(A, B); //lesser always first
- }
- if (B->base_type == VS::INSTANCE_LIGHT && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
- InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
- List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element *>(udata);
- geom->lighting.erase(E->get().L);
- light->geometries.erase(E);
- if (geom->can_cast_shadows) {
- light->shadow_dirty = true;
- }
- geom->lighting_dirty = true;
- } else if (B->base_type == VS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
- List<InstanceReflectionProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceReflectionProbeData::PairInfo>::Element *>(udata);
- geom->reflection_probes.erase(E->get().L);
- reflection_probe->geometries.erase(E);
- geom->reflection_dirty = true;
- } else if (B->base_type == VS::INSTANCE_LIGHTMAP_CAPTURE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
- InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
- List<InstanceLightmapCaptureData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightmapCaptureData::PairInfo>::Element *>(udata);
- geom->lightmap_captures.erase(E->get().L);
- lightmap_capture->geometries.erase(E);
- ((VisualServerScene *)p_self)->_instance_queue_update(A, false, false); //need to update capture
- } else if (B->base_type == VS::INSTANCE_GI_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
- List<InstanceGIProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceGIProbeData::PairInfo>::Element *>(udata);
- geom->gi_probes.erase(E->get().L);
- gi_probe->geometries.erase(E);
- geom->gi_probes_dirty = true;
- } else if (B->base_type == VS::INSTANCE_GI_PROBE && A->base_type == VS::INSTANCE_LIGHT) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- Set<Instance *>::Element *E = reinterpret_cast<Set<Instance *>::Element *>(udata);
- gi_probe->lights.erase(E);
- }
- }
- RID VisualServerScene::scenario_create() {
- Scenario *scenario = memnew(Scenario);
- ERR_FAIL_COND_V(!scenario, RID());
- RID scenario_rid = scenario_owner.make_rid(scenario);
- scenario->self = scenario_rid;
- scenario->sps->set_balance(GLOBAL_GET("rendering/quality/spatial_partitioning/render_tree_balance"));
- scenario->sps->set_pair_callback(_instance_pair, this);
- scenario->sps->set_unpair_callback(_instance_unpair, this);
- scenario->reflection_probe_shadow_atlas = VSG::scene_render->shadow_atlas_create();
- VSG::scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
- VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
- VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
- VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
- VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
- scenario->reflection_atlas = VSG::scene_render->reflection_atlas_create();
- return scenario_rid;
- }
- void VisualServerScene::set_physics_interpolation_enabled(bool p_enabled) {
- _interpolation_data.interpolation_enabled = p_enabled;
- }
- void VisualServerScene::tick() {
- if (_interpolation_data.interpolation_enabled) {
- update_interpolation_tick(true);
- }
- }
- void VisualServerScene::pre_draw(bool p_will_draw) {
- // even when running and not drawing scenes, we still need to clear intermediate per frame
- // interpolation data .. hence the p_will_draw flag (so we can reduce the processing if the frame
- // will not be drawn)
- if (_interpolation_data.interpolation_enabled) {
- update_interpolation_frame(p_will_draw);
- }
- }
- void VisualServerScene::scenario_set_debug(RID p_scenario, VS::ScenarioDebugMode p_debug_mode) {
- Scenario *scenario = scenario_owner.get(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->debug = p_debug_mode;
- }
- void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environment) {
- Scenario *scenario = scenario_owner.get(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->environment = p_environment;
- }
- void VisualServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
- Scenario *scenario = scenario_owner.get(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->fallback_environment = p_environment;
- }
- void VisualServerScene::scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv) {
- Scenario *scenario = scenario_owner.get(p_scenario);
- ERR_FAIL_COND(!scenario);
- VSG::scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_size);
- VSG::scene_render->reflection_atlas_set_subdivision(scenario->reflection_atlas, p_subdiv);
- }
- /* INSTANCING API */
- void VisualServerScene::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_materials) {
- if (p_update_aabb) {
- p_instance->update_aabb = true;
- }
- if (p_update_materials) {
- p_instance->update_materials = true;
- }
- if (p_instance->update_item.in_list()) {
- return;
- }
- _instance_update_list.add(&p_instance->update_item);
- }
- RID VisualServerScene::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 VisualServerScene::instance_set_base(RID p_instance, RID p_base) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- Scenario *scenario = instance->scenario;
- if (instance->base_type != VS::INSTANCE_NONE) {
- //free anything related to that base
- VSG::storage->instance_remove_dependency(instance->base, instance);
- if (instance->base_type == VS::INSTANCE_GI_PROBE) {
- //if gi probe is baking, wait until done baking, else race condition may happen when removing it
- //from octree
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
- //make sure probes are done baking
- while (!probe_bake_list.empty()) {
- OS::get_singleton()->delay_usec(1);
- }
- //make sure this one is done baking
- while (gi_probe->dynamic.updating_stage == GI_UPDATE_STAGE_LIGHTING) {
- //wait until bake is done if it's baking
- OS::get_singleton()->delay_usec(1);
- }
- }
- if (scenario && instance->spatial_partition_id) {
- scenario->sps->erase(instance->spatial_partition_id);
- instance->spatial_partition_id = 0;
- }
- switch (instance->base_type) {
- case VS::INSTANCE_LIGHT: {
- InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
- if (instance->scenario && light->D) {
- instance->scenario->directional_lights.erase(light->D);
- light->D = nullptr;
- }
- VSG::scene_render->free(light->instance);
- } break;
- case VS::INSTANCE_REFLECTION_PROBE: {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
- VSG::scene_render->free(reflection_probe->instance);
- if (reflection_probe->update_list.in_list()) {
- reflection_probe_render_list.remove(&reflection_probe->update_list);
- }
- } break;
- case VS::INSTANCE_LIGHTMAP_CAPTURE: {
- InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(instance->base_data);
- //erase dependencies, since no longer a lightmap
- while (lightmap_capture->users.front()) {
- instance_set_use_lightmap(lightmap_capture->users.front()->get()->self, RID(), RID(), -1, Rect2(0, 0, 1, 1));
- }
- } break;
- case VS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
- if (gi_probe->update_element.in_list()) {
- gi_probe_update_list.remove(&gi_probe->update_element);
- }
- if (gi_probe->dynamic.probe_data.is_valid()) {
- VSG::storage->free(gi_probe->dynamic.probe_data);
- }
- if (instance->lightmap_capture) {
- Instance *capture = (Instance *)instance->lightmap_capture;
- InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(capture->base_data);
- lightmap_capture->users.erase(instance);
- instance->lightmap_capture = nullptr;
- instance->lightmap = RID();
- }
- VSG::scene_render->free(gi_probe->probe_instance);
- } break;
- default: {
- }
- }
- if (instance->base_data) {
- memdelete(instance->base_data);
- instance->base_data = nullptr;
- }
- instance->blend_values = PoolRealArray();
- for (int i = 0; i < instance->materials.size(); i++) {
- if (instance->materials[i].is_valid()) {
- VSG::storage->material_remove_instance_owner(instance->materials[i], instance);
- }
- }
- instance->materials.clear();
- }
- instance->base_type = VS::INSTANCE_NONE;
- instance->base = RID();
- if (p_base.is_valid()) {
- instance->base_type = VSG::storage->get_base_type(p_base);
- ERR_FAIL_COND(instance->base_type == VS::INSTANCE_NONE);
- switch (instance->base_type) {
- case VS::INSTANCE_LIGHT: {
- InstanceLightData *light = memnew(InstanceLightData);
- if (scenario && VSG::storage->light_get_type(p_base) == VS::LIGHT_DIRECTIONAL) {
- light->D = scenario->directional_lights.push_back(instance);
- }
- light->instance = VSG::scene_render->light_instance_create(p_base);
- instance->base_data = light;
- } break;
- case VS::INSTANCE_MESH:
- case VS::INSTANCE_MULTIMESH:
- case VS::INSTANCE_IMMEDIATE:
- case VS::INSTANCE_PARTICLES: {
- InstanceGeometryData *geom = memnew(InstanceGeometryData);
- instance->base_data = geom;
- if (instance->base_type == VS::INSTANCE_MESH) {
- instance->blend_values.resize(VSG::storage->mesh_get_blend_shape_count(p_base));
- }
- } break;
- case VS::INSTANCE_REFLECTION_PROBE: {
- InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
- reflection_probe->owner = instance;
- instance->base_data = reflection_probe;
- reflection_probe->instance = VSG::scene_render->reflection_probe_instance_create(p_base);
- } break;
- case VS::INSTANCE_LIGHTMAP_CAPTURE: {
- InstanceLightmapCaptureData *lightmap_capture = memnew(InstanceLightmapCaptureData);
- instance->base_data = lightmap_capture;
- //lightmap_capture->instance = VSG::scene_render->lightmap_capture_instance_create(p_base);
- } break;
- case VS::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 = VSG::scene_render->gi_probe_instance_create();
- } break;
- default: {
- }
- }
- VSG::storage->instance_add_dependency(p_base, instance);
- instance->base = p_base;
- if (scenario) {
- _instance_queue_update(instance, true, true);
- }
- }
- }
- void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- if (instance->scenario) {
- instance->scenario->instances.remove(&instance->scenario_item);
- if (instance->spatial_partition_id) {
- instance->scenario->sps->erase(instance->spatial_partition_id);
- instance->spatial_partition_id = 0;
- }
- // handle occlusion changes
- if (instance->occlusion_handle) {
- _instance_destroy_occlusion_rep(instance);
- }
- // remove any interpolation data associated with the instance in this scenario
- _interpolation_data.notify_free_instance(p_instance, *instance);
- switch (instance->base_type) {
- case VS::INSTANCE_LIGHT: {
- InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
- if (light->D) {
- instance->scenario->directional_lights.erase(light->D);
- light->D = nullptr;
- }
- } break;
- case VS::INSTANCE_REFLECTION_PROBE: {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
- VSG::scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
- } break;
- case VS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
- 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.get(p_scenario);
- ERR_FAIL_COND(!scenario);
- instance->scenario = scenario;
- scenario->instances.add(&instance->scenario_item);
- switch (instance->base_type) {
- case VS::INSTANCE_LIGHT: {
- InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
- if (VSG::storage->light_get_type(instance->base) == VS::LIGHT_DIRECTIONAL) {
- light->D = scenario->directional_lights.push_back(instance);
- }
- } break;
- case VS::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: {
- }
- }
- // handle occlusion changes if necessary
- _instance_create_occlusion_rep(instance);
- _instance_queue_update(instance, true, true);
- }
- }
- void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- instance->layer_mask = p_mask;
- }
- void VisualServerScene::instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- instance->sorting_offset = p_sorting_offset;
- instance->use_aabb_center = p_use_aabb_center;
- }
- void VisualServerScene::instance_reset_physics_interpolation(RID p_instance) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- if (_interpolation_data.interpolation_enabled && instance->interpolated) {
- _interpolation_data.instance_teleport_list.push_back(p_instance);
- }
- }
- void VisualServerScene::instance_set_interpolated(RID p_instance, bool p_interpolated) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- instance->interpolated = p_interpolated;
- }
- void VisualServerScene::instance_set_transform(RID p_instance, const Transform &p_transform) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- if (!(_interpolation_data.interpolation_enabled && instance->interpolated) || !instance->scenario) {
- if (instance->transform == p_transform) {
- return; //must be checked to avoid worst evil
- }
- #ifdef DEBUG_ENABLED
- for (int i = 0; i < 4; i++) {
- const Vector3 &v = i < 3 ? p_transform.basis.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);
- #if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
- if ((_interpolation_data.interpolation_enabled && !instance->interpolated) && (Engine::get_singleton()->is_in_physics_frame())) {
- static int32_t warn_count = 0;
- warn_count++;
- if (((warn_count % 2048) == 0) && GLOBAL_GET("debug/settings/physics_interpolation/enable_warnings")) {
- String node_name;
- ObjectID id = instance->object_id;
- if (id != 0) {
- if (ObjectDB::get_instance(id)) {
- Node *node = Object::cast_to<Node>(ObjectDB::get_instance(id));
- if (node && node->is_inside_tree()) {
- node_name = "\"" + String(node->get_path()) + "\"";
- } else {
- node_name = "\"unknown\"";
- }
- }
- }
- WARN_PRINT("[Physics interpolation] Non-interpolated Instance is being triggered from physics process, this might lead to issues: " + node_name + " (possibly benign).");
- }
- }
- #endif
- return;
- }
- float new_checksum = TransformInterpolator::checksum_transform(p_transform);
- bool checksums_match = (instance->transform_checksum_curr == new_checksum) && (instance->transform_checksum_prev == new_checksum);
- // we can't entirely reject no changes because we need the interpolation
- // system to keep on stewing
- // Optimized check. First checks the checksums. If they pass it does the slow check at the end.
- // Alternatively we can do this non-optimized and ignore the checksum...
- // if no change
- if (checksums_match && (instance->transform_curr == p_transform) && (instance->transform_prev == p_transform)) {
- return;
- }
- #ifdef DEBUG_ENABLED
- for (int i = 0; i < 4; i++) {
- const Vector3 &v = i < 3 ? p_transform.basis.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_curr = p_transform;
- // keep checksums up to date
- instance->transform_checksum_curr = new_checksum;
- if (!instance->on_interpolate_transform_list) {
- _interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
- instance->on_interpolate_transform_list = true;
- } else {
- DEV_ASSERT(_interpolation_data.instance_transform_update_list_curr->size());
- }
- // If the instance is invisible, then we are simply updating the data flow, there is no need to calculate the interpolated
- // transform or anything else.
- // Ideally we would not even call the VisualServer::set_transform() when invisible but that would entail having logic
- // to keep track of the previous transform on the SceneTree side. The "early out" below is less efficient but a lot cleaner codewise.
- if (!instance->visible) {
- return;
- }
- // decide on the interpolation method .. slerp if possible
- instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
- if (!instance->on_interpolate_list) {
- _interpolation_data.instance_interpolate_update_list.push_back(p_instance);
- instance->on_interpolate_list = true;
- } else {
- DEV_ASSERT(_interpolation_data.instance_interpolate_update_list.size());
- }
- _instance_queue_update(instance, true);
- #if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
- if (!Engine::get_singleton()->is_in_physics_frame()) {
- static int32_t warn_count = 0;
- warn_count++;
- if (((warn_count % 2048) == 0) && GLOBAL_GET("debug/settings/physics_interpolation/enable_warnings")) {
- String node_name;
- ObjectID id = instance->object_id;
- if (id != 0) {
- if (ObjectDB::get_instance(id)) {
- Node *node = Object::cast_to<Node>(ObjectDB::get_instance(id));
- if (node && node->is_inside_tree()) {
- node_name = "\"" + String(node->get_path()) + "\"";
- } else {
- node_name = "\"unknown\"";
- }
- }
- }
- WARN_PRINT("[Physics interpolation] Instance interpolation is being triggered from outside physics process, this might lead to issues: " + node_name + " (possibly benign).");
- }
- }
- #endif
- }
- void VisualServerScene::InterpolationData::notify_free_camera(RID p_rid, Camera &r_camera) {
- r_camera.on_interpolate_transform_list = false;
- if (!interpolation_enabled) {
- return;
- }
- // if the camera was on any of the lists, remove
- camera_transform_update_list_curr->erase_multiple_unordered(p_rid);
- camera_transform_update_list_prev->erase_multiple_unordered(p_rid);
- camera_teleport_list.erase_multiple_unordered(p_rid);
- }
- void VisualServerScene::InterpolationData::notify_free_instance(RID p_rid, Instance &r_instance) {
- r_instance.on_interpolate_list = false;
- r_instance.on_interpolate_transform_list = false;
- if (!interpolation_enabled) {
- return;
- }
- // if the instance was on any of the lists, remove
- instance_interpolate_update_list.erase_multiple_unordered(p_rid);
- instance_transform_update_list_curr->erase_multiple_unordered(p_rid);
- instance_transform_update_list_prev->erase_multiple_unordered(p_rid);
- instance_teleport_list.erase_multiple_unordered(p_rid);
- }
- void VisualServerScene::update_interpolation_tick(bool p_process) {
- // update interpolation in storage
- VSG::storage->update_interpolation_tick(p_process);
- // detect any that were on the previous transform list that are no longer active,
- // we should remove them from the interpolate list
- for (unsigned int n = 0; n < _interpolation_data.instance_transform_update_list_prev->size(); n++) {
- const RID &rid = (*_interpolation_data.instance_transform_update_list_prev)[n];
- Instance *instance = instance_owner.getornull(rid);
- bool active = true;
- // no longer active? (either the instance deleted or no longer being transformed)
- if (instance && !instance->on_interpolate_transform_list) {
- active = false;
- instance->on_interpolate_list = false;
- // make sure the most recent transform is set
- instance->transform = instance->transform_curr;
- // and that both prev and current are the same, just in case of any interpolations
- instance->transform_prev = instance->transform_curr;
- // make sure are updated one more time to ensure the AABBs are correct
- _instance_queue_update(instance, true);
- }
- if (!instance) {
- active = false;
- }
- if (!active) {
- _interpolation_data.instance_interpolate_update_list.erase(rid);
- }
- }
- // and now for any in the transform list (being actively interpolated), keep the previous transform
- // value up to date ready for the next tick
- if (p_process) {
- for (unsigned int n = 0; n < _interpolation_data.instance_transform_update_list_curr->size(); n++) {
- const RID &rid = (*_interpolation_data.instance_transform_update_list_curr)[n];
- Instance *instance = instance_owner.getornull(rid);
- if (instance) {
- instance->transform_prev = instance->transform_curr;
- instance->transform_checksum_prev = instance->transform_checksum_curr;
- instance->on_interpolate_transform_list = false;
- }
- }
- }
- // we maintain a mirror list for the transform updates, so we can detect when an instance
- // is no longer being transformed, and remove it from the interpolate list
- SWAP(_interpolation_data.instance_transform_update_list_curr, _interpolation_data.instance_transform_update_list_prev);
- // prepare for the next iteration
- _interpolation_data.instance_transform_update_list_curr->clear();
- // CAMERAS
- // detect any that were on the previous transform list that are no longer active,
- for (unsigned int n = 0; n < _interpolation_data.camera_transform_update_list_prev->size(); n++) {
- const RID &rid = (*_interpolation_data.camera_transform_update_list_prev)[n];
- Camera *camera = camera_owner.getornull(rid);
- // no longer active? (either the instance deleted or no longer being transformed)
- if (camera && !camera->on_interpolate_transform_list) {
- camera->transform = camera->transform_prev;
- }
- }
- // cameras , swap any current with previous
- for (unsigned int n = 0; n < _interpolation_data.camera_transform_update_list_curr->size(); n++) {
- const RID &rid = (*_interpolation_data.camera_transform_update_list_curr)[n];
- Camera *camera = camera_owner.getornull(rid);
- if (camera) {
- camera->transform_prev = camera->transform;
- camera->on_interpolate_transform_list = false;
- }
- }
- // we maintain a mirror list for the transform updates, so we can detect when an instance
- // is no longer being transformed, and remove it from the interpolate list
- SWAP(_interpolation_data.camera_transform_update_list_curr, _interpolation_data.camera_transform_update_list_prev);
- // prepare for the next iteration
- _interpolation_data.camera_transform_update_list_curr->clear();
- }
- void VisualServerScene::update_interpolation_frame(bool p_process) {
- // update interpolation in storage
- VSG::storage->update_interpolation_frame(p_process);
- // teleported instances
- for (unsigned int n = 0; n < _interpolation_data.instance_teleport_list.size(); n++) {
- const RID &rid = _interpolation_data.instance_teleport_list[n];
- Instance *instance = instance_owner.getornull(rid);
- if (instance) {
- instance->transform_prev = instance->transform_curr;
- instance->transform_checksum_prev = instance->transform_checksum_curr;
- }
- }
- _interpolation_data.instance_teleport_list.clear();
- // camera teleports
- for (unsigned int n = 0; n < _interpolation_data.camera_teleport_list.size(); n++) {
- const RID &rid = _interpolation_data.camera_teleport_list[n];
- Camera *camera = camera_owner.getornull(rid);
- if (camera) {
- camera->transform_prev = camera->transform;
- }
- }
- _interpolation_data.camera_teleport_list.clear();
- if (p_process) {
- real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
- for (unsigned int i = 0; i < _interpolation_data.instance_interpolate_update_list.size(); i++) {
- const RID &rid = _interpolation_data.instance_interpolate_update_list[i];
- Instance *instance = instance_owner.getornull(rid);
- if (instance) {
- TransformInterpolator::interpolate_transform_via_method(instance->transform_prev, instance->transform_curr, instance->transform, f, instance->interpolation_method);
- // make sure AABBs are constantly up to date through the interpolation
- _instance_queue_update(instance, true);
- }
- } // for n
- }
- }
- void VisualServerScene::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- instance->object_id = p_id;
- }
- void VisualServerScene::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- if (instance->update_item.in_list()) {
- _update_dirty_instance(instance);
- }
- ERR_FAIL_INDEX(p_shape, instance->blend_values.size());
- instance->blend_values.write().ptr()[p_shape] = p_weight;
- VSG::storage->mesh_set_blend_shape_values(instance->base, instance->blend_values);
- }
- void VisualServerScene::instance_set_surface_material(RID p_instance, int p_surface, RID p_material) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- if (instance->base_type == VS::INSTANCE_MESH) {
- //may not have been updated yet
- instance->materials.resize(VSG::storage->mesh_get_surface_count(instance->base));
- }
- ERR_FAIL_INDEX(p_surface, instance->materials.size());
- if (instance->materials[p_surface].is_valid()) {
- VSG::storage->material_remove_instance_owner(instance->materials[p_surface], instance);
- }
- instance->materials.write[p_surface] = p_material;
- instance->base_changed(false, true);
- if (instance->materials[p_surface].is_valid()) {
- VSG::storage->material_add_instance_owner(instance->materials[p_surface], instance);
- }
- }
- void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- if (instance->visible == p_visible) {
- return;
- }
- instance->visible = p_visible;
- // Special case for physics interpolation, we want to ensure the interpolated data is up to date
- if (_interpolation_data.interpolation_enabled && p_visible && instance->interpolated && instance->scenario && !instance->on_interpolate_list) {
- // Do all the extra work we normally do on instance_set_transform(), because this is optimized out for hidden instances.
- // This prevents a glitch of stale interpolation transform data when unhiding before the next physics tick.
- instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
- _interpolation_data.instance_interpolate_update_list.push_back(p_instance);
- instance->on_interpolate_list = true;
- _instance_queue_update(instance, true);
- // We must also place on the transform update list for a tick, so the system
- // can auto-detect if the instance is no longer moving, and remove from the interpolate lists again.
- // If this step is ignored, an unmoving instance could remain on the interpolate lists indefinitely
- // (or rather until the object is deleted) and cause unnecessary updates and drawcalls.
- if (!instance->on_interpolate_transform_list) {
- _interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
- instance->on_interpolate_transform_list = true;
- }
- }
- // give the opportunity for the spatial partitioning scene to use a special implementation of visibility
- // for efficiency (supported in BVH but not octree)
- // slightly bug prone optimization here - we want to avoid doing a collision check twice
- // once when activating, and once when calling set_pairable. We do this by deferring the collision check.
- // However, in some cases (notably meshes), set_pairable never gets called. So we want to catch this case
- // and force a collision check (see later in this function).
- // This is only done in two stages to maintain compatibility with the octree.
- if (instance->spatial_partition_id && instance->scenario) {
- if (p_visible) {
- instance->scenario->sps->activate(instance->spatial_partition_id, instance->transformed_aabb);
- } else {
- instance->scenario->sps->deactivate(instance->spatial_partition_id);
- }
- }
- // when showing or hiding geometry, lights must be kept up to date to show / hide shadows
- if ((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
- if (geom->can_cast_shadows) {
- for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
- light->shadow_dirty = true;
- }
- }
- }
- switch (instance->base_type) {
- case VS::INSTANCE_LIGHT: {
- if (VSG::storage->light_get_type(instance->base) != VS::LIGHT_DIRECTIONAL && instance->spatial_partition_id && instance->scenario) {
- instance->scenario->sps->set_pairable(instance, p_visible, 1 << VS::INSTANCE_LIGHT, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0);
- }
- } break;
- case VS::INSTANCE_REFLECTION_PROBE: {
- if (instance->spatial_partition_id && instance->scenario) {
- instance->scenario->sps->set_pairable(instance, p_visible, 1 << VS::INSTANCE_REFLECTION_PROBE, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0);
- }
- } break;
- case VS::INSTANCE_LIGHTMAP_CAPTURE: {
- if (instance->spatial_partition_id && instance->scenario) {
- instance->scenario->sps->set_pairable(instance, p_visible, 1 << VS::INSTANCE_LIGHTMAP_CAPTURE, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0);
- }
- } break;
- case VS::INSTANCE_GI_PROBE: {
- if (instance->spatial_partition_id && instance->scenario) {
- instance->scenario->sps->set_pairable(instance, p_visible, 1 << VS::INSTANCE_GI_PROBE, p_visible ? (VS::INSTANCE_GEOMETRY_MASK | (1 << VS::INSTANCE_LIGHT)) : 0);
- }
- } break;
- default: {
- // if we haven't called set_pairable, we STILL need to do a collision check
- // for activated items because we deferred it earlier in the call to activate.
- if (instance->spatial_partition_id && instance->scenario && p_visible) {
- instance->scenario->sps->force_collision_check(instance->spatial_partition_id);
- }
- }
- }
- }
- inline bool is_geometry_instance(VisualServer::InstanceType p_type) {
- return p_type == VS::INSTANCE_MESH || p_type == VS::INSTANCE_MULTIMESH || p_type == VS::INSTANCE_PARTICLES || p_type == VS::INSTANCE_IMMEDIATE;
- }
- void VisualServerScene::instance_set_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap, int p_lightmap_slice, const Rect2 &p_lightmap_uv_rect) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- instance->lightmap = RID();
- instance->lightmap_slice = -1;
- instance->lightmap_uv_rect = Rect2(0, 0, 1, 1);
- instance->baked_light = false;
- if (instance->lightmap_capture) {
- InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(((Instance *)instance->lightmap_capture)->base_data);
- lightmap_capture->users.erase(instance);
- instance->lightmap_capture = nullptr;
- }
- if (p_lightmap_instance.is_valid()) {
- Instance *lightmap_instance = instance_owner.get(p_lightmap_instance);
- ERR_FAIL_COND(!lightmap_instance);
- ERR_FAIL_COND(lightmap_instance->base_type != VS::INSTANCE_LIGHTMAP_CAPTURE);
- instance->lightmap_capture = lightmap_instance;
- InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(((Instance *)instance->lightmap_capture)->base_data);
- lightmap_capture->users.insert(instance);
- instance->lightmap = p_lightmap;
- instance->lightmap_slice = p_lightmap_slice;
- instance->lightmap_uv_rect = p_lightmap_uv_rect;
- instance->baked_light = true;
- }
- }
- void VisualServerScene::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
- if (p_aabb != AABB()) {
- // Set custom AABB
- if (instance->custom_aabb == nullptr) {
- instance->custom_aabb = memnew(AABB);
- }
- *instance->custom_aabb = p_aabb;
- } else {
- // Clear custom AABB
- if (instance->custom_aabb != nullptr) {
- memdelete(instance->custom_aabb);
- instance->custom_aabb = nullptr;
- }
- }
- if (instance->scenario) {
- _instance_queue_update(instance, true, false);
- }
- }
- void VisualServerScene::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- if (instance->skeleton == p_skeleton) {
- return;
- }
- if (instance->skeleton.is_valid()) {
- VSG::storage->instance_remove_skeleton(instance->skeleton, instance);
- }
- instance->skeleton = p_skeleton;
- if (instance->skeleton.is_valid()) {
- VSG::storage->instance_add_skeleton(instance->skeleton, instance);
- }
- _instance_queue_update(instance, true);
- }
- void VisualServerScene::instance_set_exterior(RID p_instance, bool p_enabled) {
- }
- void VisualServerScene::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- instance->extra_margin = p_margin;
- _instance_queue_update(instance, true, false);
- }
- // Portals
- void VisualServerScene::instance_set_portal_mode(RID p_instance, VisualServer::InstancePortalMode p_mode) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- // no change?
- if (instance->portal_mode == p_mode) {
- return;
- }
- // should this happen?
- if (!instance->scenario) {
- instance->portal_mode = p_mode;
- return;
- }
- // destroy previous occlusion instance?
- _instance_destroy_occlusion_rep(instance);
- instance->portal_mode = p_mode;
- _instance_create_occlusion_rep(instance);
- }
- void VisualServerScene::_instance_create_occlusion_rep(Instance *p_instance) {
- ERR_FAIL_COND(!p_instance);
- ERR_FAIL_COND(!p_instance->scenario);
- switch (p_instance->portal_mode) {
- default: {
- p_instance->occlusion_handle = 0;
- } break;
- case VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_ROAMING: {
- p_instance->occlusion_handle = p_instance->scenario->_portal_renderer.instance_moving_create(p_instance, p_instance->self, false, p_instance->transformed_aabb);
- } break;
- case VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_GLOBAL: {
- p_instance->occlusion_handle = p_instance->scenario->_portal_renderer.instance_moving_create(p_instance, p_instance->self, true, p_instance->transformed_aabb);
- } break;
- }
- }
- void VisualServerScene::_instance_destroy_occlusion_rep(Instance *p_instance) {
- ERR_FAIL_COND(!p_instance);
- ERR_FAIL_COND(!p_instance->scenario);
- // not an error, can occur
- if (!p_instance->occlusion_handle) {
- return;
- }
- p_instance->scenario->_portal_renderer.instance_moving_destroy(p_instance->occlusion_handle);
- // unset
- p_instance->occlusion_handle = 0;
- }
- void *VisualServerScene::_instance_get_from_rid(RID p_instance) {
- Instance *instance = instance_owner.get(p_instance);
- return instance;
- }
- bool VisualServerScene::_instance_get_transformed_aabb(RID p_instance, AABB &r_aabb) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_NULL_V(instance, false);
- r_aabb = instance->transformed_aabb;
- return true;
- }
- // the portal has to be associated with a scenario, this is assumed to be
- // the same scenario as the portal node
- RID VisualServerScene::portal_create() {
- Portal *portal = memnew(Portal);
- ERR_FAIL_COND_V(!portal, RID());
- RID portal_rid = portal_owner.make_rid(portal);
- return portal_rid;
- }
- // should not be called multiple times, different scenarios etc, but just in case, we will support this
- void VisualServerScene::portal_set_scenario(RID p_portal, RID p_scenario) {
- Portal *portal = portal_owner.getornull(p_portal);
- ERR_FAIL_COND(!portal);
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- // noop?
- if (portal->scenario == scenario) {
- return;
- }
- // if the portal is in a scenario already, remove it
- if (portal->scenario) {
- portal->scenario->_portal_renderer.portal_destroy(portal->scenario_portal_id);
- portal->scenario = nullptr;
- portal->scenario_portal_id = 0;
- }
- // create when entering the world
- if (scenario) {
- portal->scenario = scenario;
- // defer the actual creation to here
- portal->scenario_portal_id = scenario->_portal_renderer.portal_create();
- }
- }
- void VisualServerScene::portal_set_geometry(RID p_portal, const Vector<Vector3> &p_points, real_t p_margin) {
- Portal *portal = portal_owner.getornull(p_portal);
- ERR_FAIL_COND(!portal);
- ERR_FAIL_COND(!portal->scenario);
- portal->scenario->_portal_renderer.portal_set_geometry(portal->scenario_portal_id, p_points, p_margin);
- }
- void VisualServerScene::portal_link(RID p_portal, RID p_room_from, RID p_room_to, bool p_two_way) {
- Portal *portal = portal_owner.getornull(p_portal);
- ERR_FAIL_COND(!portal);
- ERR_FAIL_COND(!portal->scenario);
- Room *room_from = room_owner.getornull(p_room_from);
- ERR_FAIL_COND(!room_from);
- Room *room_to = room_owner.getornull(p_room_to);
- ERR_FAIL_COND(!room_to);
- portal->scenario->_portal_renderer.portal_link(portal->scenario_portal_id, room_from->scenario_room_id, room_to->scenario_room_id, p_two_way);
- }
- void VisualServerScene::portal_set_active(RID p_portal, bool p_active) {
- Portal *portal = portal_owner.getornull(p_portal);
- ERR_FAIL_COND(!portal);
- ERR_FAIL_COND(!portal->scenario);
- portal->scenario->_portal_renderer.portal_set_active(portal->scenario_portal_id, p_active);
- }
- RID VisualServerScene::ghost_create() {
- Ghost *ci = memnew(Ghost);
- ERR_FAIL_COND_V(!ci, RID());
- RID ci_rid = ghost_owner.make_rid(ci);
- return ci_rid;
- }
- void VisualServerScene::ghost_set_scenario(RID p_ghost, RID p_scenario, ObjectID p_id, const AABB &p_aabb) {
- Ghost *ci = ghost_owner.getornull(p_ghost);
- ERR_FAIL_COND(!ci);
- ci->aabb = p_aabb;
- ci->object_id = p_id;
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- // noop?
- if (ci->scenario == scenario) {
- return;
- }
- // if the portal is in a scenario already, remove it
- if (ci->scenario) {
- _ghost_destroy_occlusion_rep(ci);
- ci->scenario = nullptr;
- }
- // create when entering the world
- if (scenario) {
- ci->scenario = scenario;
- // defer the actual creation to here
- _ghost_create_occlusion_rep(ci);
- }
- }
- void VisualServerScene::ghost_update(RID p_ghost, const AABB &p_aabb) {
- Ghost *ci = ghost_owner.getornull(p_ghost);
- ERR_FAIL_COND(!ci);
- ERR_FAIL_COND(!ci->scenario);
- ci->aabb = p_aabb;
- if (ci->rghost_handle) {
- ci->scenario->_portal_renderer.rghost_update(ci->rghost_handle, p_aabb);
- }
- }
- void VisualServerScene::_ghost_create_occlusion_rep(Ghost *p_ghost) {
- ERR_FAIL_COND(!p_ghost);
- ERR_FAIL_COND(!p_ghost->scenario);
- if (!p_ghost->rghost_handle) {
- p_ghost->rghost_handle = p_ghost->scenario->_portal_renderer.rghost_create(p_ghost->object_id, p_ghost->aabb);
- }
- }
- void VisualServerScene::_ghost_destroy_occlusion_rep(Ghost *p_ghost) {
- ERR_FAIL_COND(!p_ghost);
- ERR_FAIL_COND(!p_ghost->scenario);
- // not an error, can occur
- if (!p_ghost->rghost_handle) {
- return;
- }
- p_ghost->scenario->_portal_renderer.rghost_destroy(p_ghost->rghost_handle);
- p_ghost->rghost_handle = 0;
- }
- RID VisualServerScene::roomgroup_create() {
- RoomGroup *rg = memnew(RoomGroup);
- ERR_FAIL_COND_V(!rg, RID());
- RID roomgroup_rid = roomgroup_owner.make_rid(rg);
- return roomgroup_rid;
- }
- void VisualServerScene::roomgroup_prepare(RID p_roomgroup, ObjectID p_roomgroup_object_id) {
- RoomGroup *roomgroup = roomgroup_owner.getornull(p_roomgroup);
- ERR_FAIL_COND(!roomgroup);
- ERR_FAIL_COND(!roomgroup->scenario);
- roomgroup->scenario->_portal_renderer.roomgroup_prepare(roomgroup->scenario_roomgroup_id, p_roomgroup_object_id);
- }
- void VisualServerScene::roomgroup_set_scenario(RID p_roomgroup, RID p_scenario) {
- RoomGroup *rg = roomgroup_owner.getornull(p_roomgroup);
- ERR_FAIL_COND(!rg);
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- // noop?
- if (rg->scenario == scenario) {
- return;
- }
- // if the portal is in a scenario already, remove it
- if (rg->scenario) {
- rg->scenario->_portal_renderer.roomgroup_destroy(rg->scenario_roomgroup_id);
- rg->scenario = nullptr;
- rg->scenario_roomgroup_id = 0;
- }
- // create when entering the world
- if (scenario) {
- rg->scenario = scenario;
- // defer the actual creation to here
- rg->scenario_roomgroup_id = scenario->_portal_renderer.roomgroup_create();
- }
- }
- void VisualServerScene::roomgroup_add_room(RID p_roomgroup, RID p_room) {
- RoomGroup *roomgroup = roomgroup_owner.getornull(p_roomgroup);
- ERR_FAIL_COND(!roomgroup);
- ERR_FAIL_COND(!roomgroup->scenario);
- Room *room = room_owner.getornull(p_room);
- ERR_FAIL_COND(!room);
- ERR_FAIL_COND(!room->scenario);
- ERR_FAIL_COND(roomgroup->scenario != room->scenario);
- roomgroup->scenario->_portal_renderer.roomgroup_add_room(roomgroup->scenario_roomgroup_id, room->scenario_room_id);
- }
- // Occluders
- RID VisualServerScene::occluder_instance_create() {
- OccluderInstance *ro = memnew(OccluderInstance);
- ERR_FAIL_COND_V(!ro, RID());
- RID occluder_rid = occluder_instance_owner.make_rid(ro);
- return occluder_rid;
- }
- void VisualServerScene::occluder_instance_link_resource(RID p_occluder_instance, RID p_occluder_resource) {
- OccluderInstance *oi = occluder_instance_owner.getornull(p_occluder_instance);
- ERR_FAIL_COND(!oi);
- ERR_FAIL_COND(!oi->scenario);
- OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource);
- ERR_FAIL_COND(!res);
- oi->scenario->_portal_renderer.occluder_instance_link(oi->scenario_occluder_id, res->occluder_resource_id);
- }
- void VisualServerScene::occluder_instance_set_scenario(RID p_occluder_instance, RID p_scenario) {
- OccluderInstance *oi = occluder_instance_owner.getornull(p_occluder_instance);
- ERR_FAIL_COND(!oi);
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- // noop?
- if (oi->scenario == scenario) {
- return;
- }
- // if the portal is in a scenario already, remove it
- if (oi->scenario) {
- oi->scenario->_portal_renderer.occluder_instance_destroy(oi->scenario_occluder_id);
- oi->scenario = nullptr;
- oi->scenario_occluder_id = 0;
- }
- // create when entering the world
- if (scenario) {
- oi->scenario = scenario;
- oi->scenario_occluder_id = scenario->_portal_renderer.occluder_instance_create();
- }
- }
- void VisualServerScene::occluder_instance_set_active(RID p_occluder_instance, bool p_active) {
- OccluderInstance *oi = occluder_instance_owner.getornull(p_occluder_instance);
- ERR_FAIL_COND(!oi);
- ERR_FAIL_COND(!oi->scenario);
- oi->scenario->_portal_renderer.occluder_instance_set_active(oi->scenario_occluder_id, p_active);
- }
- void VisualServerScene::occluder_instance_set_transform(RID p_occluder_instance, const Transform &p_xform) {
- OccluderInstance *oi = occluder_instance_owner.getornull(p_occluder_instance);
- ERR_FAIL_COND(!oi);
- ERR_FAIL_COND(!oi->scenario);
- oi->scenario->_portal_renderer.occluder_instance_set_transform(oi->scenario_occluder_id, p_xform);
- }
- RID VisualServerScene::occluder_resource_create() {
- OccluderResource *res = memnew(OccluderResource);
- ERR_FAIL_COND_V(!res, RID());
- res->occluder_resource_id = _portal_resources.occluder_resource_create();
- RID occluder_resource_rid = occluder_resource_owner.make_rid(res);
- return occluder_resource_rid;
- }
- void VisualServerScene::occluder_resource_prepare(RID p_occluder_resource, VisualServer::OccluderType p_type) {
- OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource);
- ERR_FAIL_COND(!res);
- _portal_resources.occluder_resource_prepare(res->occluder_resource_id, (VSOccluder_Instance::Type)p_type);
- }
- void VisualServerScene::occluder_resource_spheres_update(RID p_occluder_resource, const Vector<Plane> &p_spheres) {
- OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource);
- ERR_FAIL_COND(!res);
- _portal_resources.occluder_resource_update_spheres(res->occluder_resource_id, p_spheres);
- }
- void VisualServerScene::occluder_resource_mesh_update(RID p_occluder_resource, const Geometry::OccluderMeshData &p_mesh_data) {
- OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource);
- ERR_FAIL_COND(!res);
- _portal_resources.occluder_resource_update_mesh(res->occluder_resource_id, p_mesh_data);
- }
- void VisualServerScene::set_use_occlusion_culling(bool p_enable) {
- // this is not scenario specific, and is global
- // (mainly for debugging)
- PortalRenderer::use_occlusion_culling = p_enable;
- }
- Geometry::MeshData VisualServerScene::occlusion_debug_get_current_polys(RID p_scenario) const {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- if (!scenario) {
- return Geometry::MeshData();
- }
- return scenario->_portal_renderer.occlusion_debug_get_current_polys();
- }
- // Rooms
- void VisualServerScene::callbacks_register(VisualServerCallbacks *p_callbacks) {
- _visual_server_callbacks = p_callbacks;
- }
- // the room has to be associated with a scenario, this is assumed to be
- // the same scenario as the room node
- RID VisualServerScene::room_create() {
- Room *room = memnew(Room);
- ERR_FAIL_COND_V(!room, RID());
- RID room_rid = room_owner.make_rid(room);
- return room_rid;
- }
- // should not be called multiple times, different scenarios etc, but just in case, we will support this
- void VisualServerScene::room_set_scenario(RID p_room, RID p_scenario) {
- Room *room = room_owner.getornull(p_room);
- ERR_FAIL_COND(!room);
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- // no change?
- if (room->scenario == scenario) {
- return;
- }
- // if the room has an existing scenario, remove from it
- if (room->scenario) {
- room->scenario->_portal_renderer.room_destroy(room->scenario_room_id);
- room->scenario = nullptr;
- room->scenario_room_id = 0;
- }
- // create when entering the world
- if (scenario) {
- room->scenario = scenario;
- // defer the actual creation to here
- room->scenario_room_id = scenario->_portal_renderer.room_create();
- }
- }
- void VisualServerScene::room_add_ghost(RID p_room, ObjectID p_object_id, const AABB &p_aabb) {
- Room *room = room_owner.getornull(p_room);
- ERR_FAIL_COND(!room);
- ERR_FAIL_COND(!room->scenario);
- room->scenario->_portal_renderer.room_add_ghost(room->scenario_room_id, p_object_id, p_aabb);
- }
- void VisualServerScene::room_add_instance(RID p_room, RID p_instance, const AABB &p_aabb, const Vector<Vector3> &p_object_pts) {
- Room *room = room_owner.getornull(p_room);
- ERR_FAIL_COND(!room);
- ERR_FAIL_COND(!room->scenario);
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
- AABB bb = p_aabb;
- // the aabb passed from the client takes no account of the extra cull margin,
- // so we need to add this manually.
- // It is assumed it is in world space.
- if (instance->extra_margin != 0.0) {
- bb.grow_by(instance->extra_margin);
- }
- bool dynamic = false;
- // don't add if portal mode is not static or dynamic
- switch (instance->portal_mode) {
- default: {
- return; // this should be taken care of by the calling function, but just in case
- } break;
- case VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_DYNAMIC: {
- dynamic = true;
- } break;
- case VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_STATIC: {
- dynamic = false;
- } break;
- }
- instance->occlusion_handle = room->scenario->_portal_renderer.room_add_instance(room->scenario_room_id, p_instance, bb, dynamic, p_object_pts);
- }
- void VisualServerScene::room_prepare(RID p_room, int32_t p_priority) {
- Room *room = room_owner.getornull(p_room);
- ERR_FAIL_COND(!room);
- ERR_FAIL_COND(!room->scenario);
- room->scenario->_portal_renderer.room_prepare(room->scenario_room_id, p_priority);
- }
- void VisualServerScene::room_set_bound(RID p_room, ObjectID p_room_object_id, const Vector<Plane> &p_convex, const AABB &p_aabb, const Vector<Vector3> &p_verts) {
- Room *room = room_owner.getornull(p_room);
- ERR_FAIL_COND(!room);
- ERR_FAIL_COND(!room->scenario);
- room->scenario->_portal_renderer.room_set_bound(room->scenario_room_id, p_room_object_id, p_convex, p_aabb, p_verts);
- }
- void VisualServerScene::rooms_unload(RID p_scenario, String p_reason) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->_portal_renderer.rooms_unload(p_reason);
- }
- void VisualServerScene::rooms_and_portals_clear(RID p_scenario) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->_portal_renderer.rooms_and_portals_clear();
- }
- void VisualServerScene::rooms_finalize(RID p_scenario, bool p_generate_pvs, bool p_cull_using_pvs, bool p_use_secondary_pvs, bool p_use_signals, String p_pvs_filename, bool p_use_simple_pvs, bool p_log_pvs_generation) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->_portal_renderer.rooms_finalize(p_generate_pvs, p_cull_using_pvs, p_use_secondary_pvs, p_use_signals, p_pvs_filename, p_use_simple_pvs, p_log_pvs_generation);
- }
- void VisualServerScene::rooms_override_camera(RID p_scenario, bool p_override, const Vector3 &p_point, const Vector<Plane> *p_convex) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->_portal_renderer.rooms_override_camera(p_override, p_point, p_convex);
- }
- void VisualServerScene::rooms_set_active(RID p_scenario, bool p_active) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->_portal_renderer.rooms_set_active(p_active);
- }
- void VisualServerScene::rooms_set_params(RID p_scenario, int p_portal_depth_limit, real_t p_roaming_expansion_margin) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->_portal_renderer.rooms_set_params(p_portal_depth_limit, p_roaming_expansion_margin);
- }
- void VisualServerScene::rooms_set_debug_feature(RID p_scenario, VisualServer::RoomsDebugFeature p_feature, bool p_active) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- switch (p_feature) {
- default: {
- } break;
- case VisualServer::ROOMS_DEBUG_SPRAWL: {
- scenario->_portal_renderer.set_debug_sprawl(p_active);
- } break;
- }
- }
- void VisualServerScene::rooms_update_gameplay_monitor(RID p_scenario, const Vector<Vector3> &p_camera_positions) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->_portal_renderer.rooms_update_gameplay_monitor(p_camera_positions);
- }
- bool VisualServerScene::rooms_is_loaded(RID p_scenario) const {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND_V(!scenario, false);
- return scenario->_portal_renderer.rooms_is_loaded();
- }
- Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
- Vector<ObjectID> instances;
- Scenario *scenario = scenario_owner.get(p_scenario);
- ERR_FAIL_COND_V(!scenario, instances);
- const_cast<VisualServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling
- int culled = 0;
- Instance *cull[1024];
- culled = scenario->sps->cull_aabb(p_aabb, cull, 1024);
- for (int i = 0; i < culled; i++) {
- Instance *instance = cull[i];
- ERR_CONTINUE(!instance);
- if (instance->object_id == 0) {
- continue;
- }
- instances.push_back(instance->object_id);
- }
- return instances;
- }
- Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
- Vector<ObjectID> instances;
- Scenario *scenario = scenario_owner.get(p_scenario);
- ERR_FAIL_COND_V(!scenario, instances);
- const_cast<VisualServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling
- int culled = 0;
- Instance *cull[1024];
- culled = scenario->sps->cull_segment(p_from, p_from + p_to * 10000, cull, 1024);
- for (int i = 0; i < culled; i++) {
- Instance *instance = cull[i];
- ERR_CONTINUE(!instance);
- if (instance->object_id == 0) {
- continue;
- }
- instances.push_back(instance->object_id);
- }
- return instances;
- }
- Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
- Vector<ObjectID> instances;
- Scenario *scenario = scenario_owner.get(p_scenario);
- ERR_FAIL_COND_V(!scenario, instances);
- const_cast<VisualServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling
- int culled = 0;
- Instance *cull[1024];
- culled = scenario->sps->cull_convex(p_convex, cull, 1024);
- for (int i = 0; i < culled; i++) {
- Instance *instance = cull[i];
- ERR_CONTINUE(!instance);
- if (instance->object_id == 0) {
- continue;
- }
- instances.push_back(instance->object_id);
- }
- return instances;
- }
- // thin wrapper to allow rooms / portals to take over culling if active
- int VisualServerScene::_cull_convex_from_point(Scenario *p_scenario, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, int32_t &r_previous_room_id_hint, uint32_t p_mask) {
- int res = -1;
- if (p_scenario->_portal_renderer.is_active()) {
- // Note that the portal renderer ASSUMES that the planes exactly match the convention in
- // CameraMatrix of enum Planes (6 planes, in order, near, far etc)
- // If this is not the case, it should not be used.
- res = p_scenario->_portal_renderer.cull_convex(p_cam_transform, p_cam_projection, p_convex, (VSInstance **)p_result_array, p_result_max, p_mask, r_previous_room_id_hint);
- }
- // fallback to BVH / octree if portals not active
- if (res == -1) {
- res = p_scenario->sps->cull_convex(p_convex, p_result_array, p_result_max, p_mask);
- // Opportunity for occlusion culling on the main scene. This will be a noop if no occluders.
- if (p_scenario->_portal_renderer.occlusion_is_active()) {
- res = p_scenario->_portal_renderer.occlusion_cull(p_cam_transform, p_cam_projection, p_convex, (VSInstance **)p_result_array, res);
- }
- }
- return res;
- }
- void VisualServerScene::_rooms_instance_update(Instance *p_instance, const AABB &p_aabb) {
- // magic number for instances in the room / portal system, but not requiring an update
- // (due to being a STATIC or DYNAMIC object within a room)
- // Must match the value in PortalRenderer in VisualServer
- const uint32_t OCCLUSION_HANDLE_ROOM_BIT = 1 << 31;
- // if the instance is a moving object in the room / portal system, update it
- // Note that if rooms and portals is not in use, occlusion_handle should be zero in all cases unless the portal_mode
- // has been set to global or roaming. (which is unlikely as the default is static).
- // The exception is editor user interface elements.
- // These are always set to global and will always keep their aabb up to date in the portal renderer unnecessarily.
- // There is no easy way around this, but it should be very cheap, and have no impact outside the editor.
- if (p_instance->occlusion_handle && (p_instance->occlusion_handle != OCCLUSION_HANDLE_ROOM_BIT)) {
- p_instance->scenario->_portal_renderer.instance_moving_update(p_instance->occlusion_handle, p_aabb);
- }
- }
- void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceFlags p_flags, bool p_enabled) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- switch (p_flags) {
- case VS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
- instance->baked_light = p_enabled;
- } break;
- case VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
- instance->redraw_if_visible = p_enabled;
- } break;
- default: {
- }
- }
- }
- void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- instance->cast_shadows = p_shadow_casting_setting;
- instance->base_changed(false, true); // to actually compute if shadows are visible or not
- }
- void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- if (instance->material_override.is_valid()) {
- VSG::storage->material_remove_instance_owner(instance->material_override, instance);
- }
- instance->material_override = p_material;
- instance->base_changed(false, true);
- if (instance->material_override.is_valid()) {
- VSG::storage->material_add_instance_owner(instance->material_override, instance);
- }
- }
- void VisualServerScene::instance_geometry_set_material_overlay(RID p_instance, RID p_material) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- if (instance->material_overlay.is_valid()) {
- VSG::storage->material_remove_instance_owner(instance->material_overlay, instance);
- }
- instance->material_overlay = p_material;
- instance->base_changed(false, true);
- if (instance->material_overlay.is_valid()) {
- VSG::storage->material_add_instance_owner(instance->material_overlay, instance);
- }
- }
- void VisualServerScene::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
- }
- void VisualServerScene::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) {
- }
- void VisualServerScene::_update_instance(Instance *p_instance) {
- p_instance->version++;
- // when not using interpolation the transform is used straight
- const Transform *instance_xform = &p_instance->transform;
- // Can possibly use the most up to date current transform here when using physics interpolation ..
- // uncomment the next line for this..
- // if (p_instance->is_currently_interpolated()) {
- // instance_xform = &p_instance->transform_curr;
- // }
- // However it does seem that using the interpolated transform (transform) works for keeping AABBs
- // up to date to avoid culling errors.
- if (p_instance->base_type == VS::INSTANCE_LIGHT) {
- InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
- VSG::scene_render->light_instance_set_transform(light->instance, *instance_xform);
- light->shadow_dirty = true;
- }
- if (p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
- VSG::scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, *instance_xform);
- reflection_probe->reflection_dirty = true;
- }
- if (p_instance->base_type == VS::INSTANCE_PARTICLES) {
- VSG::storage->particles_set_emission_transform(p_instance->base, *instance_xform);
- }
- if (p_instance->base_type == VS::INSTANCE_LIGHTMAP_CAPTURE) {
- InstanceLightmapCaptureData *capture = static_cast<InstanceLightmapCaptureData *>(p_instance->base_data);
- for (List<InstanceLightmapCaptureData::PairInfo>::Element *E = capture->geometries.front(); E; E = E->next()) {
- _instance_queue_update(E->get().geometry, false, true);
- }
- }
- if (p_instance->aabb.has_no_surface()) {
- return;
- }
- if ((1 << p_instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
- //make sure lights are updated if it casts shadow
- if (geom->can_cast_shadows) {
- for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
- light->shadow_dirty = true;
- }
- }
- if (!p_instance->lightmap_capture && geom->lightmap_captures.size()) {
- //affected by lightmap captures, must update capture info!
- _update_instance_lightmap_captures(p_instance);
- } else {
- if (!p_instance->lightmap_capture_data.empty()) {
- p_instance->lightmap_capture_data.resize(0); //not in use, clear capture data
- }
- }
- }
- p_instance->mirror = instance_xform->basis.determinant() < 0.0;
- AABB new_aabb;
- new_aabb = instance_xform->xform(p_instance->aabb);
- p_instance->transformed_aabb = new_aabb;
- if (!p_instance->scenario) {
- return;
- }
- if (p_instance->spatial_partition_id == 0) {
- uint32_t base_type = 1 << p_instance->base_type;
- uint32_t pairable_mask = 0;
- bool pairable = false;
- if (p_instance->base_type == VS::INSTANCE_LIGHT || p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE || p_instance->base_type == VS::INSTANCE_LIGHTMAP_CAPTURE) {
- pairable_mask = p_instance->visible ? VS::INSTANCE_GEOMETRY_MASK : 0;
- pairable = true;
- }
- if (p_instance->base_type == VS::INSTANCE_GI_PROBE) {
- //lights and geometries
- pairable_mask = p_instance->visible ? VS::INSTANCE_GEOMETRY_MASK | (1 << VS::INSTANCE_LIGHT) : 0;
- pairable = true;
- }
- // not inside octree
- p_instance->spatial_partition_id = p_instance->scenario->sps->create(p_instance, new_aabb, 0, pairable, base_type, pairable_mask);
- } else {
- /*
- if (new_aabb==p_instance->data.transformed_aabb)
- return;
- */
- p_instance->scenario->sps->move(p_instance->spatial_partition_id, new_aabb);
- }
- // keep rooms and portals instance up to date if present
- _rooms_instance_update(p_instance, new_aabb);
- }
- void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
- AABB new_aabb;
- ERR_FAIL_COND(p_instance->base_type != VS::INSTANCE_NONE && !p_instance->base.is_valid());
- switch (p_instance->base_type) {
- case VisualServer::INSTANCE_NONE: {
- // do nothing
- } break;
- case VisualServer::INSTANCE_MESH: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = VSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
- }
- } break;
- case VisualServer::INSTANCE_MULTIMESH: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base);
- }
- } break;
- case VisualServer::INSTANCE_IMMEDIATE: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = VSG::storage->immediate_get_aabb(p_instance->base);
- }
- } break;
- case VisualServer::INSTANCE_PARTICLES: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = VSG::storage->particles_get_aabb(p_instance->base);
- }
- } break;
- case VisualServer::INSTANCE_LIGHT: {
- new_aabb = VSG::storage->light_get_aabb(p_instance->base);
- } break;
- case VisualServer::INSTANCE_REFLECTION_PROBE: {
- new_aabb = VSG::storage->reflection_probe_get_aabb(p_instance->base);
- } break;
- case VisualServer::INSTANCE_GI_PROBE: {
- new_aabb = VSG::storage->gi_probe_get_bounds(p_instance->base);
- } break;
- case VisualServer::INSTANCE_LIGHTMAP_CAPTURE: {
- new_aabb = VSG::storage->lightmap_capture_get_bounds(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;
- }
- _FORCE_INLINE_ static void _light_capture_sample_octree(const RasterizerStorage::LightmapCaptureOctree *p_octree, int p_cell_subdiv, const Vector3 &p_pos, const Vector3 &p_dir, float p_level, Vector3 &r_color, float &r_alpha) {
- static const Vector3 aniso_normal[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)
- };
- int size = 1 << (p_cell_subdiv - 1);
- int clamp_v = size - 1;
- //first of all, clamp
- Vector3 pos;
- pos.x = CLAMP(p_pos.x, 0, clamp_v);
- pos.y = CLAMP(p_pos.y, 0, clamp_v);
- pos.z = CLAMP(p_pos.z, 0, clamp_v);
- float level = (p_cell_subdiv - 1) - p_level;
- int target_level;
- float level_filter;
- if (level <= 0.0) {
- level_filter = 0;
- target_level = 0;
- } else {
- target_level = Math::ceil(level);
- level_filter = target_level - level;
- }
- Vector3 color[2][8];
- float alpha[2][8];
- memset(alpha, 0, sizeof(float) * 2 * 8);
- //find cell at given level first
- for (int c = 0; c < 2; c++) {
- int current_level = MAX(0, target_level - c);
- int level_cell_size = (1 << (p_cell_subdiv - 1)) >> current_level;
- for (int n = 0; n < 8; n++) {
- int x = int(pos.x);
- int y = int(pos.y);
- int z = int(pos.z);
- if (n & 1) {
- x += level_cell_size;
- }
- if (n & 2) {
- y += level_cell_size;
- }
- if (n & 4) {
- z += level_cell_size;
- }
- int ofs_x = 0;
- int ofs_y = 0;
- int ofs_z = 0;
- x = CLAMP(x, 0, clamp_v);
- y = CLAMP(y, 0, clamp_v);
- z = CLAMP(z, 0, clamp_v);
- int half = size / 2;
- uint32_t cell = 0;
- for (int i = 0; i < current_level; i++) {
- const RasterizerStorage::LightmapCaptureOctree *bc = &p_octree[cell];
- int child = 0;
- if (x >= ofs_x + half) {
- child |= 1;
- ofs_x += half;
- }
- if (y >= ofs_y + half) {
- child |= 2;
- ofs_y += half;
- }
- if (z >= ofs_z + half) {
- child |= 4;
- ofs_z += half;
- }
- cell = bc->children[child];
- if (cell == RasterizerStorage::LightmapCaptureOctree::CHILD_EMPTY) {
- break;
- }
- half >>= 1;
- }
- if (cell == RasterizerStorage::LightmapCaptureOctree::CHILD_EMPTY) {
- alpha[c][n] = 0;
- } else {
- alpha[c][n] = p_octree[cell].alpha;
- for (int i = 0; i < 6; i++) {
- //anisotropic read light
- float amount = p_dir.dot(aniso_normal[i]);
- if (amount < 0) {
- amount = 0;
- }
- color[c][n].x += p_octree[cell].light[i][0] / 1024.0 * amount;
- color[c][n].y += p_octree[cell].light[i][1] / 1024.0 * amount;
- color[c][n].z += p_octree[cell].light[i][2] / 1024.0 * amount;
- }
- }
- //print_line("\tlev " + itos(c) + " - " + itos(n) + " alpha: " + rtos(cells[test_cell].alpha) + " col: " + color[c][n]);
- }
- }
- float target_level_size = size >> target_level;
- Vector3 pos_fract[2];
- pos_fract[0].x = Math::fmod(pos.x, target_level_size) / target_level_size;
- pos_fract[0].y = Math::fmod(pos.y, target_level_size) / target_level_size;
- pos_fract[0].z = Math::fmod(pos.z, target_level_size) / target_level_size;
- target_level_size = size >> MAX(0, target_level - 1);
- pos_fract[1].x = Math::fmod(pos.x, target_level_size) / target_level_size;
- pos_fract[1].y = Math::fmod(pos.y, target_level_size) / target_level_size;
- pos_fract[1].z = Math::fmod(pos.z, target_level_size) / target_level_size;
- float alpha_interp[2];
- Vector3 color_interp[2];
- for (int i = 0; i < 2; i++) {
- Vector3 color_x00 = color[i][0].linear_interpolate(color[i][1], pos_fract[i].x);
- Vector3 color_xy0 = color[i][2].linear_interpolate(color[i][3], pos_fract[i].x);
- Vector3 blend_z0 = color_x00.linear_interpolate(color_xy0, pos_fract[i].y);
- Vector3 color_x0z = color[i][4].linear_interpolate(color[i][5], pos_fract[i].x);
- Vector3 color_xyz = color[i][6].linear_interpolate(color[i][7], pos_fract[i].x);
- Vector3 blend_z1 = color_x0z.linear_interpolate(color_xyz, pos_fract[i].y);
- color_interp[i] = blend_z0.linear_interpolate(blend_z1, pos_fract[i].z);
- float alpha_x00 = Math::lerp(alpha[i][0], alpha[i][1], pos_fract[i].x);
- float alpha_xy0 = Math::lerp(alpha[i][2], alpha[i][3], pos_fract[i].x);
- float alpha_z0 = Math::lerp(alpha_x00, alpha_xy0, pos_fract[i].y);
- float alpha_x0z = Math::lerp(alpha[i][4], alpha[i][5], pos_fract[i].x);
- float alpha_xyz = Math::lerp(alpha[i][6], alpha[i][7], pos_fract[i].x);
- float alpha_z1 = Math::lerp(alpha_x0z, alpha_xyz, pos_fract[i].y);
- alpha_interp[i] = Math::lerp(alpha_z0, alpha_z1, pos_fract[i].z);
- }
- r_color = color_interp[0].linear_interpolate(color_interp[1], level_filter);
- r_alpha = Math::lerp(alpha_interp[0], alpha_interp[1], level_filter);
- //print_line("pos: " + p_posf + " level " + rtos(p_level) + " down to " + itos(target_level) + "." + rtos(level_filter) + " color " + r_color + " alpha " + rtos(r_alpha));
- }
- _FORCE_INLINE_ static Color _light_capture_voxel_cone_trace(const RasterizerStorage::LightmapCaptureOctree *p_octree, const Vector3 &p_pos, const Vector3 &p_dir, float p_aperture, int p_cell_subdiv) {
- float bias = 0.0; //no need for bias here
- float max_distance = (Vector3(1, 1, 1) * (1 << (p_cell_subdiv - 1))).length();
- float dist = bias;
- float alpha = 0.0;
- Vector3 color;
- Vector3 scolor;
- float salpha;
- while (dist < max_distance && alpha < 0.95) {
- float diameter = MAX(1.0, 2.0 * p_aperture * dist);
- _light_capture_sample_octree(p_octree, p_cell_subdiv, p_pos + dist * p_dir, p_dir, log2(diameter), scolor, salpha);
- float a = (1.0 - alpha);
- color += scolor * a;
- alpha += a * salpha;
- dist += diameter * 0.5;
- }
- return Color(color.x, color.y, color.z, alpha);
- }
- void VisualServerScene::_update_instance_lightmap_captures(Instance *p_instance) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
- static const Vector3 cone_traces[12] = {
- Vector3(0, 0, 1),
- Vector3(0.866025, 0, 0.5),
- Vector3(0.267617, 0.823639, 0.5),
- Vector3(-0.700629, 0.509037, 0.5),
- Vector3(-0.700629, -0.509037, 0.5),
- Vector3(0.267617, -0.823639, 0.5),
- Vector3(0, 0, -1),
- Vector3(0.866025, 0, -0.5),
- Vector3(0.267617, 0.823639, -0.5),
- Vector3(-0.700629, 0.509037, -0.5),
- Vector3(-0.700629, -0.509037, -0.5),
- Vector3(0.267617, -0.823639, -0.5)
- };
- float cone_aperture = 0.577; // tan(angle) 60 degrees
- if (p_instance->lightmap_capture_data.empty()) {
- p_instance->lightmap_capture_data.resize(12);
- }
- //print_line("update captures for pos: " + p_instance->transform.origin);
- for (int i = 0; i < 12; i++) {
- new (&p_instance->lightmap_capture_data.ptrw()[i]) Color;
- }
- bool interior = true;
- //this could use some sort of blending..
- for (List<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
- const PoolVector<RasterizerStorage::LightmapCaptureOctree> *octree = VSG::storage->lightmap_capture_get_octree_ptr(E->get()->base);
- //print_line("octree size: " + itos(octree->size()));
- if (octree->size() == 0) {
- continue;
- }
- Transform to_cell_xform = VSG::storage->lightmap_capture_get_octree_cell_transform(E->get()->base);
- int cell_subdiv = VSG::storage->lightmap_capture_get_octree_cell_subdiv(E->get()->base);
- to_cell_xform = to_cell_xform * E->get()->transform.affine_inverse();
- PoolVector<RasterizerStorage::LightmapCaptureOctree>::Read octree_r = octree->read();
- Vector3 pos = to_cell_xform.xform(p_instance->transform.origin);
- const float capture_energy = VSG::storage->lightmap_capture_get_energy(E->get()->base);
- interior = interior && VSG::storage->lightmap_capture_is_interior(E->get()->base);
- for (int i = 0; i < 12; i++) {
- Vector3 dir = to_cell_xform.basis.xform(cone_traces[i]).normalized();
- Color capture = _light_capture_voxel_cone_trace(octree_r.ptr(), pos, dir, cone_aperture, cell_subdiv);
- capture.r *= capture_energy;
- capture.g *= capture_energy;
- capture.b *= capture_energy;
- p_instance->lightmap_capture_data.write[i] += capture;
- }
- }
- p_instance->lightmap_capture_data.write[0].a = interior ? 0.0f : 1.0f;
- }
- bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario) {
- 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 (VSG::storage->light_get_type(p_instance->base)) {
- case VS::LIGHT_DIRECTIONAL: {
- float max_distance = p_cam_projection.get_z_far();
- float shadow_max = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
- if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
- max_distance = MIN(shadow_max, max_distance);
- }
- max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
- float min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
- VS::LightDirectionalShadowDepthRangeMode depth_range_mode = VSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
- if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
- //optimize min/max
- Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
- int cull_count = p_scenario->sps->cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
- Plane base(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2));
- //check distance max and min
- bool found_items = false;
- float z_max = -1e20;
- float z_min = 1e20;
- for (int i = 0; i < cull_count; i++) {
- Instance *instance = instance_shadow_cull_result[i];
- if (!instance->visible || !((1 << instance->base_type) & VS::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;
- }
- float max, min;
- instance->transformed_aabb.project_range_in_plane(base, min, max);
- if (max > z_max) {
- z_max = max;
- }
- if (min < z_min) {
- z_min = min;
- }
- found_items = true;
- }
- if (found_items) {
- min_distance = MAX(min_distance, z_min);
- max_distance = MIN(max_distance, z_max);
- }
- }
- float range = max_distance - min_distance;
- int splits = 0;
- switch (VSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
- case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
- splits = 1;
- break;
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
- splits = 2;
- break;
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
- splits = 4;
- break;
- }
- float distances[5];
- distances[0] = min_distance;
- for (int i = 0; i < splits; i++) {
- distances[i + 1] = min_distance + VSG::storage->light_get_param(p_instance->base, VS::LightParam(VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
- };
- distances[splits] = max_distance;
- float texture_size = VSG::scene_render->get_directional_light_shadow_size(light->instance);
- bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);
- float first_radius = 0.0;
- for (int i = 0; i < splits; i++) {
- // setup a camera matrix for that range!
- CameraMatrix camera_matrix;
- float aspect = p_cam_projection.get_aspect();
- if (p_cam_orthogonal) {
- Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
- camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
- } else {
- float fov = p_cam_projection.get_fov();
- camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
- }
- //obtain the frustum endpoints
- Vector3 endpoints[8]; // frustum plane endpoints
- bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
- ERR_CONTINUE(!res);
- // obtain the light frustm ranges (given endpoints)
- Transform transform = light_transform; //discard scale and stabilize light
- Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
- Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
- Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
- //z_vec points agsint the camera, like in default opengl
- float x_min = 0.f, x_max = 0.f;
- float y_min = 0.f, y_max = 0.f;
- float z_min = 0.f, z_max = 0.f;
- // FIXME: z_max_cam is defined, computed, but not used below when setting up
- // ortho_camera. Commented out for now to fix warnings but should be investigated.
- float x_min_cam = 0.f, x_max_cam = 0.f;
- float y_min_cam = 0.f, y_max_cam = 0.f;
- float z_min_cam = 0.f;
- //float z_max_cam = 0.f;
- float bias_scale = 1.0;
- //used for culling
- for (int j = 0; j < 8; j++) {
- float d_x = x_vec.dot(endpoints[j]);
- float d_y = y_vec.dot(endpoints[j]);
- float d_z = z_vec.dot(endpoints[j]);
- if (j == 0 || d_x < x_min) {
- x_min = d_x;
- }
- if (j == 0 || d_x > x_max) {
- x_max = d_x;
- }
- if (j == 0 || d_y < y_min) {
- y_min = d_y;
- }
- if (j == 0 || d_y > y_max) {
- y_max = d_y;
- }
- if (j == 0 || d_z < z_min) {
- z_min = d_z;
- }
- if (j == 0 || d_z > z_max) {
- z_max = d_z;
- }
- }
- {
- //camera viewport stuff
- Vector3 center;
- for (int j = 0; j < 8; j++) {
- center += endpoints[j];
- }
- center /= 8.0;
- //center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;
- float radius = 0;
- for (int j = 0; j < 8; j++) {
- float d = center.distance_to(endpoints[j]);
- if (d > radius) {
- radius = d;
- }
- }
- radius *= texture_size / (texture_size - 2.0); //add a texel by each side
- if (i == 0) {
- first_radius = radius;
- } else {
- bias_scale = radius / first_radius;
- }
- x_max_cam = x_vec.dot(center) + radius;
- x_min_cam = x_vec.dot(center) - radius;
- y_max_cam = y_vec.dot(center) + radius;
- y_min_cam = y_vec.dot(center) - radius;
- //z_max_cam = z_vec.dot(center) + radius;
- z_min_cam = z_vec.dot(center) - radius;
- if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
- //this trick here is what stabilizes the shadow (make potential jaggies to not move)
- //at the cost of some wasted resolution. Still the quality increase is very well worth it
- float unit = radius * 2.0 / texture_size;
- x_max_cam = Math::stepify(x_max_cam, unit);
- x_min_cam = Math::stepify(x_min_cam, unit);
- y_max_cam = Math::stepify(y_max_cam, unit);
- y_min_cam = Math::stepify(y_min_cam, unit);
- }
- }
- //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
- Vector<Plane> light_frustum_planes;
- light_frustum_planes.resize(6);
- //right/left
- light_frustum_planes.write[0] = Plane(x_vec, x_max);
- light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
- //top/bottom
- light_frustum_planes.write[2] = Plane(y_vec, y_max);
- light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
- //near/far
- light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
- light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
- int cull_count = p_scenario->sps->cull_convex(light_frustum_planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
- // a pre pass will need to be needed to determine the actual z-near to be used
- Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
- for (int j = 0; j < cull_count; j++) {
- float min, max;
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- continue;
- }
- instance->transformed_aabb.project_range_in_plane(Plane(z_vec, 0), min, max);
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
- if (max > z_max) {
- z_max = max;
- }
- }
- {
- 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));
- 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;
- VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i, bias_scale);
- }
- VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
- }
- } break;
- case VS::LIGHT_OMNI: {
- VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base);
- if (shadow_mode == VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !VSG::scene_render->light_instances_can_render_shadow_cube()) {
- for (int i = 0; i < 2; i++) {
- //using this one ensures that raster deferred will have it
- float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
- float z = i == 0 ? -1 : 1;
- Vector<Plane> planes;
- planes.resize(6);
- planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
- planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
- planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
- planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
- planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
- planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
- int cull_count = p_scenario->sps->cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
- Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
- for (int j = 0; j < cull_count; j++) {
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- } else {
- if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
- animated_material_found = true;
- }
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
- }
- }
- VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i);
- VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
- }
- } else { //shadow cube
- float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
- CameraMatrix cm;
- cm.set_perspective(90, 1, 0.01, radius);
- for (int i = 0; i < 6; i++) {
- //using this one ensures that raster deferred will have it
- static const Vector3 view_normals[6] = {
- Vector3(-1, 0, 0),
- Vector3(+1, 0, 0),
- Vector3(0, -1, 0),
- Vector3(0, +1, 0),
- Vector3(0, 0, -1),
- Vector3(0, 0, +1)
- };
- static const Vector3 view_up[6] = {
- Vector3(0, -1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, -1),
- Vector3(0, 0, +1),
- Vector3(0, -1, 0),
- Vector3(0, -1, 0)
- };
- Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]);
- Vector<Plane> planes = cm.get_projection_planes(xform);
- int cull_count = _cull_convex_from_point(p_scenario, light_transform, cm, planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, light->previous_room_id_hint, VS::INSTANCE_GEOMETRY_MASK);
- Plane near_plane(xform.origin, -xform.basis.get_axis(2));
- for (int j = 0; j < cull_count; j++) {
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- } else {
- if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
- animated_material_found = true;
- }
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
- }
- }
- VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i);
- VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
- }
- //restore the regular DP matrix
- VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0);
- }
- } break;
- case VS::LIGHT_SPOT: {
- float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
- float angle = VSG::storage->light_get_param(p_instance->base, VS::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);
- int cull_count = _cull_convex_from_point(p_scenario, light_transform, cm, planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, light->previous_room_id_hint, VS::INSTANCE_GEOMETRY_MASK);
- Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
- for (int j = 0; j < cull_count; j++) {
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- } else {
- if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
- animated_material_found = true;
- }
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
- }
- }
- VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0);
- VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
- } break;
- }
- return animated_material_found;
- }
- void VisualServerScene::render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
- // render to mono camera
- #ifndef _3D_DISABLED
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- /* STEP 1 - SETUP CAMERA */
- 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;
- }
- Transform camera_transform = _interpolation_data.interpolation_enabled ? camera->get_transform_interpolated() : camera->transform;
- _prepare_scene(camera_transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), camera->previous_room_id_hint);
- _render_scene(camera_transform, camera_matrix, 0, ortho, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
- #endif
- }
- void VisualServerScene::render_camera(Ref<ARVRInterface> &p_interface, ARVRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, 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 = ARVRServer::get_singleton()->get_world_origin();
- Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
- // For stereo render we only prepare for our left eye and then reuse the outcome for our right eye
- if (p_eye == ARVRInterface::EYE_LEFT) {
- ///@TODO possibly move responsibility for this into our ARVRServer or ARVRInterface?
- // Center our transform, we assume basis is equal.
- Transform mono_transform = cam_transform;
- Transform right_transform = p_interface->get_transform_for_eye(ARVRInterface::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, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), camera->previous_room_id_hint);
- } else if (p_eye == ARVRInterface::EYE_MONO) {
- // For mono render, prepare as per usual
- _prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), camera->previous_room_id_hint);
- }
- // And render our scene...
- _render_scene(cam_transform, camera_matrix, p_eye, false, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
- };
- void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int32_t &r_previous_room_id_hint) {
- // Note, in stereo rendering:
- // - p_cam_transform will be a transform in the middle of our two eyes
- // - p_cam_projection is a wider frustrum that encompasses both eyes
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- render_pass++;
- uint32_t camera_layer_mask = p_visible_layers;
- VSG::scene_render->set_scene_pass(render_pass);
- //rasterizer->set_camera(camera->transform, camera_matrix,ortho);
- Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
- Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized());
- float z_far = p_cam_projection.get_z_far();
- /* STEP 2 - CULL */
- instance_cull_count = _cull_convex_from_point(scenario, p_cam_transform, p_cam_projection, planes, instance_cull_result, MAX_INSTANCE_CULL, r_previous_room_id_hint);
- light_cull_count = 0;
- reflection_probe_cull_count = 0;
- //light_samplers_culled=0;
- /*
- print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
- print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
- print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
- print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
- */
- /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */
- //removed, will replace with culling
- /* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
- for (int i = 0; i < instance_cull_count; i++) {
- Instance *ins = instance_cull_result[i];
- bool keep = false;
- if ((camera_layer_mask & ins->layer_mask) == 0) {
- //failure
- } else if (ins->base_type == VS::INSTANCE_LIGHT && ins->visible) {
- if (light_cull_count < MAX_LIGHTS_CULLED) {
- InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
- if (!light->geometries.empty()) {
- //do not add this light if no geometry is affected by it..
- light_cull_result[light_cull_count] = ins;
- light_instance_cull_result[light_cull_count] = light->instance;
- if (p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(ins->base)) {
- VSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
- }
- light_cull_count++;
- }
- }
- } else if (ins->base_type == VS::INSTANCE_REFLECTION_PROBE && ins->visible) {
- if (reflection_probe_cull_count < MAX_REFLECTION_PROBES_CULLED) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(ins->base_data);
- if (p_reflection_probe != reflection_probe->instance) {
- //avoid entering The Matrix
- if (!reflection_probe->geometries.empty()) {
- //do not add this light if no geometry is affected by it..
- if (reflection_probe->reflection_dirty || VSG::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 (VSG::scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) {
- reflection_probe_instance_cull_result[reflection_probe_cull_count] = reflection_probe->instance;
- reflection_probe_cull_count++;
- }
- }
- }
- }
- } else if (ins->base_type == VS::INSTANCE_GI_PROBE && ins->visible) {
- 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);
- }
- } else if (((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
- keep = true;
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data);
- if (ins->redraw_if_visible) {
- VisualServerRaster::redraw_request(false);
- }
- if (ins->base_type == VS::INSTANCE_PARTICLES) {
- //particles visible? process them
- if (VSG::storage->particles_is_inactive(ins->base)) {
- //but if nothing is going on, don't do it.
- keep = false;
- } else {
- if (OS::get_singleton()->is_update_pending(true)) {
- VSG::storage->particles_request_process(ins->base);
- //particles visible? request redraw
- VisualServerRaster::redraw_request(false);
- }
- }
- }
- if (geom->lighting_dirty) {
- int l = 0;
- //only called when lights AABB enter/exit this geometry
- ins->light_instances.resize(geom->lighting.size());
- for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
- ins->light_instances.write[l++] = light->instance;
- }
- geom->lighting_dirty = false;
- }
- if (geom->reflection_dirty) {
- int l = 0;
- //only called when reflection probe AABB enter/exit this geometry
- ins->reflection_probe_instances.resize(geom->reflection_probes.size());
- for (List<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
- ins->reflection_probe_instances.write[l++] = reflection_probe->instance;
- }
- geom->reflection_dirty = false;
- }
- if (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 (List<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 (!keep) {
- // remove, no reason to keep
- instance_cull_count--;
- SWAP(instance_cull_result[i], instance_cull_result[instance_cull_count]);
- i--;
- ins->last_render_pass = 0; // make invalid
- } else {
- ins->last_render_pass = render_pass;
- }
- }
- /* STEP 5 - PROCESS LIGHTS */
- RID *directional_light_ptr = &light_instance_cull_result[light_cull_count];
- directional_light_count = 0;
- // directional lights
- {
- Instance **lights_with_shadow = (Instance **)alloca(sizeof(Instance *) * scenario->directional_lights.size());
- int directional_shadow_count = 0;
- for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
- if (light_cull_count + directional_light_count >= MAX_LIGHTS_CULLED) {
- break;
- }
- if (!E->get()->visible) {
- continue;
- }
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
- //check shadow..
- if (light) {
- if (p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(E->get()->base)) {
- lights_with_shadow[directional_shadow_count++] = E->get();
- }
- //add to list
- directional_light_ptr[directional_light_count++] = light->instance;
- }
- }
- VSG::scene_render->set_directional_shadow_count(directional_shadow_count);
- for (int i = 0; i < directional_shadow_count; i++) {
- _light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario);
- }
- }
- { //setup shadow maps
- //SortArray<Instance*,_InstanceLightsort> sorter;
- //sorter.sort(light_cull_result,light_cull_count);
- for (int i = 0; i < light_cull_count; i++) {
- Instance *ins = light_cull_result[i];
- if (!p_shadow_atlas.is_valid() || !VSG::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 (VSG::storage->light_get_type(ins->base)) {
- case VS::LIGHT_OMNI: {
- float radius = VSG::storage->light_get_param(ins->base, VS::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 VS::LIGHT_SPOT: {
- float radius = VSG::storage->light_get_param(ins->base, VS::LIGHT_PARAM_RANGE);
- float angle = VSG::storage->light_get_param(ins->base, VS::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 = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
- if (redraw) {
- //must redraw!
- light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario);
- }
- }
- }
- // Calculate instance->depth from the camera, after shadow calculation has stopped overwriting instance->depth
- for (int i = 0; i < instance_cull_count; i++) {
- Instance *ins = instance_cull_result[i];
- if (((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
- Vector3 center = ins->transform.origin;
- if (ins->use_aabb_center) {
- center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
- }
- if (p_cam_orthogonal) {
- ins->depth = near_plane.distance_to(center) - ins->sorting_offset;
- } else {
- ins->depth = p_cam_transform.origin.distance_to(center) - ins->sorting_offset;
- }
- ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
- }
- }
- }
- void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- /* ENVIRONMENT */
- RID environment;
- if (p_force_environment.is_valid()) { //camera has more environment priority
- environment = p_force_environment;
- } else if (scenario->environment.is_valid()) {
- environment = scenario->environment;
- } else {
- environment = scenario->fallback_environment;
- }
- /* PROCESS GEOMETRY AND DRAW SCENE */
- VSG::scene_render->render_scene(p_cam_transform, p_cam_projection, p_eye, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, environment, p_shadow_atlas, scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
- }
- void VisualServerScene::render_empty_scene(RID p_scenario, RID p_shadow_atlas) {
- #ifndef _3D_DISABLED
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- RID environment;
- if (scenario->environment.is_valid()) {
- environment = scenario->environment;
- } else {
- environment = scenario->fallback_environment;
- }
- VSG::scene_render->render_scene(Transform(), CameraMatrix(), 0, true, nullptr, 0, nullptr, 0, nullptr, 0, environment, p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
- #endif
- }
- bool VisualServerScene::_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);
- VisualServerRaster::redraw_request(false); //update, so it updates in editor
- if (p_step == 0) {
- if (!VSG::scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
- return true; //sorry, 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)
- };
- Vector3 extents = VSG::storage->reflection_probe_get_extents(p_instance->base);
- Vector3 origin_offset = VSG::storage->reflection_probe_get_origin_offset(p_instance->base);
- float max_distance = VSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
- 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);
- 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 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;
- if (VSG::storage->reflection_probe_renders_shadows(p_instance->base)) {
- shadow_atlas = scenario->reflection_probe_shadow_atlas;
- }
- _prepare_scene(xform, cm, false, RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, reflection_probe->previous_room_id_hint);
- bool async_forbidden_backup = VSG::storage->is_shader_async_hidden_forbidden();
- VSG::storage->set_shader_async_hidden_forbidden(true);
- _render_scene(xform, cm, 0, false, RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
- VSG::storage->set_shader_async_hidden_forbidden(async_forbidden_backup);
- } else {
- //do roughness postprocess step until it believes it's done
- return VSG::scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
- }
- return false;
- }
- void VisualServerScene::_gi_probe_fill_local_data(int p_idx, int p_level, int p_x, int p_y, int p_z, const GIProbeDataCell *p_cell, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data, Vector<uint32_t> *prev_cell) {
- if ((uint32_t)p_level == p_header->cell_subdiv - 1) {
- Vector3 emission;
- emission.x = (p_cell[p_idx].emission >> 24) / 255.0;
- emission.y = ((p_cell[p_idx].emission >> 16) & 0xFF) / 255.0;
- emission.z = ((p_cell[p_idx].emission >> 8) & 0xFF) / 255.0;
- float l = (p_cell[p_idx].emission & 0xFF) / 255.0;
- l *= 8.0;
- emission *= l;
- p_local_data[p_idx].energy[0] = uint16_t(emission.x * 1024); //go from 0 to 1024 for light
- p_local_data[p_idx].energy[1] = uint16_t(emission.y * 1024); //go from 0 to 1024 for light
- p_local_data[p_idx].energy[2] = uint16_t(emission.z * 1024); //go from 0 to 1024 for light
- } else {
- p_local_data[p_idx].energy[0] = 0;
- p_local_data[p_idx].energy[1] = 0;
- p_local_data[p_idx].energy[2] = 0;
- int half = (1 << (p_header->cell_subdiv - 1)) >> (p_level + 1);
- for (int i = 0; i < 8; i++) {
- uint32_t child = p_cell[p_idx].children[i];
- if (child == 0xFFFFFFFF) {
- continue;
- }
- int x = p_x;
- int y = p_y;
- int z = p_z;
- if (i & 1) {
- x += half;
- }
- if (i & 2) {
- y += half;
- }
- if (i & 4) {
- z += half;
- }
- _gi_probe_fill_local_data(child, p_level + 1, x, y, z, p_cell, p_header, p_local_data, prev_cell);
- }
- }
- //position for each part of the mipmaped texture
- p_local_data[p_idx].pos[0] = p_x >> (p_header->cell_subdiv - p_level - 1);
- p_local_data[p_idx].pos[1] = p_y >> (p_header->cell_subdiv - p_level - 1);
- p_local_data[p_idx].pos[2] = p_z >> (p_header->cell_subdiv - p_level - 1);
- prev_cell[p_level].push_back(p_idx);
- }
- void VisualServerScene::_gi_probe_bake_threads(void *self) {
- VisualServerScene *vss = (VisualServerScene *)self;
- vss->_gi_probe_bake_thread();
- }
- void VisualServerScene::_setup_gi_probe(Instance *p_instance) {
- InstanceGIProbeData *probe = static_cast<InstanceGIProbeData *>(p_instance->base_data);
- if (probe->dynamic.probe_data.is_valid()) {
- VSG::storage->free(probe->dynamic.probe_data);
- probe->dynamic.probe_data = RID();
- }
- probe->dynamic.light_data = VSG::storage->gi_probe_get_dynamic_data(p_instance->base);
- if (probe->dynamic.light_data.size() == 0) {
- return;
- }
- //using dynamic data
- PoolVector<int>::Read r = probe->dynamic.light_data.read();
- const GIProbeDataHeader *header = (GIProbeDataHeader *)r.ptr();
- probe->dynamic.local_data.resize(header->cell_count);
- int cell_count = probe->dynamic.local_data.size();
- PoolVector<InstanceGIProbeData::LocalData>::Write ldw = probe->dynamic.local_data.write();
- const GIProbeDataCell *cells = (GIProbeDataCell *)&r[16];
- probe->dynamic.level_cell_lists.resize(header->cell_subdiv);
- _gi_probe_fill_local_data(0, 0, 0, 0, 0, cells, header, ldw.ptr(), probe->dynamic.level_cell_lists.ptrw());
- probe->dynamic.compression = RasterizerStorage::GI_PROBE_UNCOMPRESSED;
- probe->dynamic.probe_data = VSG::storage->gi_probe_dynamic_data_create(header->width, header->height, header->depth, probe->dynamic.compression);
- probe->dynamic.bake_dynamic_range = VSG::storage->gi_probe_get_dynamic_range(p_instance->base);
- probe->dynamic.mipmaps_3d.clear();
- probe->dynamic.propagate = VSG::storage->gi_probe_get_propagation(p_instance->base);
- probe->dynamic.grid_size[0] = header->width;
- probe->dynamic.grid_size[1] = header->height;
- probe->dynamic.grid_size[2] = header->depth;
- int size_limit = 1;
- int size_divisor = 1;
- if (probe->dynamic.compression == RasterizerStorage::GI_PROBE_S3TC) {
- size_limit = 4;
- size_divisor = 4;
- }
- for (int i = 0; i < (int)header->cell_subdiv; i++) {
- int x = header->width >> i;
- int y = header->height >> i;
- int z = header->depth >> i;
- //create and clear mipmap
- PoolVector<uint8_t> mipmap;
- int size = x * y * z * 4;
- size /= size_divisor;
- mipmap.resize(size);
- PoolVector<uint8_t>::Write w = mipmap.write();
- memset(w.ptr(), 0, size);
- w.release();
- probe->dynamic.mipmaps_3d.push_back(mipmap);
- if (x <= size_limit || y <= size_limit || z <= size_limit) {
- break;
- }
- }
- probe->dynamic.updating_stage = GI_UPDATE_STAGE_CHECK;
- probe->invalid = false;
- probe->dynamic.enabled = true;
- Transform cell_to_xform = VSG::storage->gi_probe_get_to_cell_xform(p_instance->base);
- AABB bounds = VSG::storage->gi_probe_get_bounds(p_instance->base);
- float cell_size = VSG::storage->gi_probe_get_cell_size(p_instance->base);
- probe->dynamic.light_to_cell_xform = cell_to_xform * p_instance->transform.affine_inverse();
- VSG::scene_render->gi_probe_instance_set_light_data(probe->probe_instance, p_instance->base, probe->dynamic.probe_data);
- VSG::scene_render->gi_probe_instance_set_transform_to_data(probe->probe_instance, probe->dynamic.light_to_cell_xform);
- VSG::scene_render->gi_probe_instance_set_bounds(probe->probe_instance, bounds.size / cell_size);
- probe->base_version = VSG::storage->gi_probe_get_version(p_instance->base);
- //if compression is S3TC, fill it up
- if (probe->dynamic.compression == RasterizerStorage::GI_PROBE_S3TC) {
- //create all blocks
- Vector<Map<uint32_t, InstanceGIProbeData::CompBlockS3TC>> comp_blocks;
- int mipmap_count = probe->dynamic.mipmaps_3d.size();
- comp_blocks.resize(mipmap_count);
- for (int i = 0; i < cell_count; i++) {
- const GIProbeDataCell &c = cells[i];
- const InstanceGIProbeData::LocalData &ld = ldw[i];
- int level = c.level_alpha >> 16;
- int mipmap = header->cell_subdiv - level - 1;
- if (mipmap >= mipmap_count) {
- continue; //uninteresting
- }
- int blockx = (ld.pos[0] >> 2);
- int blocky = (ld.pos[1] >> 2);
- int blockz = (ld.pos[2]); //compression is x/y only
- int blockw = (header->width >> mipmap) >> 2;
- int blockh = (header->height >> mipmap) >> 2;
- //print_line("cell "+itos(i)+" level "+itos(level)+"mipmap: "+itos(mipmap)+" pos: "+Vector3(blockx,blocky,blockz)+" size "+Vector2(blockw,blockh));
- uint32_t key = blockz * blockw * blockh + blocky * blockw + blockx;
- Map<uint32_t, InstanceGIProbeData::CompBlockS3TC> &cmap = comp_blocks.write[mipmap];
- if (!cmap.has(key)) {
- InstanceGIProbeData::CompBlockS3TC k;
- k.offset = key; //use offset as counter first
- k.source_count = 0;
- cmap[key] = k;
- }
- InstanceGIProbeData::CompBlockS3TC &k = cmap[key];
- ERR_CONTINUE(k.source_count == 16);
- k.sources[k.source_count++] = i;
- }
- //fix the blocks, precomputing what is needed
- probe->dynamic.mipmaps_s3tc.resize(mipmap_count);
- for (int i = 0; i < mipmap_count; i++) {
- //print_line("S3TC level: " + itos(i) + " blocks: " + itos(comp_blocks[i].size()));
- probe->dynamic.mipmaps_s3tc.write[i].resize(comp_blocks[i].size());
- PoolVector<InstanceGIProbeData::CompBlockS3TC>::Write w = probe->dynamic.mipmaps_s3tc.write[i].write();
- int block_idx = 0;
- for (Map<uint32_t, InstanceGIProbeData::CompBlockS3TC>::Element *E = comp_blocks[i].front(); E; E = E->next()) {
- InstanceGIProbeData::CompBlockS3TC k = E->get();
- //PRECOMPUTE ALPHA
- int max_alpha = -100000;
- int min_alpha = k.source_count == 16 ? 100000 : 0; //if the block is not completely full, minimum is always 0, (and those blocks will map to 1, which will be zero)
- uint8_t alpha_block[4][4] = { { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } };
- for (uint32_t j = 0; j < k.source_count; j++) {
- int alpha = (cells[k.sources[j]].level_alpha >> 8) & 0xFF;
- if (alpha < min_alpha) {
- min_alpha = alpha;
- }
- if (alpha > max_alpha) {
- max_alpha = alpha;
- }
- //fill up alpha block
- alpha_block[ldw[k.sources[j]].pos[0] % 4][ldw[k.sources[j]].pos[1] % 4] = alpha;
- }
- //use the first mode (8 adjustable levels)
- k.alpha[0] = max_alpha;
- k.alpha[1] = min_alpha;
- uint64_t alpha_bits = 0;
- if (max_alpha != min_alpha) {
- int idx = 0;
- for (int y = 0; y < 4; y++) {
- for (int x = 0; x < 4; x++) {
- //subtract minimum
- uint32_t a = uint32_t(alpha_block[x][y]) - min_alpha;
- //convert range to 3 bits
- a = int((a * 7.0 / (max_alpha - min_alpha)) + 0.5);
- a = MIN(a, 7); //just to be sure
- a = 7 - a; //because range is inverted in this mode
- if (a == 0) {
- //do none, remain
- } else if (a == 7) {
- a = 1;
- } else {
- a = a + 1;
- }
- alpha_bits |= uint64_t(a) << (idx * 3);
- idx++;
- }
- }
- }
- k.alpha[2] = (alpha_bits >> 0) & 0xFF;
- k.alpha[3] = (alpha_bits >> 8) & 0xFF;
- k.alpha[4] = (alpha_bits >> 16) & 0xFF;
- k.alpha[5] = (alpha_bits >> 24) & 0xFF;
- k.alpha[6] = (alpha_bits >> 32) & 0xFF;
- k.alpha[7] = (alpha_bits >> 40) & 0xFF;
- w[block_idx++] = k;
- }
- }
- }
- }
- void VisualServerScene::_gi_probe_bake_thread() {
- while (true) {
- probe_bake_sem.wait();
- if (probe_bake_thread_exit) {
- break;
- }
- Instance *to_bake = nullptr;
- probe_bake_mutex.lock();
- if (!probe_bake_list.empty()) {
- to_bake = probe_bake_list.front()->get();
- probe_bake_list.pop_front();
- }
- probe_bake_mutex.unlock();
- if (!to_bake) {
- continue;
- }
- _bake_gi_probe(to_bake);
- }
- }
- uint32_t VisualServerScene::_gi_bake_find_cell(const GIProbeDataCell *cells, int x, int y, int z, int p_cell_subdiv) {
- uint32_t cell = 0;
- int ofs_x = 0;
- int ofs_y = 0;
- int ofs_z = 0;
- int size = 1 << (p_cell_subdiv - 1);
- int half = size / 2;
- if (x < 0 || x >= size) {
- return -1;
- }
- if (y < 0 || y >= size) {
- return -1;
- }
- if (z < 0 || z >= size) {
- return -1;
- }
- for (int i = 0; i < p_cell_subdiv - 1; i++) {
- const GIProbeDataCell *bc = &cells[cell];
- int child = 0;
- if (x >= ofs_x + half) {
- child |= 1;
- ofs_x += half;
- }
- if (y >= ofs_y + half) {
- child |= 2;
- ofs_y += half;
- }
- if (z >= ofs_z + half) {
- child |= 4;
- ofs_z += half;
- }
- cell = bc->children[child];
- if (cell == 0xFFFFFFFF) {
- return 0xFFFFFFFF;
- }
- half >>= 1;
- }
- return cell;
- }
- static float _get_normal_advance(const Vector3 &p_normal) {
- Vector3 normal = p_normal;
- Vector3 unorm = normal.abs();
- if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
- // x code
- unorm = normal.x > 0.0 ? Vector3(1.0, 0.0, 0.0) : Vector3(-1.0, 0.0, 0.0);
- } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
- // y code
- unorm = normal.y > 0.0 ? Vector3(0.0, 1.0, 0.0) : Vector3(0.0, -1.0, 0.0);
- } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
- // z code
- unorm = normal.z > 0.0 ? Vector3(0.0, 0.0, 1.0) : Vector3(0.0, 0.0, -1.0);
- } else {
- // oh-no we messed up code
- // has to be
- unorm = Vector3(1.0, 0.0, 0.0);
- }
- return 1.0 / normal.dot(unorm);
- }
- void VisualServerScene::_bake_gi_probe_light(const GIProbeDataHeader *header, const GIProbeDataCell *cells, InstanceGIProbeData::LocalData *local_data, const uint32_t *leaves, int p_leaf_count, const InstanceGIProbeData::LightCache &light_cache, int p_sign) {
- int light_r = int(light_cache.color.r * light_cache.energy * 1024.0) * p_sign;
- int light_g = int(light_cache.color.g * light_cache.energy * 1024.0) * p_sign;
- int light_b = int(light_cache.color.b * light_cache.energy * 1024.0) * p_sign;
- float limits[3] = { float(header->width), float(header->height), float(header->depth) };
- Plane clip[3];
- int clip_planes = 0;
- switch (light_cache.type) {
- case VS::LIGHT_DIRECTIONAL: {
- float max_len = Vector3(limits[0], limits[1], limits[2]).length() * 1.1;
- Vector3 light_axis = -light_cache.transform.basis.get_axis(2).normalized();
- for (int i = 0; i < 3; i++) {
- if (Math::is_zero_approx(light_axis[i])) {
- continue;
- }
- clip[clip_planes].normal[i] = 1.0;
- if (light_axis[i] < 0) {
- clip[clip_planes].d = limits[i] + 1;
- } else {
- clip[clip_planes].d -= 1.0;
- }
- clip_planes++;
- }
- float distance_adv = _get_normal_advance(light_axis);
- for (int i = 0; i < p_leaf_count; i++) {
- uint32_t idx = leaves[i];
- const GIProbeDataCell *cell = &cells[idx];
- InstanceGIProbeData::LocalData *light = &local_data[idx];
- Vector3 to(light->pos[0] + 0.5, light->pos[1] + 0.5, light->pos[2] + 0.5);
- to += -light_axis.sign() * 0.47; //make it more likely to receive a ray
- Vector3 norm(
- (((cells[idx].normal >> 16) & 0xFF) / 255.0) * 2.0 - 1.0,
- (((cells[idx].normal >> 8) & 0xFF) / 255.0) * 2.0 - 1.0,
- (((cells[idx].normal >> 0) & 0xFF) / 255.0) * 2.0 - 1.0);
- float att = norm.dot(-light_axis);
- if (att < 0.001) {
- //not lighting towards this
- continue;
- }
- Vector3 from = to - max_len * light_axis;
- for (int j = 0; j < clip_planes; j++) {
- clip[j].intersects_segment(from, to, &from);
- }
- float distance = (to - from).length();
- distance += distance_adv - Math::fmod(distance, distance_adv); //make it reach the center of the box always
- from = to - light_axis * distance;
- uint32_t result = 0xFFFFFFFF;
- while (distance > -distance_adv) { //use this to avoid precision errors
- result = _gi_bake_find_cell(cells, int(floor(from.x)), int(floor(from.y)), int(floor(from.z)), header->cell_subdiv);
- if (result != 0xFFFFFFFF) {
- break;
- }
- from += light_axis * distance_adv;
- distance -= distance_adv;
- }
- if (result == idx) {
- //cell hit itself! hooray!
- light->energy[0] += int32_t(light_r * att * ((cell->albedo >> 16) & 0xFF) / 255.0);
- light->energy[1] += int32_t(light_g * att * ((cell->albedo >> 8) & 0xFF) / 255.0);
- light->energy[2] += int32_t(light_b * att * ((cell->albedo) & 0xFF) / 255.0);
- }
- }
- } break;
- case VS::LIGHT_OMNI:
- case VS::LIGHT_SPOT: {
- Vector3 light_pos = light_cache.transform.origin;
- Vector3 spot_axis = -light_cache.transform.basis.get_axis(2).normalized();
- float local_radius = light_cache.radius * light_cache.transform.basis.get_axis(2).length();
- for (int i = 0; i < p_leaf_count; i++) {
- uint32_t idx = leaves[i];
- const GIProbeDataCell *cell = &cells[idx];
- InstanceGIProbeData::LocalData *light = &local_data[idx];
- Vector3 to(light->pos[0] + 0.5, light->pos[1] + 0.5, light->pos[2] + 0.5);
- to += (light_pos - to).sign() * 0.47; //make it more likely to receive a ray
- Vector3 norm(
- (((cells[idx].normal >> 16) & 0xFF) / 255.0) * 2.0 - 1.0,
- (((cells[idx].normal >> 8) & 0xFF) / 255.0) * 2.0 - 1.0,
- (((cells[idx].normal >> 0) & 0xFF) / 255.0) * 2.0 - 1.0);
- Vector3 light_axis = (to - light_pos).normalized();
- float distance_adv = _get_normal_advance(light_axis);
- float att = norm.dot(-light_axis);
- if (att < 0.001) {
- //not lighting towards this
- continue;
- }
- {
- float d = light_pos.distance_to(to);
- if (d + distance_adv > local_radius) {
- continue; // too far away
- }
- float dt = CLAMP((d + distance_adv) / local_radius, 0, 1);
- att *= powf(1.0 - dt, light_cache.attenuation);
- }
- if (light_cache.type == VS::LIGHT_SPOT) {
- float angle = Math::rad2deg(acos(light_axis.dot(spot_axis)));
- if (angle > light_cache.spot_angle) {
- continue;
- }
- float d = CLAMP(angle / light_cache.spot_angle, 0, 1);
- att *= powf(1.0 - d, light_cache.spot_attenuation);
- }
- clip_planes = 0;
- for (int c = 0; c < 3; c++) {
- if (Math::is_zero_approx(light_axis[c])) {
- continue;
- }
- clip[clip_planes].normal[c] = 1.0;
- if (light_axis[c] < 0) {
- clip[clip_planes].d = limits[c] + 1;
- } else {
- clip[clip_planes].d -= 1.0;
- }
- clip_planes++;
- }
- Vector3 from = light_pos;
- for (int j = 0; j < clip_planes; j++) {
- clip[j].intersects_segment(from, to, &from);
- }
- float distance = (to - from).length();
- distance -= Math::fmod(distance, distance_adv); //make it reach the center of the box always, but this tame make it closer
- from = to - light_axis * distance;
- uint32_t result = 0xFFFFFFFF;
- while (distance > -distance_adv) { //use this to avoid precision errors
- result = _gi_bake_find_cell(cells, int(floor(from.x)), int(floor(from.y)), int(floor(from.z)), header->cell_subdiv);
- if (result != 0xFFFFFFFF) {
- break;
- }
- from += light_axis * distance_adv;
- distance -= distance_adv;
- }
- if (result == idx) {
- //cell hit itself! hooray!
- light->energy[0] += int32_t(light_r * att * ((cell->albedo >> 16) & 0xFF) / 255.0);
- light->energy[1] += int32_t(light_g * att * ((cell->albedo >> 8) & 0xFF) / 255.0);
- light->energy[2] += int32_t(light_b * att * ((cell->albedo) & 0xFF) / 255.0);
- }
- }
- } break;
- }
- }
- void VisualServerScene::_bake_gi_downscale_light(int p_idx, int p_level, const GIProbeDataCell *p_cells, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data, float p_propagate) {
- //average light to upper level
- float divisor = 0;
- float sum[3] = { 0.0, 0.0, 0.0 };
- for (int i = 0; i < 8; i++) {
- uint32_t child = p_cells[p_idx].children[i];
- if (child == 0xFFFFFFFF) {
- continue;
- }
- if (p_level + 1 < (int)p_header->cell_subdiv - 1) {
- _bake_gi_downscale_light(child, p_level + 1, p_cells, p_header, p_local_data, p_propagate);
- }
- sum[0] += p_local_data[child].energy[0];
- sum[1] += p_local_data[child].energy[1];
- sum[2] += p_local_data[child].energy[2];
- divisor += 1.0;
- }
- divisor = Math::lerp((float)8.0, divisor, p_propagate);
- sum[0] /= divisor;
- sum[1] /= divisor;
- sum[2] /= divisor;
- //divide by eight for average
- p_local_data[p_idx].energy[0] = Math::fast_ftoi(sum[0]);
- p_local_data[p_idx].energy[1] = Math::fast_ftoi(sum[1]);
- p_local_data[p_idx].energy[2] = Math::fast_ftoi(sum[2]);
- }
- void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) {
- InstanceGIProbeData *probe_data = static_cast<InstanceGIProbeData *>(p_gi_probe->base_data);
- PoolVector<int>::Read r = probe_data->dynamic.light_data.read();
- const GIProbeDataHeader *header = (const GIProbeDataHeader *)r.ptr();
- const GIProbeDataCell *cells = (const GIProbeDataCell *)&r[16];
- int leaf_count = probe_data->dynamic.level_cell_lists[header->cell_subdiv - 1].size();
- const uint32_t *leaves = probe_data->dynamic.level_cell_lists[header->cell_subdiv - 1].ptr();
- PoolVector<InstanceGIProbeData::LocalData>::Write ldw = probe_data->dynamic.local_data.write();
- InstanceGIProbeData::LocalData *local_data = ldw.ptr();
- //remove what must be removed
- for (Map<RID, InstanceGIProbeData::LightCache>::Element *E = probe_data->dynamic.light_cache.front(); E; E = E->next()) {
- RID rid = E->key();
- const InstanceGIProbeData::LightCache &lc = E->get();
- if ((!probe_data->dynamic.light_cache_changes.has(rid) || probe_data->dynamic.light_cache_changes[rid] != lc) && lc.visible) {
- //erase light data
- _bake_gi_probe_light(header, cells, local_data, leaves, leaf_count, lc, -1);
- }
- }
- //add what must be added
- for (Map<RID, InstanceGIProbeData::LightCache>::Element *E = probe_data->dynamic.light_cache_changes.front(); E; E = E->next()) {
- RID rid = E->key();
- const InstanceGIProbeData::LightCache &lc = E->get();
- if ((!probe_data->dynamic.light_cache.has(rid) || probe_data->dynamic.light_cache[rid] != lc) && lc.visible) {
- //add light data
- _bake_gi_probe_light(header, cells, local_data, leaves, leaf_count, lc, 1);
- }
- }
- SWAP(probe_data->dynamic.light_cache_changes, probe_data->dynamic.light_cache);
- //downscale to lower res levels
- _bake_gi_downscale_light(0, 0, cells, header, local_data, probe_data->dynamic.propagate);
- //plot result to 3D texture!
- if (probe_data->dynamic.compression == RasterizerStorage::GI_PROBE_UNCOMPRESSED) {
- for (int i = 0; i < (int)header->cell_subdiv; i++) {
- int stage = header->cell_subdiv - i - 1;
- if (stage >= probe_data->dynamic.mipmaps_3d.size()) {
- continue; //no mipmap for this one
- }
- //print_line("generating mipmap stage: " + itos(stage));
- int level_cell_count = probe_data->dynamic.level_cell_lists[i].size();
- const uint32_t *level_cells = probe_data->dynamic.level_cell_lists[i].ptr();
- PoolVector<uint8_t>::Write lw = probe_data->dynamic.mipmaps_3d.write[stage].write();
- uint8_t *mipmapw = lw.ptr();
- uint32_t sizes[3] = { header->width >> stage, header->height >> stage, header->depth >> stage };
- for (int j = 0; j < level_cell_count; j++) {
- uint32_t idx = level_cells[j];
- uint32_t r2 = (uint32_t(local_data[idx].energy[0]) / probe_data->dynamic.bake_dynamic_range) >> 2;
- uint32_t g = (uint32_t(local_data[idx].energy[1]) / probe_data->dynamic.bake_dynamic_range) >> 2;
- uint32_t b = (uint32_t(local_data[idx].energy[2]) / probe_data->dynamic.bake_dynamic_range) >> 2;
- uint32_t a = (cells[idx].level_alpha >> 8) & 0xFF;
- uint32_t mm_ofs = sizes[0] * sizes[1] * (local_data[idx].pos[2]) + sizes[0] * (local_data[idx].pos[1]) + (local_data[idx].pos[0]);
- mm_ofs *= 4; //for RGBA (4 bytes)
- mipmapw[mm_ofs + 0] = uint8_t(MIN(r2, 255));
- mipmapw[mm_ofs + 1] = uint8_t(MIN(g, 255));
- mipmapw[mm_ofs + 2] = uint8_t(MIN(b, 255));
- mipmapw[mm_ofs + 3] = uint8_t(MIN(a, 255));
- }
- }
- } else if (probe_data->dynamic.compression == RasterizerStorage::GI_PROBE_S3TC) {
- int mipmap_count = probe_data->dynamic.mipmaps_3d.size();
- for (int mmi = 0; mmi < mipmap_count; mmi++) {
- PoolVector<uint8_t>::Write mmw = probe_data->dynamic.mipmaps_3d.write[mmi].write();
- int block_count = probe_data->dynamic.mipmaps_s3tc[mmi].size();
- PoolVector<InstanceGIProbeData::CompBlockS3TC>::Read mmr = probe_data->dynamic.mipmaps_s3tc[mmi].read();
- for (int i = 0; i < block_count; i++) {
- const InstanceGIProbeData::CompBlockS3TC &b = mmr[i];
- uint8_t *blockptr = &mmw[b.offset * 16];
- memcpy(blockptr, b.alpha, 8); //copy alpha part, which is precomputed
- Vector3 colors[16];
- for (uint32_t j = 0; j < b.source_count; j++) {
- colors[j].x = (local_data[b.sources[j]].energy[0] / float(probe_data->dynamic.bake_dynamic_range)) / 1024.0;
- colors[j].y = (local_data[b.sources[j]].energy[1] / float(probe_data->dynamic.bake_dynamic_range)) / 1024.0;
- colors[j].z = (local_data[b.sources[j]].energy[2] / float(probe_data->dynamic.bake_dynamic_range)) / 1024.0;
- }
- //super quick and dirty compression
- //find 2 most further apart
- float distance = 0;
- Vector3 from, to;
- if (b.source_count == 16) {
- //all cells are used so, find minmax between them
- int further_apart[2] = { 0, 0 };
- for (uint32_t j = 0; j < b.source_count; j++) {
- for (uint32_t k = j + 1; k < b.source_count; k++) {
- float d = colors[j].distance_squared_to(colors[k]);
- if (d > distance) {
- distance = d;
- further_apart[0] = j;
- further_apart[1] = k;
- }
- }
- }
- from = colors[further_apart[0]];
- to = colors[further_apart[1]];
- } else {
- //if a block is missing, the priority is that this block remains black,
- //otherwise the geometry will appear deformed
- //correct shape wins over correct color in this case
- //average all colors first
- Vector3 average;
- for (uint32_t j = 0; j < b.source_count; j++) {
- average += colors[j];
- }
- average.normalize();
- //find max distance in normal from average
- for (uint32_t j = 0; j < b.source_count; j++) {
- float d = average.dot(colors[j]);
- distance = MAX(d, distance);
- }
- from = Vector3(); //from black
- to = average * distance;
- //find max distance
- }
- int indices[16];
- uint16_t color_0 = 0;
- color_0 = CLAMP(int(from.x * 31), 0, 31) << 11;
- color_0 |= CLAMP(int(from.y * 63), 0, 63) << 5;
- color_0 |= CLAMP(int(from.z * 31), 0, 31);
- uint16_t color_1 = 0;
- color_1 = CLAMP(int(to.x * 31), 0, 31) << 11;
- color_1 |= CLAMP(int(to.y * 63), 0, 63) << 5;
- color_1 |= CLAMP(int(to.z * 31), 0, 31);
- if (color_1 > color_0) {
- SWAP(color_1, color_0);
- SWAP(from, to);
- }
- if (distance > 0) {
- Vector3 dir = (to - from).normalized();
- for (uint32_t j = 0; j < b.source_count; j++) {
- float d = (colors[j] - from).dot(dir) / distance;
- indices[j] = int(d * 3 + 0.5);
- static const int index_swap[4] = { 0, 3, 1, 2 };
- indices[j] = index_swap[CLAMP(indices[j], 0, 3)];
- }
- } else {
- for (uint32_t j = 0; j < b.source_count; j++) {
- indices[j] = 0;
- }
- }
- //by default, 1 is black, otherwise it will be overridden by source
- uint32_t index_block[16] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
- for (uint32_t j = 0; j < b.source_count; j++) {
- int x = local_data[b.sources[j]].pos[0] % 4;
- int y = local_data[b.sources[j]].pos[1] % 4;
- index_block[y * 4 + x] = indices[j];
- }
- uint32_t encode = 0;
- for (int j = 0; j < 16; j++) {
- encode |= index_block[j] << (j * 2);
- }
- blockptr[8] = color_0 & 0xFF;
- blockptr[9] = (color_0 >> 8) & 0xFF;
- blockptr[10] = color_1 & 0xFF;
- blockptr[11] = (color_1 >> 8) & 0xFF;
- blockptr[12] = encode & 0xFF;
- blockptr[13] = (encode >> 8) & 0xFF;
- blockptr[14] = (encode >> 16) & 0xFF;
- blockptr[15] = (encode >> 24) & 0xFF;
- }
- }
- }
- //send back to main thread to update un little chunks
- probe_bake_mutex.lock();
- probe_data->dynamic.updating_stage = GI_UPDATE_STAGE_UPLOADING;
- probe_bake_mutex.unlock();
- }
- bool VisualServerScene::_check_gi_probe(Instance *p_gi_probe) {
- InstanceGIProbeData *probe_data = static_cast<InstanceGIProbeData *>(p_gi_probe->base_data);
- probe_data->dynamic.light_cache_changes.clear();
- bool all_equal = true;
- for (List<Instance *>::Element *E = p_gi_probe->scenario->directional_lights.front(); E; E = E->next()) {
- if (VSG::storage->light_get_bake_mode(E->get()->base) == VS::LightBakeMode::LIGHT_BAKE_DISABLED) {
- continue;
- }
- InstanceGIProbeData::LightCache lc;
- lc.type = VSG::storage->light_get_type(E->get()->base);
- lc.color = VSG::storage->light_get_color(E->get()->base);
- lc.energy = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_ENERGY) * VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_INDIRECT_ENERGY);
- lc.radius = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_RANGE);
- lc.attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_ATTENUATION);
- lc.spot_angle = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ANGLE);
- lc.spot_attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ATTENUATION);
- lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform;
- lc.visible = E->get()->visible;
- if (!probe_data->dynamic.light_cache.has(E->get()->self) || probe_data->dynamic.light_cache[E->get()->self] != lc) {
- all_equal = false;
- }
- probe_data->dynamic.light_cache_changes[E->get()->self] = lc;
- }
- for (Set<Instance *>::Element *E = probe_data->lights.front(); E; E = E->next()) {
- if (VSG::storage->light_get_bake_mode(E->get()->base) == VS::LightBakeMode::LIGHT_BAKE_DISABLED) {
- continue;
- }
- InstanceGIProbeData::LightCache lc;
- lc.type = VSG::storage->light_get_type(E->get()->base);
- lc.color = VSG::storage->light_get_color(E->get()->base);
- lc.energy = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_ENERGY) * VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_INDIRECT_ENERGY);
- lc.radius = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_RANGE);
- lc.attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_ATTENUATION);
- lc.spot_angle = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ANGLE);
- lc.spot_attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ATTENUATION);
- lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform;
- lc.visible = E->get()->visible;
- if (!probe_data->dynamic.light_cache.has(E->get()->self) || probe_data->dynamic.light_cache[E->get()->self] != lc) {
- all_equal = false;
- }
- probe_data->dynamic.light_cache_changes[E->get()->self] = lc;
- }
- //lighting changed from after to before, must do some updating
- return !all_equal || probe_data->dynamic.light_cache_changes.size() != probe_data->dynamic.light_cache.size();
- }
- void VisualServerScene::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 (VSG::storage->reflection_probe_get_update_mode(base)) {
- case VS::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 VS::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();
- 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 force_lighting = false;
- if (probe->invalid || (probe->dynamic.updating_stage == GI_UPDATE_STAGE_CHECK && probe->base_version != VSG::storage->gi_probe_get_version(instance_probe->base))) {
- _setup_gi_probe(instance_probe);
- force_lighting = true;
- }
- float propagate = VSG::storage->gi_probe_get_propagation(instance_probe->base);
- if (probe->dynamic.propagate != propagate) {
- probe->dynamic.propagate = propagate;
- force_lighting = true;
- }
- if (!probe->invalid && probe->dynamic.enabled) {
- switch (probe->dynamic.updating_stage) {
- case GI_UPDATE_STAGE_CHECK: {
- if (_check_gi_probe(instance_probe) || force_lighting) { //send to lighting thread
- #ifndef NO_THREADS
- probe_bake_mutex.lock();
- probe->dynamic.updating_stage = GI_UPDATE_STAGE_LIGHTING;
- probe_bake_list.push_back(instance_probe);
- probe_bake_mutex.unlock();
- probe_bake_sem.post();
- #else
- _bake_gi_probe(instance_probe);
- #endif
- }
- } break;
- case GI_UPDATE_STAGE_LIGHTING: {
- //do none, wait til done!
- } break;
- case GI_UPDATE_STAGE_UPLOADING: {
- //uint64_t us = OS::get_singleton()->get_ticks_usec();
- for (int i = 0; i < (int)probe->dynamic.mipmaps_3d.size(); i++) {
- PoolVector<uint8_t>::Read r = probe->dynamic.mipmaps_3d[i].read();
- VSG::storage->gi_probe_dynamic_data_update(probe->dynamic.probe_data, 0, probe->dynamic.grid_size[2] >> i, i, r.ptr());
- }
- probe->dynamic.updating_stage = GI_UPDATE_STAGE_CHECK;
- //print_line("UPLOAD TIME: " + rtos((OS::get_singleton()->get_ticks_usec() - us) / 1000000.0));
- } break;
- }
- }
- //_update_gi_probe(gi_probe->self()->owner);
- gi_probe = next;
- }
- }
- void VisualServerScene::_update_dirty_instance(Instance *p_instance) {
- if (p_instance->update_aabb) {
- _update_instance_aabb(p_instance);
- }
- if (p_instance->update_materials) {
- if (p_instance->base_type == VS::INSTANCE_MESH) {
- //remove materials no longer used and un-own them
- int new_mat_count = VSG::storage->mesh_get_surface_count(p_instance->base);
- for (int i = p_instance->materials.size() - 1; i >= new_mat_count; i--) {
- if (p_instance->materials[i].is_valid()) {
- VSG::storage->material_remove_instance_owner(p_instance->materials[i], p_instance);
- }
- }
- p_instance->materials.resize(new_mat_count);
- int new_blend_shape_count = VSG::storage->mesh_get_blend_shape_count(p_instance->base);
- if (new_blend_shape_count != p_instance->blend_values.size()) {
- p_instance->blend_values.resize(new_blend_shape_count);
- for (int i = 0; i < new_blend_shape_count; i++) {
- p_instance->blend_values.write().ptr()[i] = 0;
- }
- }
- }
- if ((1 << p_instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
- bool can_cast_shadows = true;
- bool is_animated = false;
- if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) {
- can_cast_shadows = false;
- } else if (p_instance->material_override.is_valid()) {
- can_cast_shadows = VSG::storage->material_casts_shadows(p_instance->material_override);
- is_animated = VSG::storage->material_is_animated(p_instance->material_override);
- } else {
- if (p_instance->base_type == VS::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] : VSG::storage->mesh_surface_get_material(mesh, i);
- if (!mat.is_valid()) {
- cast_shadows = true;
- } else {
- if (VSG::storage->material_casts_shadows(mat)) {
- cast_shadows = true;
- }
- if (VSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
- }
- }
- if (!cast_shadows) {
- can_cast_shadows = false;
- }
- }
- } else if (p_instance->base_type == VS::INSTANCE_MULTIMESH) {
- RID mesh = VSG::storage->multimesh_get_mesh(p_instance->base);
- if (mesh.is_valid()) {
- bool cast_shadows = false;
- int sc = VSG::storage->mesh_get_surface_count(mesh);
- for (int i = 0; i < sc; i++) {
- RID mat = VSG::storage->mesh_surface_get_material(mesh, i);
- if (!mat.is_valid()) {
- cast_shadows = true;
- } else {
- if (VSG::storage->material_casts_shadows(mat)) {
- cast_shadows = true;
- }
- if (VSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
- }
- }
- if (!cast_shadows) {
- can_cast_shadows = false;
- }
- }
- } else if (p_instance->base_type == VS::INSTANCE_IMMEDIATE) {
- RID mat = VSG::storage->immediate_get_material(p_instance->base);
- can_cast_shadows = !mat.is_valid() || VSG::storage->material_casts_shadows(mat);
- if (mat.is_valid() && VSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
- } else if (p_instance->base_type == VS::INSTANCE_PARTICLES) {
- bool cast_shadows = false;
- int dp = VSG::storage->particles_get_draw_passes(p_instance->base);
- for (int i = 0; i < dp; i++) {
- RID mesh = VSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
- if (!mesh.is_valid()) {
- continue;
- }
- int sc = VSG::storage->mesh_get_surface_count(mesh);
- for (int j = 0; j < sc; j++) {
- RID mat = VSG::storage->mesh_surface_get_material(mesh, j);
- if (!mat.is_valid()) {
- cast_shadows = true;
- } else {
- if (VSG::storage->material_casts_shadows(mat)) {
- cast_shadows = true;
- }
- if (VSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
- }
- }
- }
- if (!cast_shadows) {
- can_cast_shadows = false;
- }
- }
- }
- if (p_instance->material_overlay.is_valid()) {
- can_cast_shadows = can_cast_shadows || VSG::storage->material_casts_shadows(p_instance->material_overlay);
- is_animated = is_animated || VSG::storage->material_is_animated(p_instance->material_overlay);
- }
- if (can_cast_shadows != geom->can_cast_shadows) {
- //ability to cast shadows change, let lights now
- for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
- light->shadow_dirty = true;
- }
- geom->can_cast_shadows = can_cast_shadows;
- }
- geom->material_is_animated = is_animated;
- }
- }
- _instance_update_list.remove(&p_instance->update_item);
- _update_instance(p_instance);
- p_instance->update_aabb = false;
- p_instance->update_materials = false;
- }
- void VisualServerScene::update_dirty_instances() {
- VSG::storage->update_dirty_resources();
- // this is just to get access to scenario so we can update the spatial partitioning scheme
- Scenario *scenario = nullptr;
- if (_instance_update_list.first()) {
- scenario = _instance_update_list.first()->self()->scenario;
- }
- while (_instance_update_list.first()) {
- _update_dirty_instance(_instance_update_list.first()->self());
- }
- if (scenario) {
- scenario->sps->update();
- }
- }
- bool VisualServerScene::free(RID p_rid) {
- if (camera_owner.owns(p_rid)) {
- Camera *camera = camera_owner.get(p_rid);
- _interpolation_data.notify_free_camera(p_rid, *camera);
- camera_owner.free(p_rid);
- memdelete(camera);
- } else if (scenario_owner.owns(p_rid)) {
- Scenario *scenario = scenario_owner.get(p_rid);
- while (scenario->instances.first()) {
- instance_set_scenario(scenario->instances.first()->self()->self, RID());
- }
- VSG::scene_render->free(scenario->reflection_probe_shadow_atlas);
- VSG::scene_render->free(scenario->reflection_atlas);
- scenario_owner.free(p_rid);
- memdelete(scenario);
- } else if (instance_owner.owns(p_rid)) {
- // delete the instance
- update_dirty_instances();
- Instance *instance = instance_owner.get(p_rid);
- _interpolation_data.notify_free_instance(p_rid, *instance);
- instance_set_use_lightmap(p_rid, RID(), RID(), -1, Rect2(0, 0, 1, 1));
- instance_set_scenario(p_rid, RID());
- instance_set_base(p_rid, RID());
- instance_geometry_set_material_override(p_rid, RID());
- instance_geometry_set_material_overlay(p_rid, RID());
- instance_attach_skeleton(p_rid, RID());
- update_dirty_instances(); //in case something changed this
- instance_owner.free(p_rid);
- memdelete(instance);
- } else if (room_owner.owns(p_rid)) {
- Room *room = room_owner.get(p_rid);
- room_owner.free(p_rid);
- memdelete(room);
- } else if (portal_owner.owns(p_rid)) {
- Portal *portal = portal_owner.get(p_rid);
- portal_owner.free(p_rid);
- memdelete(portal);
- } else if (ghost_owner.owns(p_rid)) {
- Ghost *ghost = ghost_owner.get(p_rid);
- ghost_owner.free(p_rid);
- memdelete(ghost);
- } else if (roomgroup_owner.owns(p_rid)) {
- RoomGroup *roomgroup = roomgroup_owner.get(p_rid);
- roomgroup_owner.free(p_rid);
- memdelete(roomgroup);
- } else if (occluder_instance_owner.owns(p_rid)) {
- OccluderInstance *occ_inst = occluder_instance_owner.get(p_rid);
- occluder_instance_owner.free(p_rid);
- memdelete(occ_inst);
- } else if (occluder_resource_owner.owns(p_rid)) {
- OccluderResource *occ_res = occluder_resource_owner.get(p_rid);
- occ_res->destroy(_portal_resources);
- occluder_resource_owner.free(p_rid);
- memdelete(occ_res);
- } else {
- return false;
- }
- return true;
- }
- VisualServerScene *VisualServerScene::singleton = nullptr;
- VisualServerScene::VisualServerScene() {
- probe_bake_thread.start(_gi_probe_bake_threads, this);
- probe_bake_thread_exit = false;
- render_pass = 1;
- singleton = this;
- _use_bvh = GLOBAL_DEF("rendering/quality/spatial_partitioning/use_bvh", true);
- GLOBAL_DEF("rendering/quality/spatial_partitioning/bvh_collision_margin", 0.1);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/spatial_partitioning/bvh_collision_margin", PropertyInfo(Variant::REAL, "rendering/quality/spatial_partitioning/bvh_collision_margin", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"));
- _visual_server_callbacks = nullptr;
- }
- VisualServerScene::~VisualServerScene() {
- probe_bake_thread_exit = true;
- probe_bake_sem.post();
- probe_bake_thread.wait_to_finish();
- }
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