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allow moving meshes without motion vectors

Ansraer há 3 meses atrás
pai
commit
a4a5f4ed01

+ 7 - 0
doc/classes/RenderingServer.xml

@@ -2046,6 +2046,13 @@
 				Sets whether an instance is drawn or not. Equivalent to [member Node3D.visible].
 			</description>
 		</method>
+		<method name="instance_teleport">
+			<return type="void" />
+			<param index="0" name="instance" type="RID" />
+			<description>
+				Resets motion vectors and other interpolated values. Use this [i]after[/i] teleporting a mesh from one position to another to avoid ghosting artifacts.
+			</description>
+		</method>
 		<method name="instances_cull_aabb" qualifiers="const">
 			<return type="PackedInt64Array" />
 			<param index="0" name="aabb" type="AABB" />

+ 1 - 0
scene/3d/visual_instance_3d.cpp

@@ -110,6 +110,7 @@ void VisualInstance3D::_notification(int p_what) {
 				if (!_is_using_identity_transform()) {
 					RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform());
 				}
+				RenderingServer::get_singleton()->instance_teleport(instance);
 
 				RenderingServer::get_singleton()->instance_reset_physics_interpolation(instance);
 			}

+ 1 - 0
servers/rendering/dummy/rasterizer_scene_dummy.h

@@ -49,6 +49,7 @@ public:
 		virtual void set_surface_materials(const Vector<RID> &p_materials) override {}
 		virtual void set_mesh_instance(RID p_mesh_instance) override {}
 		virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override {}
+		virtual void reset_motion_vectors() override {}
 		virtual void set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) override {}
 		virtual void set_lod_bias(float p_lod_bias) override {}
 		virtual void set_layer_mask(uint32_t p_layer_mask) override {}

+ 3 - 0
servers/rendering/renderer_geometry_instance.cpp

@@ -134,6 +134,9 @@ void RenderGeometryInstanceBase::set_cast_double_sided_shadows(bool p_enable) {
 	_mark_dirty();
 }
 
+void RenderGeometryInstanceBase::reset_motion_vectors() {
+}
+
 Transform3D RenderGeometryInstanceBase::get_transform() {
 	return transform;
 }

+ 4 - 0
servers/rendering/renderer_geometry_instance.h

@@ -61,6 +61,8 @@ public:
 	virtual void set_instance_shader_uniforms_offset(int32_t p_offset) = 0;
 	virtual void set_cast_double_sided_shadows(bool p_enable) = 0;
 
+	virtual void reset_motion_vectors() = 0;
+
 	virtual Transform3D get_transform() = 0;
 	virtual AABB get_aabb() = 0;
 
@@ -145,6 +147,8 @@ public:
 	virtual void set_instance_shader_uniforms_offset(int32_t p_offset) override;
 	virtual void set_cast_double_sided_shadows(bool p_enable) override;
 
+	virtual void reset_motion_vectors() override;
+
 	virtual Transform3D get_transform() override;
 	virtual AABB get_aabb() override;
 };

+ 11 - 4
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -1015,7 +1015,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
 				}
 			}
 			if (p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI || p_pass_mode == PASS_MODE_COLOR) {
-				bool transform_changed = inst->prev_transform_change_frame == frame;
+				bool transform_changed = inst->transform_status == GeometryInstanceForwardClustered::TransformStatus::MOVED;
 				bool has_mesh_instance = inst->mesh_instance.is_valid();
 				bool uses_particles = inst->base_flags & INSTANCE_DATA_FLAG_PARTICLES;
 				bool is_multimesh_with_motion = !uses_particles && (inst->base_flags & INSTANCE_DATA_FLAG_MULTIMESH) && mesh_storage->_multimesh_uses_motion_vectors_offsets(inst->data->base);
@@ -1044,9 +1044,9 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
 			lod_distance = surface_distance.length();
 		}
 
-		if (unlikely(inst->prev_transform_dirty && frame > inst->prev_transform_change_frame + 1 && inst->prev_transform_change_frame)) {
+		if (unlikely(inst->transform_status != GeometryInstanceForwardClustered::TransformStatus::NONE && frame > inst->prev_transform_change_frame + 1 && inst->prev_transform_change_frame)) {
 			inst->prev_transform = inst->transform;
-			inst->prev_transform_dirty = false;
+			inst->transform_status = GeometryInstanceForwardClustered::TransformStatus::NONE;
 		}
 
 		while (surf) {
@@ -4694,12 +4694,19 @@ void RenderForwardClustered::GeometryInstanceForwardClustered::set_transform(con
 	if (frame != prev_transform_change_frame) {
 		prev_transform = transform;
 		prev_transform_change_frame = frame;
-		prev_transform_dirty = true;
+		transform_status = TransformStatus::MOVED;
+	} else if (unlikely(transform_status == TransformStatus::TELEPORTED)) {
+		prev_transform = transform;
 	}
 
 	RenderGeometryInstanceBase::set_transform(p_transform, p_aabb, p_transformed_aabb);
 }
 
+void RenderForwardClustered::GeometryInstanceForwardClustered::reset_motion_vectors() {
+	prev_transform = transform;
+	transform_status = TransformStatus::TELEPORTED;
+}
+
 void RenderForwardClustered::GeometryInstanceForwardClustered::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
 	lightmap_instance = p_lightmap_instance;
 	lightmap_uv_scale = p_lightmap_uv_scale;

+ 6 - 1
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h

@@ -544,7 +544,11 @@ private:
 
 		//used during setup
 		uint64_t prev_transform_change_frame = 0xFFFFFFFF;
-		bool prev_transform_dirty = true;
+		enum TransformStatus {
+			NONE,
+			MOVED,
+			TELEPORTED,
+		} transform_status = TransformStatus::MOVED;
 		Transform3D prev_transform;
 		RID voxel_gi_instances[MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE];
 		GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
@@ -556,6 +560,7 @@ private:
 		virtual void _mark_dirty() override;
 
 		virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
+		virtual void reset_motion_vectors() override;
 		virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
 		virtual void set_lightmap_capture(const Color *p_sh9) override;
 

+ 11 - 2
servers/rendering/renderer_scene_cull.cpp

@@ -1044,6 +1044,8 @@ void RendererSceneCull::instance_reset_physics_interpolation(RID p_instance) {
 	Instance *instance = instance_owner.get_or_null(p_instance);
 	ERR_FAIL_NULL(instance);
 
+	instance->teleported = true;
+
 	if (_interpolation_data.interpolation_enabled && instance->interpolated) {
 		instance->transform_prev = instance->transform_curr;
 		instance->transform_checksum_prev = instance->transform_checksum_curr;
@@ -1156,8 +1158,10 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
 	}
 }
 
-inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
-	return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES;
+void RendererSceneCull::instance_teleport(RID p_instance) {
+	Instance *instance = instance_owner.get_or_null(p_instance);
+	ERR_FAIL_NULL(instance);
+	instance->teleported = true;
 }
 
 void RendererSceneCull::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
@@ -1790,7 +1794,11 @@ void RendererSceneCull::_update_instance(Instance *p_instance) const {
 		}
 
 		ERR_FAIL_NULL(geom->geometry_instance);
+
 		geom->geometry_instance->set_transform(*instance_xform, p_instance->aabb, p_instance->transformed_aabb);
+		if (p_instance->teleported) {
+			geom->geometry_instance->reset_motion_vectors();
+		}
 	}
 
 	// note: we had to remove is equal approx check here, it meant that det == 0.000004 won't work, which is the case for some of our scenes.
@@ -4204,6 +4212,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) const {
 
 	_update_instance(p_instance);
 
+	p_instance->teleported = false;
 	p_instance->update_aabb = false;
 	p_instance->update_dependencies = false;
 }

+ 3 - 0
servers/rendering/renderer_scene_cull.h

@@ -412,6 +412,7 @@ public:
 		// This will either be the interpolated transform (when using fixed timestep interpolation)
 		// or the ONLY transform (when not using FTI).
 		Transform3D transform;
+		bool teleported = false;
 
 		// For interpolation we store the current transform (this physics tick)
 		// and the transform in the previous tick.
@@ -1054,6 +1055,8 @@ public:
 	virtual void instance_set_visible(RID p_instance, bool p_visible);
 	virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency);
 
+	virtual void instance_teleport(RID p_instance);
+
 	virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
 
 	virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);

+ 2 - 0
servers/rendering/rendering_method.h

@@ -90,6 +90,8 @@ public:
 	virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
 	virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0;
 
+	virtual void instance_teleport(RID p_instance) = 0;
+
 	virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb) = 0;
 
 	virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;

+ 2 - 0
servers/rendering/rendering_server_default.h

@@ -887,6 +887,8 @@ public:
 	FUNC3(instance_set_surface_override_material, RID, int, RID)
 	FUNC2(instance_set_visible, RID, bool)
 
+	FUNC1(instance_teleport, RID)
+
 	FUNC2(instance_set_custom_aabb, RID, AABB)
 
 	FUNC2(instance_attach_skeleton, RID, RID)

+ 2 - 0
servers/rendering_server.cpp

@@ -3172,6 +3172,8 @@ void RenderingServer::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &RenderingServer::instance_set_visible);
 	ClassDB::bind_method(D_METHOD("instance_geometry_set_transparency", "instance", "transparency"), &RenderingServer::instance_geometry_set_transparency);
 
+	ClassDB::bind_method(D_METHOD("instance_teleport", "instance"), &RenderingServer::instance_teleport);
+
 	ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &RenderingServer::instance_set_custom_aabb);
 
 	ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &RenderingServer::instance_attach_skeleton);

+ 2 - 0
servers/rendering_server.h

@@ -1434,6 +1434,8 @@ public:
 	virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;
 	virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
 
+	virtual void instance_teleport(RID p_instance) = 0;
+
 	virtual void instance_set_custom_aabb(RID p_instance, AABB aabb) = 0;
 
 	virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;