renderer_scene_cull.cpp 160 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_cull.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_cull.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "rendering_server_default.h"
  34. #include "rendering_server_globals.h"
  35. #include <new>
  36. /* CAMERA API */
  37. RID RendererSceneCull::camera_allocate() {
  38. return camera_owner.allocate_rid();
  39. }
  40. void RendererSceneCull::camera_initialize(RID p_rid) {
  41. camera_owner.initialize_rid(p_rid);
  42. }
  43. void RendererSceneCull::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
  44. Camera *camera = camera_owner.get_or_null(p_camera);
  45. ERR_FAIL_COND(!camera);
  46. camera->type = Camera::PERSPECTIVE;
  47. camera->fov = p_fovy_degrees;
  48. camera->znear = p_z_near;
  49. camera->zfar = p_z_far;
  50. }
  51. void RendererSceneCull::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
  52. Camera *camera = camera_owner.get_or_null(p_camera);
  53. ERR_FAIL_COND(!camera);
  54. camera->type = Camera::ORTHOGONAL;
  55. camera->size = p_size;
  56. camera->znear = p_z_near;
  57. camera->zfar = p_z_far;
  58. }
  59. void RendererSceneCull::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
  60. Camera *camera = camera_owner.get_or_null(p_camera);
  61. ERR_FAIL_COND(!camera);
  62. camera->type = Camera::FRUSTUM;
  63. camera->size = p_size;
  64. camera->offset = p_offset;
  65. camera->znear = p_z_near;
  66. camera->zfar = p_z_far;
  67. }
  68. void RendererSceneCull::camera_set_transform(RID p_camera, const Transform3D &p_transform) {
  69. Camera *camera = camera_owner.get_or_null(p_camera);
  70. ERR_FAIL_COND(!camera);
  71. camera->transform = p_transform.orthonormalized();
  72. }
  73. void RendererSceneCull::camera_set_cull_mask(RID p_camera, uint32_t p_layers) {
  74. Camera *camera = camera_owner.get_or_null(p_camera);
  75. ERR_FAIL_COND(!camera);
  76. camera->visible_layers = p_layers;
  77. }
  78. void RendererSceneCull::camera_set_environment(RID p_camera, RID p_env) {
  79. Camera *camera = camera_owner.get_or_null(p_camera);
  80. ERR_FAIL_COND(!camera);
  81. camera->env = p_env;
  82. }
  83. void RendererSceneCull::camera_set_camera_attributes(RID p_camera, RID p_attributes) {
  84. Camera *camera = camera_owner.get_or_null(p_camera);
  85. ERR_FAIL_COND(!camera);
  86. camera->attributes = p_attributes;
  87. }
  88. void RendererSceneCull::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
  89. Camera *camera = camera_owner.get_or_null(p_camera);
  90. ERR_FAIL_COND(!camera);
  91. camera->vaspect = p_enable;
  92. }
  93. bool RendererSceneCull::is_camera(RID p_camera) const {
  94. return camera_owner.owns(p_camera);
  95. }
  96. /* OCCLUDER API */
  97. RID RendererSceneCull::occluder_allocate() {
  98. return RendererSceneOcclusionCull::get_singleton()->occluder_allocate();
  99. }
  100. void RendererSceneCull::occluder_initialize(RID p_rid) {
  101. RendererSceneOcclusionCull::get_singleton()->occluder_initialize(p_rid);
  102. }
  103. void RendererSceneCull::occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {
  104. RendererSceneOcclusionCull::get_singleton()->occluder_set_mesh(p_occluder, p_vertices, p_indices);
  105. }
  106. /* SCENARIO API */
  107. void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
  108. RendererSceneCull *self = (RendererSceneCull *)singleton;
  109. Instance *A = p_A;
  110. Instance *B = p_B;
  111. //instance indices are designed so greater always contains lesser
  112. if (A->base_type > B->base_type) {
  113. SWAP(A, B); //lesser always first
  114. }
  115. if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  116. InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
  117. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  118. geom->lights.insert(B);
  119. light->geometries.insert(A);
  120. if (geom->can_cast_shadows) {
  121. light->shadow_dirty = true;
  122. }
  123. if (A->scenario && A->array_index >= 0) {
  124. InstanceData &idata = A->scenario->instance_data[A->array_index];
  125. idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
  126. }
  127. if (light->uses_projector) {
  128. geom->projector_count++;
  129. if (geom->projector_count == 1) {
  130. InstanceData &idata = A->scenario->instance_data[A->array_index];
  131. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  132. }
  133. }
  134. if (light->uses_softshadow) {
  135. geom->softshadow_count++;
  136. if (geom->softshadow_count == 1) {
  137. InstanceData &idata = A->scenario->instance_data[A->array_index];
  138. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  139. }
  140. }
  141. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  142. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
  143. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  144. geom->reflection_probes.insert(B);
  145. reflection_probe->geometries.insert(A);
  146. if (A->scenario && A->array_index >= 0) {
  147. InstanceData &idata = A->scenario->instance_data[A->array_index];
  148. idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
  149. }
  150. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  151. InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
  152. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  153. geom->decals.insert(B);
  154. decal->geometries.insert(A);
  155. if (A->scenario && A->array_index >= 0) {
  156. InstanceData &idata = A->scenario->instance_data[A->array_index];
  157. idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
  158. }
  159. } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  160. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
  161. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  162. if (A->dynamic_gi) {
  163. geom->lightmap_captures.insert(A);
  164. lightmap_data->geometries.insert(B);
  165. if (A->scenario && A->array_index >= 0) {
  166. InstanceData &idata = A->scenario->instance_data[A->array_index];
  167. idata.flags |= InstanceData::FLAG_LIGHTMAP_CAPTURE;
  168. }
  169. ((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
  170. }
  171. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_VOXEL_GI) && B->base_type == RS::INSTANCE_VOXEL_GI && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  172. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  173. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  174. geom->voxel_gi_instances.insert(B);
  175. if (A->dynamic_gi) {
  176. voxel_gi->dynamic_geometries.insert(A);
  177. } else {
  178. voxel_gi->geometries.insert(A);
  179. }
  180. if (A->scenario && A->array_index >= 0) {
  181. InstanceData &idata = A->scenario->instance_data[A->array_index];
  182. idata.flags |= InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY;
  183. }
  184. } else if (B->base_type == RS::INSTANCE_VOXEL_GI && A->base_type == RS::INSTANCE_LIGHT) {
  185. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  186. voxel_gi->lights.insert(A);
  187. } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
  188. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
  189. RSG::particles_storage->particles_add_collision(A->base, collision->instance);
  190. }
  191. }
  192. void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
  193. RendererSceneCull *self = (RendererSceneCull *)singleton;
  194. Instance *A = p_A;
  195. Instance *B = p_B;
  196. //instance indices are designed so greater always contains lesser
  197. if (A->base_type > B->base_type) {
  198. SWAP(A, B); //lesser always first
  199. }
  200. if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  201. InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
  202. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  203. geom->lights.erase(B);
  204. light->geometries.erase(A);
  205. if (geom->can_cast_shadows) {
  206. light->shadow_dirty = true;
  207. }
  208. if (A->scenario && A->array_index >= 0) {
  209. InstanceData &idata = A->scenario->instance_data[A->array_index];
  210. idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
  211. }
  212. if (light->uses_projector) {
  213. #ifdef DEBUG_ENABLED
  214. if (geom->projector_count == 0) {
  215. ERR_PRINT("geom->projector_count==0 - BUG!");
  216. }
  217. #endif
  218. geom->projector_count--;
  219. if (geom->projector_count == 0) {
  220. InstanceData &idata = A->scenario->instance_data[A->array_index];
  221. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  222. }
  223. }
  224. if (light->uses_softshadow) {
  225. #ifdef DEBUG_ENABLED
  226. if (geom->softshadow_count == 0) {
  227. ERR_PRINT("geom->softshadow_count==0 - BUG!");
  228. }
  229. #endif
  230. geom->softshadow_count--;
  231. if (geom->softshadow_count == 0) {
  232. InstanceData &idata = A->scenario->instance_data[A->array_index];
  233. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  234. }
  235. }
  236. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  237. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
  238. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  239. geom->reflection_probes.erase(B);
  240. reflection_probe->geometries.erase(A);
  241. if (A->scenario && A->array_index >= 0) {
  242. InstanceData &idata = A->scenario->instance_data[A->array_index];
  243. idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
  244. }
  245. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  246. InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
  247. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  248. geom->decals.erase(B);
  249. decal->geometries.erase(A);
  250. if (A->scenario && A->array_index >= 0) {
  251. InstanceData &idata = A->scenario->instance_data[A->array_index];
  252. idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
  253. }
  254. } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  255. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
  256. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  257. if (A->dynamic_gi) {
  258. geom->lightmap_captures.erase(B);
  259. if (geom->lightmap_captures.is_empty() && A->scenario && A->array_index >= 0) {
  260. InstanceData &idata = A->scenario->instance_data[A->array_index];
  261. idata.flags &= ~uint32_t(InstanceData::FLAG_LIGHTMAP_CAPTURE);
  262. }
  263. lightmap_data->geometries.erase(A);
  264. ((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
  265. }
  266. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_VOXEL_GI) && B->base_type == RS::INSTANCE_VOXEL_GI && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  267. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  268. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  269. geom->voxel_gi_instances.erase(B);
  270. if (A->dynamic_gi) {
  271. voxel_gi->dynamic_geometries.erase(A);
  272. } else {
  273. voxel_gi->geometries.erase(A);
  274. }
  275. if (A->scenario && A->array_index >= 0) {
  276. InstanceData &idata = A->scenario->instance_data[A->array_index];
  277. idata.flags |= InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY;
  278. }
  279. } else if (B->base_type == RS::INSTANCE_VOXEL_GI && A->base_type == RS::INSTANCE_LIGHT) {
  280. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  281. voxel_gi->lights.erase(A);
  282. } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
  283. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
  284. RSG::particles_storage->particles_remove_collision(A->base, collision->instance);
  285. }
  286. }
  287. RID RendererSceneCull::scenario_allocate() {
  288. return scenario_owner.allocate_rid();
  289. }
  290. void RendererSceneCull::scenario_initialize(RID p_rid) {
  291. scenario_owner.initialize_rid(p_rid);
  292. Scenario *scenario = scenario_owner.get_or_null(p_rid);
  293. scenario->self = p_rid;
  294. scenario->reflection_probe_shadow_atlas = RSG::light_storage->shadow_atlas_create();
  295. RSG::light_storage->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
  296. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
  297. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
  298. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
  299. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
  300. scenario->reflection_atlas = RSG::light_storage->reflection_atlas_create();
  301. scenario->instance_aabbs.set_page_pool(&instance_aabb_page_pool);
  302. scenario->instance_data.set_page_pool(&instance_data_page_pool);
  303. scenario->instance_visibility.set_page_pool(&instance_visibility_data_page_pool);
  304. RendererSceneOcclusionCull::get_singleton()->add_scenario(p_rid);
  305. }
  306. void RendererSceneCull::scenario_set_environment(RID p_scenario, RID p_environment) {
  307. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  308. ERR_FAIL_COND(!scenario);
  309. scenario->environment = p_environment;
  310. }
  311. void RendererSceneCull::scenario_set_camera_attributes(RID p_scenario, RID p_camera_attributes) {
  312. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  313. ERR_FAIL_COND(!scenario);
  314. scenario->camera_attributes = p_camera_attributes;
  315. }
  316. void RendererSceneCull::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
  317. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  318. ERR_FAIL_COND(!scenario);
  319. scenario->fallback_environment = p_environment;
  320. }
  321. void RendererSceneCull::scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) {
  322. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  323. ERR_FAIL_COND(!scenario);
  324. RSG::light_storage->reflection_atlas_set_size(scenario->reflection_atlas, p_reflection_size, p_reflection_count);
  325. }
  326. bool RendererSceneCull::is_scenario(RID p_scenario) const {
  327. return scenario_owner.owns(p_scenario);
  328. }
  329. RID RendererSceneCull::scenario_get_environment(RID p_scenario) {
  330. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  331. ERR_FAIL_COND_V(!scenario, RID());
  332. return scenario->environment;
  333. }
  334. void RendererSceneCull::scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport) {
  335. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  336. ERR_FAIL_COND(!scenario);
  337. if (!scenario->viewport_visibility_masks.has(p_viewport)) {
  338. return;
  339. }
  340. uint64_t mask = scenario->viewport_visibility_masks[p_viewport];
  341. scenario->used_viewport_visibility_bits &= ~mask;
  342. scenario->viewport_visibility_masks.erase(p_viewport);
  343. }
  344. void RendererSceneCull::scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport) {
  345. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  346. ERR_FAIL_COND(!scenario);
  347. ERR_FAIL_COND(scenario->viewport_visibility_masks.has(p_viewport));
  348. uint64_t new_mask = 1;
  349. while (new_mask & scenario->used_viewport_visibility_bits) {
  350. new_mask <<= 1;
  351. }
  352. if (new_mask == 0) {
  353. ERR_PRINT("Only 64 viewports per scenario allowed when using visibility ranges.");
  354. new_mask = ((uint64_t)1) << 63;
  355. }
  356. scenario->viewport_visibility_masks[p_viewport] = new_mask;
  357. scenario->used_viewport_visibility_bits |= new_mask;
  358. }
  359. /* INSTANCING API */
  360. void RendererSceneCull::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies) {
  361. if (p_update_aabb) {
  362. p_instance->update_aabb = true;
  363. }
  364. if (p_update_dependencies) {
  365. p_instance->update_dependencies = true;
  366. }
  367. if (p_instance->update_item.in_list()) {
  368. return;
  369. }
  370. _instance_update_list.add(&p_instance->update_item);
  371. }
  372. RID RendererSceneCull::instance_allocate() {
  373. return instance_owner.allocate_rid();
  374. }
  375. void RendererSceneCull::instance_initialize(RID p_rid) {
  376. instance_owner.initialize_rid(p_rid);
  377. Instance *instance = instance_owner.get_or_null(p_rid);
  378. instance->self = p_rid;
  379. }
  380. void RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
  381. bool needs_instance = RSG::mesh_storage->mesh_needs_instance(p_instance->base, p_instance->skeleton.is_valid());
  382. if (needs_instance != p_instance->mesh_instance.is_valid()) {
  383. if (needs_instance) {
  384. p_instance->mesh_instance = RSG::mesh_storage->mesh_instance_create(p_instance->base);
  385. } else {
  386. RSG::mesh_storage->mesh_instance_free(p_instance->mesh_instance);
  387. p_instance->mesh_instance = RID();
  388. }
  389. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  390. geom->geometry_instance->set_mesh_instance(p_instance->mesh_instance);
  391. if (p_instance->scenario && p_instance->array_index >= 0) {
  392. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  393. if (p_instance->mesh_instance.is_valid()) {
  394. idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
  395. } else {
  396. idata.flags &= ~uint32_t(InstanceData::FLAG_USES_MESH_INSTANCE);
  397. }
  398. }
  399. }
  400. if (p_instance->mesh_instance.is_valid()) {
  401. RSG::mesh_storage->mesh_instance_set_skeleton(p_instance->mesh_instance, p_instance->skeleton);
  402. }
  403. }
  404. void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
  405. Instance *instance = instance_owner.get_or_null(p_instance);
  406. ERR_FAIL_COND(!instance);
  407. Scenario *scenario = instance->scenario;
  408. if (instance->base_type != RS::INSTANCE_NONE) {
  409. //free anything related to that base
  410. if (scenario && instance->indexer_id.is_valid()) {
  411. _unpair_instance(instance);
  412. }
  413. if (instance->mesh_instance.is_valid()) {
  414. RSG::mesh_storage->mesh_instance_free(instance->mesh_instance);
  415. instance->mesh_instance = RID();
  416. // no need to set instance data flag here, as it was freed above
  417. }
  418. switch (instance->base_type) {
  419. case RS::INSTANCE_MESH:
  420. case RS::INSTANCE_MULTIMESH:
  421. case RS::INSTANCE_PARTICLES: {
  422. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  423. scene_render->geometry_instance_free(geom->geometry_instance);
  424. } break;
  425. case RS::INSTANCE_LIGHT: {
  426. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  427. if (scenario && instance->visible && RSG::light_storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  428. scenario->dynamic_lights.erase(light->instance);
  429. }
  430. #ifdef DEBUG_ENABLED
  431. if (light->geometries.size()) {
  432. ERR_PRINT("BUG, indexing did not unpair geometries from light.");
  433. }
  434. #endif
  435. if (scenario && light->D) {
  436. scenario->directional_lights.erase(light->D);
  437. light->D = nullptr;
  438. }
  439. RSG::light_storage->light_instance_free(light->instance);
  440. } break;
  441. case RS::INSTANCE_PARTICLES_COLLISION: {
  442. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
  443. RSG::utilities->free(collision->instance);
  444. } break;
  445. case RS::INSTANCE_FOG_VOLUME: {
  446. InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(instance->base_data);
  447. scene_render->free(volume->instance);
  448. } break;
  449. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  450. //none
  451. } break;
  452. case RS::INSTANCE_REFLECTION_PROBE: {
  453. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
  454. RSG::light_storage->reflection_probe_instance_free(reflection_probe->instance);
  455. if (reflection_probe->update_list.in_list()) {
  456. reflection_probe_render_list.remove(&reflection_probe->update_list);
  457. }
  458. } break;
  459. case RS::INSTANCE_DECAL: {
  460. InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
  461. RSG::texture_storage->decal_instance_free(decal->instance);
  462. } break;
  463. case RS::INSTANCE_LIGHTMAP: {
  464. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(instance->base_data);
  465. //erase dependencies, since no longer a lightmap
  466. while (lightmap_data->users.begin()) {
  467. instance_geometry_set_lightmap((*lightmap_data->users.begin())->self, RID(), Rect2(), 0);
  468. }
  469. RSG::light_storage->lightmap_instance_free(lightmap_data->instance);
  470. } break;
  471. case RS::INSTANCE_VOXEL_GI: {
  472. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  473. #ifdef DEBUG_ENABLED
  474. if (voxel_gi->geometries.size()) {
  475. ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
  476. }
  477. #endif
  478. #ifdef DEBUG_ENABLED
  479. if (voxel_gi->lights.size()) {
  480. ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
  481. }
  482. #endif
  483. if (voxel_gi->update_element.in_list()) {
  484. voxel_gi_update_list.remove(&voxel_gi->update_element);
  485. }
  486. scene_render->free(voxel_gi->probe_instance);
  487. } break;
  488. case RS::INSTANCE_OCCLUDER: {
  489. if (scenario && instance->visible) {
  490. RendererSceneOcclusionCull::get_singleton()->scenario_remove_instance(instance->scenario->self, p_instance);
  491. }
  492. } break;
  493. default: {
  494. }
  495. }
  496. if (instance->base_data) {
  497. memdelete(instance->base_data);
  498. instance->base_data = nullptr;
  499. }
  500. instance->materials.clear();
  501. }
  502. instance->base_type = RS::INSTANCE_NONE;
  503. instance->base = RID();
  504. if (p_base.is_valid()) {
  505. instance->base_type = RSG::utilities->get_base_type(p_base);
  506. // fix up a specific malfunctioning case before the switch, so it can be handled
  507. if (instance->base_type == RS::INSTANCE_NONE && RendererSceneOcclusionCull::get_singleton()->is_occluder(p_base)) {
  508. instance->base_type = RS::INSTANCE_OCCLUDER;
  509. }
  510. switch (instance->base_type) {
  511. case RS::INSTANCE_NONE: {
  512. ERR_PRINT_ONCE("unimplemented base type encountered in renderer scene cull");
  513. return;
  514. }
  515. case RS::INSTANCE_LIGHT: {
  516. InstanceLightData *light = memnew(InstanceLightData);
  517. if (scenario && RSG::light_storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
  518. light->D = scenario->directional_lights.push_back(instance);
  519. }
  520. light->instance = RSG::light_storage->light_instance_create(p_base);
  521. instance->base_data = light;
  522. } break;
  523. case RS::INSTANCE_MESH:
  524. case RS::INSTANCE_MULTIMESH:
  525. case RS::INSTANCE_PARTICLES: {
  526. InstanceGeometryData *geom = memnew(InstanceGeometryData);
  527. instance->base_data = geom;
  528. geom->geometry_instance = scene_render->geometry_instance_create(p_base);
  529. ERR_FAIL_NULL(geom->geometry_instance);
  530. geom->geometry_instance->set_skeleton(instance->skeleton);
  531. geom->geometry_instance->set_material_override(instance->material_override);
  532. geom->geometry_instance->set_material_overlay(instance->material_overlay);
  533. geom->geometry_instance->set_surface_materials(instance->materials);
  534. geom->geometry_instance->set_transform(instance->transform, instance->aabb, instance->transformed_aabb);
  535. geom->geometry_instance->set_layer_mask(instance->layer_mask);
  536. geom->geometry_instance->set_pivot_data(instance->sorting_offset, instance->use_aabb_center);
  537. geom->geometry_instance->set_lod_bias(instance->lod_bias);
  538. geom->geometry_instance->set_transparency(instance->transparency);
  539. geom->geometry_instance->set_use_baked_light(instance->baked_light);
  540. geom->geometry_instance->set_use_dynamic_gi(instance->dynamic_gi);
  541. geom->geometry_instance->set_use_lightmap(RID(), instance->lightmap_uv_scale, instance->lightmap_slice_index);
  542. geom->geometry_instance->set_cast_double_sided_shadows(instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  543. if (instance->lightmap_sh.size() == 9) {
  544. geom->geometry_instance->set_lightmap_capture(instance->lightmap_sh.ptr());
  545. }
  546. for (Instance *E : instance->visibility_dependencies) {
  547. Instance *dep_instance = E;
  548. ERR_CONTINUE(dep_instance->array_index == -1);
  549. ERR_CONTINUE(dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index != -1);
  550. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = instance->array_index;
  551. }
  552. } break;
  553. case RS::INSTANCE_PARTICLES_COLLISION: {
  554. InstanceParticlesCollisionData *collision = memnew(InstanceParticlesCollisionData);
  555. collision->instance = RSG::particles_storage->particles_collision_instance_create(p_base);
  556. RSG::particles_storage->particles_collision_instance_set_active(collision->instance, instance->visible);
  557. instance->base_data = collision;
  558. } break;
  559. case RS::INSTANCE_FOG_VOLUME: {
  560. InstanceFogVolumeData *volume = memnew(InstanceFogVolumeData);
  561. volume->instance = scene_render->fog_volume_instance_create(p_base);
  562. scene_render->fog_volume_instance_set_active(volume->instance, instance->visible);
  563. instance->base_data = volume;
  564. } break;
  565. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  566. InstanceVisibilityNotifierData *vnd = memnew(InstanceVisibilityNotifierData);
  567. vnd->base = p_base;
  568. instance->base_data = vnd;
  569. } break;
  570. case RS::INSTANCE_REFLECTION_PROBE: {
  571. InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
  572. reflection_probe->owner = instance;
  573. instance->base_data = reflection_probe;
  574. reflection_probe->instance = RSG::light_storage->reflection_probe_instance_create(p_base);
  575. } break;
  576. case RS::INSTANCE_DECAL: {
  577. InstanceDecalData *decal = memnew(InstanceDecalData);
  578. decal->owner = instance;
  579. instance->base_data = decal;
  580. decal->instance = RSG::texture_storage->decal_instance_create(p_base);
  581. } break;
  582. case RS::INSTANCE_LIGHTMAP: {
  583. InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
  584. instance->base_data = lightmap_data;
  585. lightmap_data->instance = RSG::light_storage->lightmap_instance_create(p_base);
  586. } break;
  587. case RS::INSTANCE_VOXEL_GI: {
  588. InstanceVoxelGIData *voxel_gi = memnew(InstanceVoxelGIData);
  589. instance->base_data = voxel_gi;
  590. voxel_gi->owner = instance;
  591. if (scenario && !voxel_gi->update_element.in_list()) {
  592. voxel_gi_update_list.add(&voxel_gi->update_element);
  593. }
  594. voxel_gi->probe_instance = scene_render->voxel_gi_instance_create(p_base);
  595. } break;
  596. case RS::INSTANCE_OCCLUDER: {
  597. if (scenario) {
  598. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(scenario->self, p_instance, p_base, instance->transform, instance->visible);
  599. }
  600. } break;
  601. default: {
  602. }
  603. }
  604. instance->base = p_base;
  605. if (instance->base_type == RS::INSTANCE_MESH) {
  606. _instance_update_mesh_instance(instance);
  607. }
  608. //forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
  609. RSG::utilities->base_update_dependency(p_base, &instance->dependency_tracker);
  610. }
  611. _instance_queue_update(instance, true, true);
  612. }
  613. void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
  614. Instance *instance = instance_owner.get_or_null(p_instance);
  615. ERR_FAIL_COND(!instance);
  616. if (instance->scenario) {
  617. instance->scenario->instances.remove(&instance->scenario_item);
  618. if (instance->indexer_id.is_valid()) {
  619. _unpair_instance(instance);
  620. }
  621. switch (instance->base_type) {
  622. case RS::INSTANCE_LIGHT: {
  623. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  624. #ifdef DEBUG_ENABLED
  625. if (light->geometries.size()) {
  626. ERR_PRINT("BUG, indexing did not unpair geometries from light.");
  627. }
  628. #endif
  629. if (light->D) {
  630. instance->scenario->directional_lights.erase(light->D);
  631. light->D = nullptr;
  632. }
  633. } break;
  634. case RS::INSTANCE_REFLECTION_PROBE: {
  635. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
  636. RSG::light_storage->reflection_probe_release_atlas_index(reflection_probe->instance);
  637. } break;
  638. case RS::INSTANCE_PARTICLES_COLLISION: {
  639. heightfield_particle_colliders_update_list.erase(instance);
  640. } break;
  641. case RS::INSTANCE_VOXEL_GI: {
  642. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  643. #ifdef DEBUG_ENABLED
  644. if (voxel_gi->geometries.size()) {
  645. ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
  646. }
  647. #endif
  648. #ifdef DEBUG_ENABLED
  649. if (voxel_gi->lights.size()) {
  650. ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
  651. }
  652. #endif
  653. if (voxel_gi->update_element.in_list()) {
  654. voxel_gi_update_list.remove(&voxel_gi->update_element);
  655. }
  656. } break;
  657. case RS::INSTANCE_OCCLUDER: {
  658. if (instance->visible) {
  659. RendererSceneOcclusionCull::get_singleton()->scenario_remove_instance(instance->scenario->self, p_instance);
  660. }
  661. } break;
  662. default: {
  663. }
  664. }
  665. instance->scenario = nullptr;
  666. }
  667. if (p_scenario.is_valid()) {
  668. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  669. ERR_FAIL_COND(!scenario);
  670. instance->scenario = scenario;
  671. scenario->instances.add(&instance->scenario_item);
  672. switch (instance->base_type) {
  673. case RS::INSTANCE_LIGHT: {
  674. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  675. if (RSG::light_storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
  676. light->D = scenario->directional_lights.push_back(instance);
  677. }
  678. } break;
  679. case RS::INSTANCE_VOXEL_GI: {
  680. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  681. if (!voxel_gi->update_element.in_list()) {
  682. voxel_gi_update_list.add(&voxel_gi->update_element);
  683. }
  684. } break;
  685. case RS::INSTANCE_OCCLUDER: {
  686. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(scenario->self, p_instance, instance->base, instance->transform, instance->visible);
  687. } break;
  688. default: {
  689. }
  690. }
  691. _instance_queue_update(instance, true, true);
  692. }
  693. }
  694. void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
  695. Instance *instance = instance_owner.get_or_null(p_instance);
  696. ERR_FAIL_COND(!instance);
  697. if (instance->layer_mask == p_mask) {
  698. return;
  699. }
  700. instance->layer_mask = p_mask;
  701. if (instance->scenario && instance->array_index >= 0) {
  702. instance->scenario->instance_data[instance->array_index].layer_mask = p_mask;
  703. }
  704. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  705. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  706. ERR_FAIL_NULL(geom->geometry_instance);
  707. geom->geometry_instance->set_layer_mask(p_mask);
  708. if (geom->can_cast_shadows) {
  709. for (HashSet<RendererSceneCull::Instance *>::Iterator I = geom->lights.begin(); I != geom->lights.end(); ++I) {
  710. InstanceLightData *light = static_cast<InstanceLightData *>((*I)->base_data);
  711. light->shadow_dirty = true;
  712. }
  713. }
  714. }
  715. }
  716. void RendererSceneCull::instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) {
  717. Instance *instance = instance_owner.get_or_null(p_instance);
  718. ERR_FAIL_COND(!instance);
  719. instance->sorting_offset = p_sorting_offset;
  720. instance->use_aabb_center = p_use_aabb_center;
  721. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  722. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  723. ERR_FAIL_NULL(geom->geometry_instance);
  724. geom->geometry_instance->set_pivot_data(p_sorting_offset, p_use_aabb_center);
  725. }
  726. }
  727. void RendererSceneCull::instance_geometry_set_transparency(RID p_instance, float p_transparency) {
  728. Instance *instance = instance_owner.get_or_null(p_instance);
  729. ERR_FAIL_COND(!instance);
  730. instance->transparency = p_transparency;
  731. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  732. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  733. ERR_FAIL_NULL(geom->geometry_instance);
  734. geom->geometry_instance->set_transparency(p_transparency);
  735. }
  736. }
  737. void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  738. Instance *instance = instance_owner.get_or_null(p_instance);
  739. ERR_FAIL_COND(!instance);
  740. if (instance->transform == p_transform) {
  741. return; //must be checked to avoid worst evil
  742. }
  743. #ifdef DEBUG_ENABLED
  744. for (int i = 0; i < 4; i++) {
  745. const Vector3 &v = i < 3 ? p_transform.basis.rows[i] : p_transform.origin;
  746. ERR_FAIL_COND(!v.is_finite());
  747. }
  748. #endif
  749. instance->transform = p_transform;
  750. _instance_queue_update(instance, true);
  751. }
  752. void RendererSceneCull::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
  753. Instance *instance = instance_owner.get_or_null(p_instance);
  754. ERR_FAIL_COND(!instance);
  755. instance->object_id = p_id;
  756. }
  757. void RendererSceneCull::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
  758. Instance *instance = instance_owner.get_or_null(p_instance);
  759. ERR_FAIL_COND(!instance);
  760. if (instance->update_item.in_list()) {
  761. _update_dirty_instance(instance);
  762. }
  763. if (instance->mesh_instance.is_valid()) {
  764. RSG::mesh_storage->mesh_instance_set_blend_shape_weight(instance->mesh_instance, p_shape, p_weight);
  765. }
  766. }
  767. void RendererSceneCull::instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) {
  768. Instance *instance = instance_owner.get_or_null(p_instance);
  769. ERR_FAIL_COND(!instance);
  770. if (instance->base_type == RS::INSTANCE_MESH) {
  771. //may not have been updated yet, may also have not been set yet. When updated will be correcte, worst case
  772. instance->materials.resize(MAX(p_surface + 1, RSG::mesh_storage->mesh_get_surface_count(instance->base)));
  773. }
  774. ERR_FAIL_INDEX(p_surface, instance->materials.size());
  775. instance->materials.write[p_surface] = p_material;
  776. _instance_queue_update(instance, false, true);
  777. }
  778. void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
  779. Instance *instance = instance_owner.get_or_null(p_instance);
  780. ERR_FAIL_COND(!instance);
  781. if (instance->visible == p_visible) {
  782. return;
  783. }
  784. instance->visible = p_visible;
  785. if (p_visible) {
  786. if (instance->scenario != nullptr) {
  787. _instance_queue_update(instance, true, false);
  788. }
  789. } else if (instance->indexer_id.is_valid()) {
  790. _unpair_instance(instance);
  791. }
  792. if (instance->base_type == RS::INSTANCE_LIGHT) {
  793. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  794. if (instance->scenario && RSG::light_storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  795. if (p_visible) {
  796. instance->scenario->dynamic_lights.push_back(light->instance);
  797. } else {
  798. instance->scenario->dynamic_lights.erase(light->instance);
  799. }
  800. }
  801. }
  802. if (instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  803. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
  804. RSG::particles_storage->particles_collision_instance_set_active(collision->instance, p_visible);
  805. }
  806. if (instance->base_type == RS::INSTANCE_FOG_VOLUME) {
  807. InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(instance->base_data);
  808. scene_render->fog_volume_instance_set_active(volume->instance, p_visible);
  809. }
  810. if (instance->base_type == RS::INSTANCE_OCCLUDER) {
  811. if (instance->scenario) {
  812. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(instance->scenario->self, p_instance, instance->base, instance->transform, p_visible);
  813. }
  814. }
  815. }
  816. inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
  817. return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES;
  818. }
  819. void RendererSceneCull::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
  820. Instance *instance = instance_owner.get_or_null(p_instance);
  821. ERR_FAIL_COND(!instance);
  822. ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
  823. if (p_aabb != AABB()) {
  824. // Set custom AABB
  825. if (instance->custom_aabb == nullptr) {
  826. instance->custom_aabb = memnew(AABB);
  827. }
  828. *instance->custom_aabb = p_aabb;
  829. } else {
  830. // Clear custom AABB
  831. if (instance->custom_aabb != nullptr) {
  832. memdelete(instance->custom_aabb);
  833. instance->custom_aabb = nullptr;
  834. }
  835. }
  836. if (instance->scenario) {
  837. _instance_queue_update(instance, true, false);
  838. }
  839. }
  840. void RendererSceneCull::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
  841. Instance *instance = instance_owner.get_or_null(p_instance);
  842. ERR_FAIL_COND(!instance);
  843. if (instance->skeleton == p_skeleton) {
  844. return;
  845. }
  846. instance->skeleton = p_skeleton;
  847. if (p_skeleton.is_valid()) {
  848. //update the dependency now, so if cleared, we remove it
  849. RSG::mesh_storage->skeleton_update_dependency(p_skeleton, &instance->dependency_tracker);
  850. }
  851. _instance_queue_update(instance, true, true);
  852. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  853. _instance_update_mesh_instance(instance);
  854. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  855. ERR_FAIL_NULL(geom->geometry_instance);
  856. geom->geometry_instance->set_skeleton(p_skeleton);
  857. }
  858. }
  859. void RendererSceneCull::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
  860. Instance *instance = instance_owner.get_or_null(p_instance);
  861. ERR_FAIL_COND(!instance);
  862. instance->extra_margin = p_margin;
  863. _instance_queue_update(instance, true, false);
  864. }
  865. void RendererSceneCull::instance_set_ignore_culling(RID p_instance, bool p_enabled) {
  866. Instance *instance = instance_owner.get_or_null(p_instance);
  867. ERR_FAIL_COND(!instance);
  868. instance->ignore_all_culling = p_enabled;
  869. if (instance->scenario && instance->array_index >= 0) {
  870. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  871. if (instance->ignore_all_culling) {
  872. idata.flags |= InstanceData::FLAG_IGNORE_ALL_CULLING;
  873. } else {
  874. idata.flags &= ~uint32_t(InstanceData::FLAG_IGNORE_ALL_CULLING);
  875. }
  876. }
  877. }
  878. Vector<ObjectID> RendererSceneCull::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
  879. Vector<ObjectID> instances;
  880. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  881. ERR_FAIL_COND_V(!scenario, instances);
  882. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  883. struct CullAABB {
  884. Vector<ObjectID> instances;
  885. _FORCE_INLINE_ bool operator()(void *p_data) {
  886. Instance *p_instance = (Instance *)p_data;
  887. if (!p_instance->object_id.is_null()) {
  888. instances.push_back(p_instance->object_id);
  889. }
  890. return false;
  891. }
  892. };
  893. CullAABB cull_aabb;
  894. scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(p_aabb, cull_aabb);
  895. scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(p_aabb, cull_aabb);
  896. return cull_aabb.instances;
  897. }
  898. Vector<ObjectID> RendererSceneCull::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
  899. Vector<ObjectID> instances;
  900. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  901. ERR_FAIL_COND_V(!scenario, instances);
  902. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  903. struct CullRay {
  904. Vector<ObjectID> instances;
  905. _FORCE_INLINE_ bool operator()(void *p_data) {
  906. Instance *p_instance = (Instance *)p_data;
  907. if (!p_instance->object_id.is_null()) {
  908. instances.push_back(p_instance->object_id);
  909. }
  910. return false;
  911. }
  912. };
  913. CullRay cull_ray;
  914. scenario->indexers[Scenario::INDEXER_GEOMETRY].ray_query(p_from, p_to, cull_ray);
  915. scenario->indexers[Scenario::INDEXER_VOLUMES].ray_query(p_from, p_to, cull_ray);
  916. return cull_ray.instances;
  917. }
  918. Vector<ObjectID> RendererSceneCull::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
  919. Vector<ObjectID> instances;
  920. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  921. ERR_FAIL_COND_V(!scenario, instances);
  922. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  923. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&p_convex[0], p_convex.size());
  924. struct CullConvex {
  925. Vector<ObjectID> instances;
  926. _FORCE_INLINE_ bool operator()(void *p_data) {
  927. Instance *p_instance = (Instance *)p_data;
  928. if (!p_instance->object_id.is_null()) {
  929. instances.push_back(p_instance->object_id);
  930. }
  931. return false;
  932. }
  933. };
  934. CullConvex cull_convex;
  935. scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
  936. scenario->indexers[Scenario::INDEXER_VOLUMES].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
  937. return cull_convex.instances;
  938. }
  939. void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) {
  940. Instance *instance = instance_owner.get_or_null(p_instance);
  941. ERR_FAIL_COND(!instance);
  942. //ERR_FAIL_COND(((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK));
  943. switch (p_flags) {
  944. case RS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
  945. instance->baked_light = p_enabled;
  946. if (instance->scenario && instance->array_index >= 0) {
  947. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  948. if (instance->baked_light) {
  949. idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
  950. } else {
  951. idata.flags &= ~uint32_t(InstanceData::FLAG_USES_BAKED_LIGHT);
  952. }
  953. }
  954. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  955. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  956. ERR_FAIL_NULL(geom->geometry_instance);
  957. geom->geometry_instance->set_use_baked_light(p_enabled);
  958. }
  959. } break;
  960. case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
  961. if (p_enabled == instance->dynamic_gi) {
  962. //bye, redundant
  963. return;
  964. }
  965. if (instance->indexer_id.is_valid()) {
  966. _unpair_instance(instance);
  967. _instance_queue_update(instance, true, true);
  968. }
  969. //once out of octree, can be changed
  970. instance->dynamic_gi = p_enabled;
  971. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  972. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  973. ERR_FAIL_NULL(geom->geometry_instance);
  974. geom->geometry_instance->set_use_dynamic_gi(p_enabled);
  975. }
  976. } break;
  977. case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
  978. instance->redraw_if_visible = p_enabled;
  979. if (instance->scenario && instance->array_index >= 0) {
  980. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  981. if (instance->redraw_if_visible) {
  982. idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
  983. } else {
  984. idata.flags &= ~uint32_t(InstanceData::FLAG_REDRAW_IF_VISIBLE);
  985. }
  986. }
  987. } break;
  988. case RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING: {
  989. instance->ignore_occlusion_culling = p_enabled;
  990. if (instance->scenario && instance->array_index >= 0) {
  991. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  992. if (instance->ignore_occlusion_culling) {
  993. idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
  994. } else {
  995. idata.flags &= ~uint32_t(InstanceData::FLAG_IGNORE_OCCLUSION_CULLING);
  996. }
  997. }
  998. } break;
  999. default: {
  1000. }
  1001. }
  1002. }
  1003. void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) {
  1004. Instance *instance = instance_owner.get_or_null(p_instance);
  1005. ERR_FAIL_COND(!instance);
  1006. instance->cast_shadows = p_shadow_casting_setting;
  1007. if (instance->scenario && instance->array_index >= 0) {
  1008. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  1009. if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) {
  1010. idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
  1011. } else {
  1012. idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS);
  1013. }
  1014. if (instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  1015. idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
  1016. } else {
  1017. idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS_ONLY);
  1018. }
  1019. }
  1020. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1021. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1022. ERR_FAIL_NULL(geom->geometry_instance);
  1023. geom->geometry_instance->set_cast_double_sided_shadows(instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  1024. }
  1025. _instance_queue_update(instance, false, true);
  1026. }
  1027. void RendererSceneCull::instance_geometry_set_material_override(RID p_instance, RID p_material) {
  1028. Instance *instance = instance_owner.get_or_null(p_instance);
  1029. ERR_FAIL_COND(!instance);
  1030. instance->material_override = p_material;
  1031. _instance_queue_update(instance, false, true);
  1032. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1033. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1034. ERR_FAIL_NULL(geom->geometry_instance);
  1035. geom->geometry_instance->set_material_override(p_material);
  1036. }
  1037. }
  1038. void RendererSceneCull::instance_geometry_set_material_overlay(RID p_instance, RID p_material) {
  1039. Instance *instance = instance_owner.get_or_null(p_instance);
  1040. ERR_FAIL_COND(!instance);
  1041. instance->material_overlay = p_material;
  1042. _instance_queue_update(instance, false, true);
  1043. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1044. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1045. ERR_FAIL_NULL(geom->geometry_instance);
  1046. geom->geometry_instance->set_material_overlay(p_material);
  1047. }
  1048. }
  1049. void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) {
  1050. Instance *instance = instance_owner.get_or_null(p_instance);
  1051. ERR_FAIL_COND(!instance);
  1052. instance->visibility_range_begin = p_min;
  1053. instance->visibility_range_end = p_max;
  1054. instance->visibility_range_begin_margin = p_min_margin;
  1055. instance->visibility_range_end_margin = p_max_margin;
  1056. instance->visibility_range_fade_mode = p_fade_mode;
  1057. _update_instance_visibility_dependencies(instance);
  1058. if (instance->scenario && instance->visibility_index != -1) {
  1059. InstanceVisibilityData &vd = instance->scenario->instance_visibility[instance->visibility_index];
  1060. vd.range_begin = instance->visibility_range_begin;
  1061. vd.range_end = instance->visibility_range_end;
  1062. vd.range_begin_margin = instance->visibility_range_begin_margin;
  1063. vd.range_end_margin = instance->visibility_range_end_margin;
  1064. vd.fade_mode = p_fade_mode;
  1065. }
  1066. }
  1067. void RendererSceneCull::instance_set_visibility_parent(RID p_instance, RID p_parent_instance) {
  1068. Instance *instance = instance_owner.get_or_null(p_instance);
  1069. ERR_FAIL_COND(!instance);
  1070. Instance *old_parent = instance->visibility_parent;
  1071. if (old_parent) {
  1072. old_parent->visibility_dependencies.erase(instance);
  1073. instance->visibility_parent = nullptr;
  1074. _update_instance_visibility_depth(old_parent);
  1075. }
  1076. Instance *parent = instance_owner.get_or_null(p_parent_instance);
  1077. ERR_FAIL_COND(p_parent_instance.is_valid() && !parent);
  1078. if (parent) {
  1079. parent->visibility_dependencies.insert(instance);
  1080. instance->visibility_parent = parent;
  1081. bool cycle_detected = _update_instance_visibility_depth(parent);
  1082. if (cycle_detected) {
  1083. ERR_PRINT("Cycle detected in the visibility dependencies tree. The latest change to visibility_parent will have no effect.");
  1084. parent->visibility_dependencies.erase(instance);
  1085. instance->visibility_parent = nullptr;
  1086. }
  1087. }
  1088. _update_instance_visibility_dependencies(instance);
  1089. }
  1090. bool RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance) {
  1091. bool cycle_detected = false;
  1092. HashSet<Instance *> traversed_nodes;
  1093. {
  1094. Instance *instance = p_instance;
  1095. while (instance) {
  1096. if (!instance->visibility_dependencies.is_empty()) {
  1097. uint32_t depth = 0;
  1098. for (const Instance *E : instance->visibility_dependencies) {
  1099. depth = MAX(depth, E->visibility_dependencies_depth);
  1100. }
  1101. instance->visibility_dependencies_depth = depth + 1;
  1102. } else {
  1103. instance->visibility_dependencies_depth = 0;
  1104. }
  1105. if (instance->scenario && instance->visibility_index != -1) {
  1106. instance->scenario->instance_visibility.move(instance->visibility_index, instance->visibility_dependencies_depth);
  1107. }
  1108. traversed_nodes.insert(instance);
  1109. instance = instance->visibility_parent;
  1110. if (traversed_nodes.has(instance)) {
  1111. cycle_detected = true;
  1112. break;
  1113. }
  1114. }
  1115. }
  1116. return cycle_detected;
  1117. }
  1118. void RendererSceneCull::_update_instance_visibility_dependencies(Instance *p_instance) {
  1119. bool is_geometry_instance = ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) && p_instance->base_data;
  1120. bool has_visibility_range = p_instance->visibility_range_begin > 0.0 || p_instance->visibility_range_end > 0.0;
  1121. bool needs_visibility_cull = has_visibility_range && is_geometry_instance && p_instance->array_index != -1;
  1122. if (!needs_visibility_cull && p_instance->visibility_index != -1) {
  1123. p_instance->scenario->instance_visibility.remove_at(p_instance->visibility_index);
  1124. p_instance->visibility_index = -1;
  1125. } else if (needs_visibility_cull && p_instance->visibility_index == -1) {
  1126. InstanceVisibilityData vd;
  1127. vd.instance = p_instance;
  1128. vd.range_begin = p_instance->visibility_range_begin;
  1129. vd.range_end = p_instance->visibility_range_end;
  1130. vd.range_begin_margin = p_instance->visibility_range_begin_margin;
  1131. vd.range_end_margin = p_instance->visibility_range_end_margin;
  1132. vd.position = p_instance->transformed_aabb.get_center();
  1133. vd.array_index = p_instance->array_index;
  1134. vd.fade_mode = p_instance->visibility_range_fade_mode;
  1135. p_instance->scenario->instance_visibility.insert(vd, p_instance->visibility_dependencies_depth);
  1136. }
  1137. if (p_instance->scenario && p_instance->array_index != -1) {
  1138. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  1139. idata.visibility_index = p_instance->visibility_index;
  1140. if (is_geometry_instance) {
  1141. if (has_visibility_range && p_instance->visibility_range_fade_mode == RS::VISIBILITY_RANGE_FADE_SELF) {
  1142. bool begin_enabled = p_instance->visibility_range_begin > 0.0f;
  1143. float begin_min = p_instance->visibility_range_begin - p_instance->visibility_range_begin_margin;
  1144. float begin_max = p_instance->visibility_range_begin + p_instance->visibility_range_begin_margin;
  1145. bool end_enabled = p_instance->visibility_range_end > 0.0f;
  1146. float end_min = p_instance->visibility_range_end - p_instance->visibility_range_end_margin;
  1147. float end_max = p_instance->visibility_range_end + p_instance->visibility_range_end_margin;
  1148. idata.instance_geometry->set_fade_range(begin_enabled, begin_min, begin_max, end_enabled, end_min, end_max);
  1149. } else {
  1150. idata.instance_geometry->set_fade_range(false, 0.0f, 0.0f, false, 0.0f, 0.0f);
  1151. }
  1152. }
  1153. if ((has_visibility_range || p_instance->visibility_parent) && (p_instance->visibility_index == -1 || p_instance->visibility_dependencies_depth == 0)) {
  1154. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
  1155. } else {
  1156. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
  1157. }
  1158. if (p_instance->visibility_parent) {
  1159. idata.parent_array_index = p_instance->visibility_parent->array_index;
  1160. } else {
  1161. idata.parent_array_index = -1;
  1162. if (is_geometry_instance) {
  1163. idata.instance_geometry->set_parent_fade_alpha(1.0f);
  1164. }
  1165. }
  1166. }
  1167. }
  1168. void RendererSceneCull::instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) {
  1169. Instance *instance = instance_owner.get_or_null(p_instance);
  1170. ERR_FAIL_COND(!instance);
  1171. if (instance->lightmap) {
  1172. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(((Instance *)instance->lightmap)->base_data);
  1173. lightmap_data->users.erase(instance);
  1174. instance->lightmap = nullptr;
  1175. }
  1176. Instance *lightmap_instance = instance_owner.get_or_null(p_lightmap);
  1177. instance->lightmap = lightmap_instance;
  1178. instance->lightmap_uv_scale = p_lightmap_uv_scale;
  1179. instance->lightmap_slice_index = p_slice_index;
  1180. RID lightmap_instance_rid;
  1181. if (lightmap_instance) {
  1182. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(lightmap_instance->base_data);
  1183. lightmap_data->users.insert(instance);
  1184. lightmap_instance_rid = lightmap_data->instance;
  1185. }
  1186. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1187. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1188. ERR_FAIL_NULL(geom->geometry_instance);
  1189. geom->geometry_instance->set_use_lightmap(lightmap_instance_rid, p_lightmap_uv_scale, p_slice_index);
  1190. }
  1191. }
  1192. void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) {
  1193. Instance *instance = instance_owner.get_or_null(p_instance);
  1194. ERR_FAIL_COND(!instance);
  1195. instance->lod_bias = p_lod_bias;
  1196. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1197. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1198. ERR_FAIL_NULL(geom->geometry_instance);
  1199. geom->geometry_instance->set_lod_bias(p_lod_bias);
  1200. }
  1201. }
  1202. void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
  1203. Instance *instance = instance_owner.get_or_null(p_instance);
  1204. ERR_FAIL_COND(!instance);
  1205. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
  1206. HashMap<StringName, Instance::InstanceShaderParameter>::Iterator E = instance->instance_shader_uniforms.find(p_parameter);
  1207. if (!E) {
  1208. Instance::InstanceShaderParameter isp;
  1209. isp.index = -1;
  1210. isp.info = PropertyInfo();
  1211. isp.value = p_value;
  1212. instance->instance_shader_uniforms[p_parameter] = isp;
  1213. } else {
  1214. E->value.value = p_value;
  1215. if (E->value.index >= 0 && instance->instance_allocated_shader_uniforms) {
  1216. int flags_count = 0;
  1217. if (E->value.info.hint == PROPERTY_HINT_FLAGS) {
  1218. // A small hack to detect boolean flags count and prevent overhead.
  1219. switch (E->value.info.hint_string.length()) {
  1220. case 3: // "x,y"
  1221. flags_count = 1;
  1222. break;
  1223. case 5: // "x,y,z"
  1224. flags_count = 2;
  1225. break;
  1226. case 7: // "x,y,z,w"
  1227. flags_count = 3;
  1228. break;
  1229. }
  1230. }
  1231. //update directly
  1232. RSG::material_storage->global_shader_parameters_instance_update(p_instance, E->value.index, p_value, flags_count);
  1233. }
  1234. }
  1235. }
  1236. Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
  1237. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
  1238. ERR_FAIL_COND_V(!instance, Variant());
  1239. if (instance->instance_shader_uniforms.has(p_parameter)) {
  1240. return instance->instance_shader_uniforms[p_parameter].value;
  1241. }
  1242. return Variant();
  1243. }
  1244. Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
  1245. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
  1246. ERR_FAIL_COND_V(!instance, Variant());
  1247. if (instance->instance_shader_uniforms.has(p_parameter)) {
  1248. return instance->instance_shader_uniforms[p_parameter].default_value;
  1249. }
  1250. return Variant();
  1251. }
  1252. void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
  1253. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
  1254. ERR_FAIL_COND(!instance);
  1255. const_cast<RendererSceneCull *>(this)->update_dirty_instances();
  1256. Vector<StringName> names;
  1257. for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_uniforms) {
  1258. names.push_back(E.key);
  1259. }
  1260. names.sort_custom<StringName::AlphCompare>();
  1261. for (int i = 0; i < names.size(); i++) {
  1262. PropertyInfo pinfo = instance->instance_shader_uniforms[names[i]].info;
  1263. p_parameters->push_back(pinfo);
  1264. }
  1265. }
  1266. void RendererSceneCull::_update_instance(Instance *p_instance) {
  1267. p_instance->version++;
  1268. if (p_instance->base_type == RS::INSTANCE_LIGHT) {
  1269. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1270. RSG::light_storage->light_instance_set_transform(light->instance, p_instance->transform);
  1271. RSG::light_storage->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb));
  1272. light->shadow_dirty = true;
  1273. RS::LightBakeMode bake_mode = RSG::light_storage->light_get_bake_mode(p_instance->base);
  1274. if (RSG::light_storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
  1275. if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  1276. p_instance->scenario->dynamic_lights.erase(light->instance);
  1277. }
  1278. light->bake_mode = bake_mode;
  1279. if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  1280. p_instance->scenario->dynamic_lights.push_back(light->instance);
  1281. }
  1282. }
  1283. uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(p_instance->base);
  1284. if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
  1285. light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
  1286. }
  1287. } else if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
  1288. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
  1289. RSG::light_storage->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform);
  1290. if (p_instance->scenario && p_instance->array_index >= 0) {
  1291. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  1292. idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
  1293. }
  1294. } else if (p_instance->base_type == RS::INSTANCE_DECAL) {
  1295. InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
  1296. RSG::texture_storage->decal_instance_set_transform(decal->instance, p_instance->transform);
  1297. } else if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
  1298. InstanceLightmapData *lightmap = static_cast<InstanceLightmapData *>(p_instance->base_data);
  1299. RSG::light_storage->lightmap_instance_set_transform(lightmap->instance, p_instance->transform);
  1300. } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
  1301. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(p_instance->base_data);
  1302. scene_render->voxel_gi_instance_set_transform_to_data(voxel_gi->probe_instance, p_instance->transform);
  1303. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  1304. RSG::particles_storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
  1305. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  1306. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(p_instance->base_data);
  1307. //remove materials no longer used and un-own them
  1308. if (RSG::particles_storage->particles_collision_is_heightfield(p_instance->base)) {
  1309. heightfield_particle_colliders_update_list.insert(p_instance);
  1310. }
  1311. RSG::particles_storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
  1312. } else if (p_instance->base_type == RS::INSTANCE_FOG_VOLUME) {
  1313. InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(p_instance->base_data);
  1314. scene_render->fog_volume_instance_set_transform(volume->instance, p_instance->transform);
  1315. } else if (p_instance->base_type == RS::INSTANCE_OCCLUDER) {
  1316. if (p_instance->scenario) {
  1317. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(p_instance->scenario->self, p_instance->self, p_instance->base, p_instance->transform, p_instance->visible);
  1318. }
  1319. }
  1320. if (!p_instance->aabb.has_surface()) {
  1321. return;
  1322. }
  1323. if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
  1324. //if this moved, update the captured objects
  1325. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
  1326. //erase dependencies, since no longer a lightmap
  1327. for (Instance *E : lightmap_data->geometries) {
  1328. Instance *geom = E;
  1329. _instance_queue_update(geom, true, false);
  1330. }
  1331. }
  1332. AABB new_aabb;
  1333. new_aabb = p_instance->transform.xform(p_instance->aabb);
  1334. p_instance->transformed_aabb = new_aabb;
  1335. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1336. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1337. //make sure lights are updated if it casts shadow
  1338. if (geom->can_cast_shadows) {
  1339. for (const Instance *E : geom->lights) {
  1340. InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
  1341. light->shadow_dirty = true;
  1342. }
  1343. }
  1344. if (!p_instance->lightmap && geom->lightmap_captures.size()) {
  1345. //affected by lightmap captures, must update capture info!
  1346. _update_instance_lightmap_captures(p_instance);
  1347. } else {
  1348. if (!p_instance->lightmap_sh.is_empty()) {
  1349. p_instance->lightmap_sh.clear(); //don't need SH
  1350. p_instance->lightmap_target_sh.clear(); //don't need SH
  1351. ERR_FAIL_NULL(geom->geometry_instance);
  1352. geom->geometry_instance->set_lightmap_capture(nullptr);
  1353. }
  1354. }
  1355. ERR_FAIL_NULL(geom->geometry_instance);
  1356. geom->geometry_instance->set_transform(p_instance->transform, p_instance->aabb, p_instance->transformed_aabb);
  1357. }
  1358. // 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.
  1359. if (p_instance->scenario == nullptr || !p_instance->visible || p_instance->transform.basis.determinant() == 0) {
  1360. p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
  1361. return;
  1362. }
  1363. //quantize to improve moving object performance
  1364. AABB bvh_aabb = p_instance->transformed_aabb;
  1365. if (p_instance->indexer_id.is_valid() && bvh_aabb != p_instance->prev_transformed_aabb) {
  1366. //assume motion, see if bounds need to be quantized
  1367. AABB motion_aabb = bvh_aabb.merge(p_instance->prev_transformed_aabb);
  1368. float motion_longest_axis = motion_aabb.get_longest_axis_size();
  1369. float longest_axis = p_instance->transformed_aabb.get_longest_axis_size();
  1370. if (motion_longest_axis < longest_axis * 2) {
  1371. //moved but not a lot, use motion aabb quantizing
  1372. float quantize_size = Math::pow(2.0, Math::ceil(Math::log(motion_longest_axis) / Math::log(2.0))) * 0.5; //one fifth
  1373. bvh_aabb.quantize(quantize_size);
  1374. }
  1375. }
  1376. if (!p_instance->indexer_id.is_valid()) {
  1377. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1378. p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].insert(bvh_aabb, p_instance);
  1379. } else {
  1380. p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].insert(bvh_aabb, p_instance);
  1381. }
  1382. p_instance->array_index = p_instance->scenario->instance_data.size();
  1383. InstanceData idata;
  1384. idata.instance = p_instance;
  1385. idata.layer_mask = p_instance->layer_mask;
  1386. idata.flags = p_instance->base_type; //changing it means de-indexing, so this never needs to be changed later
  1387. idata.base_rid = p_instance->base;
  1388. idata.parent_array_index = p_instance->visibility_parent ? p_instance->visibility_parent->array_index : -1;
  1389. idata.visibility_index = p_instance->visibility_index;
  1390. for (Instance *E : p_instance->visibility_dependencies) {
  1391. Instance *dep_instance = E;
  1392. if (dep_instance->array_index != -1) {
  1393. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = p_instance->array_index;
  1394. }
  1395. }
  1396. switch (p_instance->base_type) {
  1397. case RS::INSTANCE_MESH:
  1398. case RS::INSTANCE_MULTIMESH:
  1399. case RS::INSTANCE_PARTICLES: {
  1400. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1401. idata.instance_geometry = geom->geometry_instance;
  1402. } break;
  1403. case RS::INSTANCE_LIGHT: {
  1404. InstanceLightData *light_data = static_cast<InstanceLightData *>(p_instance->base_data);
  1405. idata.instance_data_rid = light_data->instance.get_id();
  1406. light_data->uses_projector = RSG::light_storage->light_has_projector(p_instance->base);
  1407. light_data->uses_softshadow = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE) > CMP_EPSILON;
  1408. } break;
  1409. case RS::INSTANCE_REFLECTION_PROBE: {
  1410. idata.instance_data_rid = static_cast<InstanceReflectionProbeData *>(p_instance->base_data)->instance.get_id();
  1411. } break;
  1412. case RS::INSTANCE_DECAL: {
  1413. idata.instance_data_rid = static_cast<InstanceDecalData *>(p_instance->base_data)->instance.get_id();
  1414. } break;
  1415. case RS::INSTANCE_LIGHTMAP: {
  1416. idata.instance_data_rid = static_cast<InstanceLightmapData *>(p_instance->base_data)->instance.get_id();
  1417. } break;
  1418. case RS::INSTANCE_VOXEL_GI: {
  1419. idata.instance_data_rid = static_cast<InstanceVoxelGIData *>(p_instance->base_data)->probe_instance.get_id();
  1420. } break;
  1421. case RS::INSTANCE_FOG_VOLUME: {
  1422. idata.instance_data_rid = static_cast<InstanceFogVolumeData *>(p_instance->base_data)->instance.get_id();
  1423. } break;
  1424. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  1425. idata.visibility_notifier = static_cast<InstanceVisibilityNotifierData *>(p_instance->base_data);
  1426. } break;
  1427. default: {
  1428. }
  1429. }
  1430. if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
  1431. //always dirty when added
  1432. idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
  1433. }
  1434. if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) {
  1435. idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
  1436. }
  1437. if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  1438. idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
  1439. }
  1440. if (p_instance->redraw_if_visible) {
  1441. idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
  1442. }
  1443. // dirty flags should not be set here, since no pairing has happened
  1444. if (p_instance->baked_light) {
  1445. idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
  1446. }
  1447. if (p_instance->mesh_instance.is_valid()) {
  1448. idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
  1449. }
  1450. if (p_instance->ignore_occlusion_culling) {
  1451. idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
  1452. }
  1453. if (p_instance->ignore_all_culling) {
  1454. idata.flags |= InstanceData::FLAG_IGNORE_ALL_CULLING;
  1455. }
  1456. p_instance->scenario->instance_data.push_back(idata);
  1457. p_instance->scenario->instance_aabbs.push_back(InstanceBounds(p_instance->transformed_aabb));
  1458. _update_instance_visibility_dependencies(p_instance);
  1459. } else {
  1460. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1461. p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].update(p_instance->indexer_id, bvh_aabb);
  1462. } else {
  1463. p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].update(p_instance->indexer_id, bvh_aabb);
  1464. }
  1465. p_instance->scenario->instance_aabbs[p_instance->array_index] = InstanceBounds(p_instance->transformed_aabb);
  1466. }
  1467. if (p_instance->visibility_index != -1) {
  1468. p_instance->scenario->instance_visibility[p_instance->visibility_index].position = p_instance->transformed_aabb.get_center();
  1469. }
  1470. //move instance and repair
  1471. pair_pass++;
  1472. PairInstances pair;
  1473. pair.instance = p_instance;
  1474. pair.pair_allocator = &pair_allocator;
  1475. pair.pair_pass = pair_pass;
  1476. pair.pair_mask = 0;
  1477. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1478. pair.pair_mask |= 1 << RS::INSTANCE_LIGHT;
  1479. pair.pair_mask |= 1 << RS::INSTANCE_VOXEL_GI;
  1480. pair.pair_mask |= 1 << RS::INSTANCE_LIGHTMAP;
  1481. if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  1482. pair.pair_mask |= 1 << RS::INSTANCE_PARTICLES_COLLISION;
  1483. }
  1484. pair.pair_mask |= geometry_instance_pair_mask;
  1485. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1486. } else if (p_instance->base_type == RS::INSTANCE_LIGHT) {
  1487. pair.pair_mask |= RS::INSTANCE_GEOMETRY_MASK;
  1488. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1489. if (RSG::light_storage->light_get_bake_mode(p_instance->base) == RS::LIGHT_BAKE_DYNAMIC) {
  1490. pair.pair_mask |= (1 << RS::INSTANCE_VOXEL_GI);
  1491. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1492. }
  1493. } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE)) {
  1494. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
  1495. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1496. } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (p_instance->base_type == RS::INSTANCE_DECAL)) {
  1497. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
  1498. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1499. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  1500. pair.pair_mask = (1 << RS::INSTANCE_PARTICLES);
  1501. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1502. } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
  1503. //lights and geometries
  1504. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT);
  1505. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1506. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1507. }
  1508. pair.pair();
  1509. p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
  1510. }
  1511. void RendererSceneCull::_unpair_instance(Instance *p_instance) {
  1512. if (!p_instance->indexer_id.is_valid()) {
  1513. return; //nothing to do
  1514. }
  1515. while (p_instance->pairs.first()) {
  1516. InstancePair *pair = p_instance->pairs.first()->self();
  1517. Instance *other_instance = p_instance == pair->a ? pair->b : pair->a;
  1518. _instance_unpair(p_instance, other_instance);
  1519. pair_allocator.free(pair);
  1520. }
  1521. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1522. p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].remove(p_instance->indexer_id);
  1523. } else {
  1524. p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].remove(p_instance->indexer_id);
  1525. }
  1526. p_instance->indexer_id = DynamicBVH::ID();
  1527. //replace this by last
  1528. int32_t swap_with_index = p_instance->scenario->instance_data.size() - 1;
  1529. if (swap_with_index != p_instance->array_index) {
  1530. Instance *swapped_instance = p_instance->scenario->instance_data[swap_with_index].instance;
  1531. swapped_instance->array_index = p_instance->array_index; //swap
  1532. p_instance->scenario->instance_data[p_instance->array_index] = p_instance->scenario->instance_data[swap_with_index];
  1533. p_instance->scenario->instance_aabbs[p_instance->array_index] = p_instance->scenario->instance_aabbs[swap_with_index];
  1534. if (swapped_instance->visibility_index != -1) {
  1535. swapped_instance->scenario->instance_visibility[swapped_instance->visibility_index].array_index = swapped_instance->array_index;
  1536. }
  1537. for (Instance *E : swapped_instance->visibility_dependencies) {
  1538. Instance *dep_instance = E;
  1539. if (dep_instance != p_instance && dep_instance->array_index != -1) {
  1540. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = swapped_instance->array_index;
  1541. }
  1542. }
  1543. }
  1544. // pop last
  1545. p_instance->scenario->instance_data.pop_back();
  1546. p_instance->scenario->instance_aabbs.pop_back();
  1547. //uninitialize
  1548. p_instance->array_index = -1;
  1549. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1550. // Clear these now because the InstanceData containing the dirty flags is gone
  1551. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1552. ERR_FAIL_NULL(geom->geometry_instance);
  1553. geom->geometry_instance->pair_light_instances(nullptr, 0);
  1554. geom->geometry_instance->pair_reflection_probe_instances(nullptr, 0);
  1555. geom->geometry_instance->pair_decal_instances(nullptr, 0);
  1556. geom->geometry_instance->pair_voxel_gi_instances(nullptr, 0);
  1557. }
  1558. for (Instance *E : p_instance->visibility_dependencies) {
  1559. Instance *dep_instance = E;
  1560. if (dep_instance->array_index != -1) {
  1561. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = -1;
  1562. if ((1 << dep_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1563. dep_instance->scenario->instance_data[dep_instance->array_index].instance_geometry->set_parent_fade_alpha(1.0f);
  1564. }
  1565. }
  1566. }
  1567. _update_instance_visibility_dependencies(p_instance);
  1568. }
  1569. void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
  1570. AABB new_aabb;
  1571. ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_NONE && !p_instance->base.is_valid());
  1572. switch (p_instance->base_type) {
  1573. case RenderingServer::INSTANCE_NONE: {
  1574. // do nothing
  1575. } break;
  1576. case RenderingServer::INSTANCE_MESH: {
  1577. if (p_instance->custom_aabb) {
  1578. new_aabb = *p_instance->custom_aabb;
  1579. } else {
  1580. new_aabb = RSG::mesh_storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
  1581. }
  1582. } break;
  1583. case RenderingServer::INSTANCE_MULTIMESH: {
  1584. if (p_instance->custom_aabb) {
  1585. new_aabb = *p_instance->custom_aabb;
  1586. } else {
  1587. new_aabb = RSG::mesh_storage->multimesh_get_aabb(p_instance->base);
  1588. }
  1589. } break;
  1590. case RenderingServer::INSTANCE_PARTICLES: {
  1591. if (p_instance->custom_aabb) {
  1592. new_aabb = *p_instance->custom_aabb;
  1593. } else {
  1594. new_aabb = RSG::particles_storage->particles_get_aabb(p_instance->base);
  1595. }
  1596. } break;
  1597. case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
  1598. new_aabb = RSG::particles_storage->particles_collision_get_aabb(p_instance->base);
  1599. } break;
  1600. case RenderingServer::INSTANCE_FOG_VOLUME: {
  1601. new_aabb = RSG::fog->fog_volume_get_aabb(p_instance->base);
  1602. } break;
  1603. case RenderingServer::INSTANCE_VISIBLITY_NOTIFIER: {
  1604. new_aabb = RSG::utilities->visibility_notifier_get_aabb(p_instance->base);
  1605. } break;
  1606. case RenderingServer::INSTANCE_LIGHT: {
  1607. new_aabb = RSG::light_storage->light_get_aabb(p_instance->base);
  1608. } break;
  1609. case RenderingServer::INSTANCE_REFLECTION_PROBE: {
  1610. new_aabb = RSG::light_storage->reflection_probe_get_aabb(p_instance->base);
  1611. } break;
  1612. case RenderingServer::INSTANCE_DECAL: {
  1613. new_aabb = RSG::texture_storage->decal_get_aabb(p_instance->base);
  1614. } break;
  1615. case RenderingServer::INSTANCE_VOXEL_GI: {
  1616. new_aabb = RSG::gi->voxel_gi_get_bounds(p_instance->base);
  1617. } break;
  1618. case RenderingServer::INSTANCE_LIGHTMAP: {
  1619. new_aabb = RSG::light_storage->lightmap_get_aabb(p_instance->base);
  1620. } break;
  1621. default: {
  1622. }
  1623. }
  1624. // <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
  1625. if (p_instance->extra_margin) {
  1626. new_aabb.grow_by(p_instance->extra_margin);
  1627. }
  1628. p_instance->aabb = new_aabb;
  1629. }
  1630. void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance) {
  1631. bool first_set = p_instance->lightmap_sh.size() == 0;
  1632. p_instance->lightmap_sh.resize(9); //using SH
  1633. p_instance->lightmap_target_sh.resize(9); //using SH
  1634. Color *instance_sh = p_instance->lightmap_target_sh.ptrw();
  1635. bool inside = false;
  1636. Color accum_sh[9];
  1637. float accum_blend = 0.0;
  1638. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1639. for (Instance *E : geom->lightmap_captures) {
  1640. Instance *lightmap = E;
  1641. bool interior = RSG::light_storage->lightmap_is_interior(lightmap->base);
  1642. if (inside && !interior) {
  1643. continue; //we are inside, ignore exteriors
  1644. }
  1645. Transform3D to_bounds = lightmap->transform.affine_inverse();
  1646. Vector3 center = p_instance->transform.xform(p_instance->aabb.get_center()); //use aabb center
  1647. Vector3 lm_pos = to_bounds.xform(center);
  1648. AABB bounds = RSG::light_storage->lightmap_get_aabb(lightmap->base);
  1649. if (!bounds.has_point(lm_pos)) {
  1650. continue; //not in this lightmap
  1651. }
  1652. Color sh[9];
  1653. RSG::light_storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
  1654. //rotate it
  1655. Basis rot = lightmap->transform.basis.orthonormalized();
  1656. for (int i = 0; i < 3; i++) {
  1657. real_t csh[9];
  1658. for (int j = 0; j < 9; j++) {
  1659. csh[j] = sh[j][i];
  1660. }
  1661. rot.rotate_sh(csh);
  1662. for (int j = 0; j < 9; j++) {
  1663. sh[j][i] = csh[j];
  1664. }
  1665. }
  1666. Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
  1667. real_t blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
  1668. //make blend more rounded
  1669. blend = Math::lerp(inner_pos.length(), blend, blend);
  1670. blend *= blend;
  1671. blend = MAX(0.0, 1.0 - blend);
  1672. if (interior && !inside) {
  1673. //do not blend, just replace
  1674. for (int j = 0; j < 9; j++) {
  1675. accum_sh[j] = sh[j] * blend;
  1676. }
  1677. accum_blend = blend;
  1678. inside = true;
  1679. } else {
  1680. for (int j = 0; j < 9; j++) {
  1681. accum_sh[j] += sh[j] * blend;
  1682. }
  1683. accum_blend += blend;
  1684. }
  1685. }
  1686. if (accum_blend > 0.0) {
  1687. for (int j = 0; j < 9; j++) {
  1688. instance_sh[j] = accum_sh[j] / accum_blend;
  1689. if (first_set) {
  1690. p_instance->lightmap_sh.write[j] = instance_sh[j];
  1691. }
  1692. }
  1693. }
  1694. ERR_FAIL_NULL(geom->geometry_instance);
  1695. geom->geometry_instance->set_lightmap_capture(p_instance->lightmap_sh.ptr());
  1696. }
  1697. void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect) {
  1698. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1699. Transform3D light_transform = p_instance->transform;
  1700. light_transform.orthonormalize(); //scale does not count on lights
  1701. real_t max_distance = p_cam_projection.get_z_far();
  1702. real_t shadow_max = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
  1703. if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
  1704. max_distance = MIN(shadow_max, max_distance);
  1705. }
  1706. max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
  1707. real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
  1708. real_t pancake_size = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
  1709. real_t range = max_distance - min_distance;
  1710. int splits = 0;
  1711. switch (RSG::light_storage->light_directional_get_shadow_mode(p_instance->base)) {
  1712. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  1713. splits = 1;
  1714. break;
  1715. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  1716. splits = 2;
  1717. break;
  1718. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  1719. splits = 4;
  1720. break;
  1721. }
  1722. real_t distances[5];
  1723. distances[0] = min_distance;
  1724. for (int i = 0; i < splits; i++) {
  1725. distances[i + 1] = min_distance + RSG::light_storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
  1726. };
  1727. distances[splits] = max_distance;
  1728. real_t texture_size = RSG::light_storage->get_directional_light_shadow_size(light->instance);
  1729. bool overlap = RSG::light_storage->light_directional_get_blend_splits(p_instance->base);
  1730. cull.shadow_count = p_shadow_index + 1;
  1731. cull.shadows[p_shadow_index].cascade_count = splits;
  1732. cull.shadows[p_shadow_index].light_instance = light->instance;
  1733. for (int i = 0; i < splits; i++) {
  1734. RENDER_TIMESTAMP("Cull DirectionalLight3D, Split " + itos(i));
  1735. // setup a camera matrix for that range!
  1736. Projection camera_matrix;
  1737. real_t aspect = p_cam_projection.get_aspect();
  1738. if (p_cam_orthogonal) {
  1739. Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
  1740. camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
  1741. } else {
  1742. real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
  1743. camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
  1744. }
  1745. //obtain the frustum endpoints
  1746. Vector3 endpoints[8]; // frustum plane endpoints
  1747. bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
  1748. ERR_CONTINUE(!res);
  1749. // obtain the light frustum ranges (given endpoints)
  1750. Transform3D transform = light_transform; //discard scale and stabilize light
  1751. Vector3 x_vec = transform.basis.get_column(Vector3::AXIS_X).normalized();
  1752. Vector3 y_vec = transform.basis.get_column(Vector3::AXIS_Y).normalized();
  1753. Vector3 z_vec = transform.basis.get_column(Vector3::AXIS_Z).normalized();
  1754. //z_vec points against the camera, like in default opengl
  1755. real_t x_min = 0.f, x_max = 0.f;
  1756. real_t y_min = 0.f, y_max = 0.f;
  1757. real_t z_min = 0.f, z_max = 0.f;
  1758. // FIXME: z_max_cam is defined, computed, but not used below when setting up
  1759. // ortho_camera. Commented out for now to fix warnings but should be investigated.
  1760. real_t x_min_cam = 0.f, x_max_cam = 0.f;
  1761. real_t y_min_cam = 0.f, y_max_cam = 0.f;
  1762. real_t z_min_cam = 0.f;
  1763. //real_t z_max_cam = 0.f;
  1764. //real_t bias_scale = 1.0;
  1765. //real_t aspect_bias_scale = 1.0;
  1766. //used for culling
  1767. for (int j = 0; j < 8; j++) {
  1768. real_t d_x = x_vec.dot(endpoints[j]);
  1769. real_t d_y = y_vec.dot(endpoints[j]);
  1770. real_t d_z = z_vec.dot(endpoints[j]);
  1771. if (j == 0 || d_x < x_min) {
  1772. x_min = d_x;
  1773. }
  1774. if (j == 0 || d_x > x_max) {
  1775. x_max = d_x;
  1776. }
  1777. if (j == 0 || d_y < y_min) {
  1778. y_min = d_y;
  1779. }
  1780. if (j == 0 || d_y > y_max) {
  1781. y_max = d_y;
  1782. }
  1783. if (j == 0 || d_z < z_min) {
  1784. z_min = d_z;
  1785. }
  1786. if (j == 0 || d_z > z_max) {
  1787. z_max = d_z;
  1788. }
  1789. }
  1790. real_t radius = 0;
  1791. real_t soft_shadow_expand = 0;
  1792. Vector3 center;
  1793. {
  1794. //camera viewport stuff
  1795. for (int j = 0; j < 8; j++) {
  1796. center += endpoints[j];
  1797. }
  1798. center /= 8.0;
  1799. //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;
  1800. for (int j = 0; j < 8; j++) {
  1801. real_t d = center.distance_to(endpoints[j]);
  1802. if (d > radius) {
  1803. radius = d;
  1804. }
  1805. }
  1806. radius *= texture_size / (texture_size - 2.0); //add a texel by each side
  1807. z_min_cam = z_vec.dot(center) - radius;
  1808. {
  1809. float soft_shadow_angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
  1810. if (soft_shadow_angle > 0.0) {
  1811. float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
  1812. soft_shadow_expand = Math::tan(Math::deg_to_rad(soft_shadow_angle)) * z_range;
  1813. x_max += soft_shadow_expand;
  1814. y_max += soft_shadow_expand;
  1815. x_min -= soft_shadow_expand;
  1816. y_min -= soft_shadow_expand;
  1817. }
  1818. }
  1819. // This trick here is what stabilizes the shadow (make potential jaggies to not move)
  1820. // at the cost of some wasted resolution. Still, the quality increase is very well worth it.
  1821. const real_t unit = (radius + soft_shadow_expand) * 2.0 / texture_size;
  1822. x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit);
  1823. x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit);
  1824. y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit);
  1825. y_min_cam = Math::snapped(y_vec.dot(center) - radius - soft_shadow_expand, unit);
  1826. }
  1827. //now that we know all ranges, we can proceed to make the light frustum planes, for culling octree
  1828. Vector<Plane> light_frustum_planes;
  1829. light_frustum_planes.resize(6);
  1830. //right/left
  1831. light_frustum_planes.write[0] = Plane(x_vec, x_max);
  1832. light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
  1833. //top/bottom
  1834. light_frustum_planes.write[2] = Plane(y_vec, y_max);
  1835. light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
  1836. //near/far
  1837. light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
  1838. light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
  1839. // a pre pass will need to be needed to determine the actual z-near to be used
  1840. z_max = z_vec.dot(center) + radius + pancake_size;
  1841. {
  1842. Projection ortho_camera;
  1843. real_t half_x = (x_max_cam - x_min_cam) * 0.5;
  1844. real_t half_y = (y_max_cam - y_min_cam) * 0.5;
  1845. ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
  1846. Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
  1847. Transform3D ortho_transform;
  1848. ortho_transform.basis = transform.basis;
  1849. ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
  1850. cull.shadows[p_shadow_index].cascades[i].frustum = Frustum(light_frustum_planes);
  1851. cull.shadows[p_shadow_index].cascades[i].projection = ortho_camera;
  1852. cull.shadows[p_shadow_index].cascades[i].transform = ortho_transform;
  1853. cull.shadows[p_shadow_index].cascades[i].zfar = z_max - z_min_cam;
  1854. cull.shadows[p_shadow_index].cascades[i].split = distances[i + 1];
  1855. cull.shadows[p_shadow_index].cascades[i].shadow_texel_size = radius * 2.0 / texture_size;
  1856. cull.shadows[p_shadow_index].cascades[i].bias_scale = (z_max - z_min_cam);
  1857. cull.shadows[p_shadow_index].cascades[i].range_begin = z_max;
  1858. cull.shadows[p_shadow_index].cascades[i].uv_scale = uv_scale;
  1859. }
  1860. }
  1861. }
  1862. bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_mesh_lod_threshold, uint32_t p_visible_layers) {
  1863. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1864. Transform3D light_transform = p_instance->transform;
  1865. light_transform.orthonormalize(); //scale does not count on lights
  1866. bool animated_material_found = false;
  1867. switch (RSG::light_storage->light_get_type(p_instance->base)) {
  1868. case RS::LIGHT_DIRECTIONAL: {
  1869. } break;
  1870. case RS::LIGHT_OMNI: {
  1871. RS::LightOmniShadowMode shadow_mode = RSG::light_storage->light_omni_get_shadow_mode(p_instance->base);
  1872. if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !RSG::light_storage->light_instances_can_render_shadow_cube()) {
  1873. if (max_shadows_used + 2 > MAX_UPDATE_SHADOWS) {
  1874. return true;
  1875. }
  1876. for (int i = 0; i < 2; i++) {
  1877. //using this one ensures that raster deferred will have it
  1878. RENDER_TIMESTAMP("Cull OmniLight3D Shadow Paraboloid, Half " + itos(i));
  1879. real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  1880. real_t z = i == 0 ? -1 : 1;
  1881. Vector<Plane> planes;
  1882. planes.resize(6);
  1883. planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
  1884. planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
  1885. planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
  1886. planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
  1887. planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
  1888. planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
  1889. instance_shadow_cull_result.clear();
  1890. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  1891. struct CullConvex {
  1892. PagedArray<Instance *> *result;
  1893. _FORCE_INLINE_ bool operator()(void *p_data) {
  1894. Instance *p_instance = (Instance *)p_data;
  1895. result->push_back(p_instance);
  1896. return false;
  1897. }
  1898. };
  1899. CullConvex cull_convex;
  1900. cull_convex.result = &instance_shadow_cull_result;
  1901. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  1902. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  1903. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  1904. Instance *instance = instance_shadow_cull_result[j];
  1905. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
  1906. continue;
  1907. } else {
  1908. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  1909. animated_material_found = true;
  1910. }
  1911. if (instance->mesh_instance.is_valid()) {
  1912. RSG::mesh_storage->mesh_instance_check_for_update(instance->mesh_instance);
  1913. }
  1914. }
  1915. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  1916. }
  1917. RSG::mesh_storage->update_mesh_instances();
  1918. RSG::light_storage->light_instance_set_shadow_transform(light->instance, Projection(), light_transform, radius, 0, i, 0);
  1919. shadow_data.light = light->instance;
  1920. shadow_data.pass = i;
  1921. }
  1922. } else { //shadow cube
  1923. if (max_shadows_used + 6 > MAX_UPDATE_SHADOWS) {
  1924. return true;
  1925. }
  1926. real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  1927. Projection cm;
  1928. cm.set_perspective(90, 1, radius * 0.005f, radius);
  1929. for (int i = 0; i < 6; i++) {
  1930. RENDER_TIMESTAMP("Cull OmniLight3D Shadow Cube, Side " + itos(i));
  1931. //using this one ensures that raster deferred will have it
  1932. static const Vector3 view_normals[6] = {
  1933. Vector3(+1, 0, 0),
  1934. Vector3(-1, 0, 0),
  1935. Vector3(0, -1, 0),
  1936. Vector3(0, +1, 0),
  1937. Vector3(0, 0, +1),
  1938. Vector3(0, 0, -1)
  1939. };
  1940. static const Vector3 view_up[6] = {
  1941. Vector3(0, -1, 0),
  1942. Vector3(0, -1, 0),
  1943. Vector3(0, 0, -1),
  1944. Vector3(0, 0, +1),
  1945. Vector3(0, -1, 0),
  1946. Vector3(0, -1, 0)
  1947. };
  1948. Transform3D xform = light_transform * Transform3D().looking_at(view_normals[i], view_up[i]);
  1949. Vector<Plane> planes = cm.get_projection_planes(xform);
  1950. instance_shadow_cull_result.clear();
  1951. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  1952. struct CullConvex {
  1953. PagedArray<Instance *> *result;
  1954. _FORCE_INLINE_ bool operator()(void *p_data) {
  1955. Instance *p_instance = (Instance *)p_data;
  1956. result->push_back(p_instance);
  1957. return false;
  1958. }
  1959. };
  1960. CullConvex cull_convex;
  1961. cull_convex.result = &instance_shadow_cull_result;
  1962. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  1963. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  1964. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  1965. Instance *instance = instance_shadow_cull_result[j];
  1966. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
  1967. continue;
  1968. } else {
  1969. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  1970. animated_material_found = true;
  1971. }
  1972. if (instance->mesh_instance.is_valid()) {
  1973. RSG::mesh_storage->mesh_instance_check_for_update(instance->mesh_instance);
  1974. }
  1975. }
  1976. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  1977. }
  1978. RSG::mesh_storage->update_mesh_instances();
  1979. RSG::light_storage->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
  1980. shadow_data.light = light->instance;
  1981. shadow_data.pass = i;
  1982. }
  1983. //restore the regular DP matrix
  1984. //RSG::light_storage->light_instance_set_shadow_transform(light->instance, Projection(), light_transform, radius, 0, 0, 0);
  1985. }
  1986. } break;
  1987. case RS::LIGHT_SPOT: {
  1988. RENDER_TIMESTAMP("Cull SpotLight3D Shadow");
  1989. if (max_shadows_used + 1 > MAX_UPDATE_SHADOWS) {
  1990. return true;
  1991. }
  1992. real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  1993. real_t angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  1994. Projection cm;
  1995. cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
  1996. Vector<Plane> planes = cm.get_projection_planes(light_transform);
  1997. instance_shadow_cull_result.clear();
  1998. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  1999. struct CullConvex {
  2000. PagedArray<Instance *> *result;
  2001. _FORCE_INLINE_ bool operator()(void *p_data) {
  2002. Instance *p_instance = (Instance *)p_data;
  2003. result->push_back(p_instance);
  2004. return false;
  2005. }
  2006. };
  2007. CullConvex cull_convex;
  2008. cull_convex.result = &instance_shadow_cull_result;
  2009. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  2010. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  2011. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  2012. Instance *instance = instance_shadow_cull_result[j];
  2013. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
  2014. continue;
  2015. } else {
  2016. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  2017. animated_material_found = true;
  2018. }
  2019. if (instance->mesh_instance.is_valid()) {
  2020. RSG::mesh_storage->mesh_instance_check_for_update(instance->mesh_instance);
  2021. }
  2022. }
  2023. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  2024. }
  2025. RSG::mesh_storage->update_mesh_instances();
  2026. RSG::light_storage->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
  2027. shadow_data.light = light->instance;
  2028. shadow_data.pass = 0;
  2029. } break;
  2030. }
  2031. return animated_material_found;
  2032. }
  2033. void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) {
  2034. #ifndef _3D_DISABLED
  2035. Camera *camera = camera_owner.get_or_null(p_camera);
  2036. ERR_FAIL_COND(!camera);
  2037. Vector2 jitter;
  2038. if (p_use_taa) {
  2039. jitter = taa_jitter_array[RSG::rasterizer->get_frame_number() % TAA_JITTER_COUNT] / p_viewport_size;
  2040. }
  2041. RendererSceneRender::CameraData camera_data;
  2042. // Setup Camera(s)
  2043. if (p_xr_interface.is_null()) {
  2044. // Normal camera
  2045. Transform3D transform = camera->transform;
  2046. Projection projection;
  2047. bool vaspect = camera->vaspect;
  2048. bool is_orthogonal = false;
  2049. switch (camera->type) {
  2050. case Camera::ORTHOGONAL: {
  2051. projection.set_orthogonal(
  2052. camera->size,
  2053. p_viewport_size.width / (float)p_viewport_size.height,
  2054. camera->znear,
  2055. camera->zfar,
  2056. camera->vaspect);
  2057. is_orthogonal = true;
  2058. } break;
  2059. case Camera::PERSPECTIVE: {
  2060. projection.set_perspective(
  2061. camera->fov,
  2062. p_viewport_size.width / (float)p_viewport_size.height,
  2063. camera->znear,
  2064. camera->zfar,
  2065. camera->vaspect);
  2066. } break;
  2067. case Camera::FRUSTUM: {
  2068. projection.set_frustum(
  2069. camera->size,
  2070. p_viewport_size.width / (float)p_viewport_size.height,
  2071. camera->offset,
  2072. camera->znear,
  2073. camera->zfar,
  2074. camera->vaspect);
  2075. } break;
  2076. }
  2077. camera_data.set_camera(transform, projection, is_orthogonal, vaspect, jitter, camera->visible_layers);
  2078. } else {
  2079. // Setup our camera for our XR interface.
  2080. // We can support multiple views here each with their own camera
  2081. Transform3D transforms[RendererSceneRender::MAX_RENDER_VIEWS];
  2082. Projection projections[RendererSceneRender::MAX_RENDER_VIEWS];
  2083. uint32_t view_count = p_xr_interface->get_view_count();
  2084. ERR_FAIL_COND_MSG(view_count == 0 || view_count > RendererSceneRender::MAX_RENDER_VIEWS, "Requested view count is not supported");
  2085. float aspect = p_viewport_size.width / (float)p_viewport_size.height;
  2086. Transform3D world_origin = XRServer::get_singleton()->get_world_origin();
  2087. // We ignore our camera position, it will have been positioned with a slightly old tracking position.
  2088. // Instead we take our origin point and have our XR interface add fresh tracking data! Whoohoo!
  2089. for (uint32_t v = 0; v < view_count; v++) {
  2090. transforms[v] = p_xr_interface->get_transform_for_view(v, world_origin);
  2091. projections[v] = p_xr_interface->get_projection_for_view(v, aspect, camera->znear, camera->zfar);
  2092. }
  2093. if (view_count == 1) {
  2094. camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect, jitter, camera->visible_layers);
  2095. } else if (view_count == 2) {
  2096. camera_data.set_multiview_camera(view_count, transforms, projections, false, camera->vaspect);
  2097. } else {
  2098. // this won't be called (see fail check above) but keeping this comment to indicate we may support more then 2 views in the future...
  2099. }
  2100. }
  2101. RID environment = _render_get_environment(p_camera, p_scenario);
  2102. RENDER_TIMESTAMP("Update Occlusion Buffer")
  2103. // For now just cull on the first camera
  2104. RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_orthogonal);
  2105. _render_scene(&camera_data, p_render_buffers, environment, camera->attributes, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_mesh_lod_threshold, true, r_render_info);
  2106. #endif
  2107. }
  2108. void RendererSceneCull::_visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data) {
  2109. uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
  2110. uint32_t bin_from = p_thread * cull_data->cull_count / total_threads;
  2111. uint32_t bin_to = (p_thread + 1 == total_threads) ? cull_data->cull_count : ((p_thread + 1) * cull_data->cull_count / total_threads);
  2112. _visibility_cull(*cull_data, cull_data->cull_offset + bin_from, cull_data->cull_offset + bin_to);
  2113. }
  2114. void RendererSceneCull::_visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to) {
  2115. Scenario *scenario = cull_data.scenario;
  2116. for (unsigned int i = p_from; i < p_to; i++) {
  2117. InstanceVisibilityData &vd = scenario->instance_visibility[i];
  2118. InstanceData &idata = scenario->instance_data[vd.array_index];
  2119. if (idata.parent_array_index >= 0) {
  2120. uint32_t parent_flags = scenario->instance_data[idata.parent_array_index].flags;
  2121. if ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN) || !(parent_flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN))) {
  2122. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2123. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2124. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2125. continue;
  2126. }
  2127. }
  2128. int range_check = _visibility_range_check<true>(vd, cull_data.camera_position, cull_data.viewport_mask);
  2129. if (range_check == -1) {
  2130. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2131. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2132. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2133. } else if (range_check == 1) {
  2134. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2135. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2136. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2137. } else {
  2138. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2139. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2140. if (range_check == 2) {
  2141. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2142. } else {
  2143. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2144. }
  2145. }
  2146. }
  2147. }
  2148. template <bool p_fade_check>
  2149. int RendererSceneCull::_visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask) {
  2150. float dist = p_camera_pos.distance_to(r_vis_data.position);
  2151. const RS::VisibilityRangeFadeMode &fade_mode = r_vis_data.fade_mode;
  2152. float begin_offset = -r_vis_data.range_begin_margin;
  2153. float end_offset = r_vis_data.range_end_margin;
  2154. if (fade_mode == RS::VISIBILITY_RANGE_FADE_DISABLED && !(p_viewport_mask & r_vis_data.viewport_state)) {
  2155. begin_offset = -begin_offset;
  2156. end_offset = -end_offset;
  2157. }
  2158. if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end + end_offset) {
  2159. r_vis_data.viewport_state &= ~p_viewport_mask;
  2160. return -1;
  2161. } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin + begin_offset) {
  2162. r_vis_data.viewport_state &= ~p_viewport_mask;
  2163. return 1;
  2164. } else {
  2165. r_vis_data.viewport_state |= p_viewport_mask;
  2166. if (p_fade_check) {
  2167. if (fade_mode != RS::VISIBILITY_RANGE_FADE_DISABLED) {
  2168. r_vis_data.children_fade_alpha = 1.0f;
  2169. if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end - end_offset) {
  2170. if (fade_mode == RS::VISIBILITY_RANGE_FADE_DEPENDENCIES) {
  2171. r_vis_data.children_fade_alpha = MIN(1.0f, (dist - (r_vis_data.range_end - end_offset)) / (2.0f * r_vis_data.range_end_margin));
  2172. }
  2173. return 2;
  2174. } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin - begin_offset) {
  2175. if (fade_mode == RS::VISIBILITY_RANGE_FADE_DEPENDENCIES) {
  2176. r_vis_data.children_fade_alpha = MIN(1.0f, 1.0 - (dist - (r_vis_data.range_begin + begin_offset)) / (2.0f * r_vis_data.range_begin_margin));
  2177. }
  2178. return 2;
  2179. }
  2180. }
  2181. }
  2182. return 0;
  2183. }
  2184. }
  2185. bool RendererSceneCull::_visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data) {
  2186. if (p_instance_data.parent_array_index == -1) {
  2187. return true;
  2188. }
  2189. const uint32_t &parent_flags = p_cull_data.scenario->instance_data[p_instance_data.parent_array_index].flags;
  2190. return ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK) == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE) || (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN);
  2191. }
  2192. void RendererSceneCull::_scene_cull_threaded(uint32_t p_thread, CullData *cull_data) {
  2193. uint32_t cull_total = cull_data->scenario->instance_data.size();
  2194. uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
  2195. uint32_t cull_from = p_thread * cull_total / total_threads;
  2196. uint32_t cull_to = (p_thread + 1 == total_threads) ? cull_total : ((p_thread + 1) * cull_total / total_threads);
  2197. _scene_cull(*cull_data, scene_cull_result_threads[p_thread], cull_from, cull_to);
  2198. }
  2199. void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
  2200. uint64_t frame_number = RSG::rasterizer->get_frame_number();
  2201. float lightmap_probe_update_speed = RSG::light_storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
  2202. uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
  2203. uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
  2204. RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
  2205. Transform3D inv_cam_transform = cull_data.cam_transform.inverse();
  2206. float z_near = cull_data.camera_matrix->get_z_near();
  2207. for (uint64_t i = p_from; i < p_to; i++) {
  2208. bool mesh_visible = false;
  2209. InstanceData &idata = cull_data.scenario->instance_data[i];
  2210. uint32_t visibility_flags = idata.flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN | InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN);
  2211. int32_t visibility_check = -1;
  2212. #define HIDDEN_BY_VISIBILITY_CHECKS (visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE || visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN)
  2213. #define LAYER_CHECK (cull_data.visible_layers & idata.layer_mask)
  2214. #define IN_FRUSTUM(f) (cull_data.scenario->instance_aabbs[i].in_frustum(f))
  2215. #define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check<false>(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_viewport_mask) == 0)
  2216. #define VIS_PARENT_CHECK (_visibility_parent_check(cull_data, idata))
  2217. #define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check)
  2218. #define OCCLUSION_CULLED (cull_data.occlusion_buffer != nullptr && (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING) == 0 && cull_data.occlusion_buffer->is_occluded(cull_data.scenario->instance_aabbs[i].bounds, cull_data.cam_transform.origin, inv_cam_transform, *cull_data.camera_matrix, z_near))
  2219. if (!HIDDEN_BY_VISIBILITY_CHECKS) {
  2220. if ((LAYER_CHECK && IN_FRUSTUM(cull_data.cull->frustum) && VIS_CHECK && !OCCLUSION_CULLED) || (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_ALL_CULLING)) {
  2221. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2222. if (base_type == RS::INSTANCE_LIGHT) {
  2223. cull_result.lights.push_back(idata.instance);
  2224. cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
  2225. if (cull_data.shadow_atlas.is_valid() && RSG::light_storage->light_has_shadow(idata.base_rid)) {
  2226. RSG::light_storage->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
  2227. }
  2228. } else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
  2229. if (cull_data.render_reflection_probe != idata.instance) {
  2230. //avoid entering The Matrix
  2231. if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || RSG::light_storage->reflection_probe_instance_needs_redraw(RID::from_uint64(idata.instance_data_rid))) {
  2232. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
  2233. cull_data.cull->lock.lock();
  2234. if (!reflection_probe->update_list.in_list()) {
  2235. reflection_probe->render_step = 0;
  2236. reflection_probe_render_list.add_last(&reflection_probe->update_list);
  2237. }
  2238. cull_data.cull->lock.unlock();
  2239. idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
  2240. }
  2241. if (RSG::light_storage->reflection_probe_instance_has_reflection(RID::from_uint64(idata.instance_data_rid))) {
  2242. cull_result.reflections.push_back(RID::from_uint64(idata.instance_data_rid));
  2243. }
  2244. }
  2245. } else if (base_type == RS::INSTANCE_DECAL) {
  2246. cull_result.decals.push_back(RID::from_uint64(idata.instance_data_rid));
  2247. } else if (base_type == RS::INSTANCE_VOXEL_GI) {
  2248. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(idata.instance->base_data);
  2249. cull_data.cull->lock.lock();
  2250. if (!voxel_gi->update_element.in_list()) {
  2251. voxel_gi_update_list.add(&voxel_gi->update_element);
  2252. }
  2253. cull_data.cull->lock.unlock();
  2254. cull_result.voxel_gi_instances.push_back(RID::from_uint64(idata.instance_data_rid));
  2255. } else if (base_type == RS::INSTANCE_LIGHTMAP) {
  2256. cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid));
  2257. } else if (base_type == RS::INSTANCE_FOG_VOLUME) {
  2258. cull_result.fog_volumes.push_back(RID::from_uint64(idata.instance_data_rid));
  2259. } else if (base_type == RS::INSTANCE_VISIBLITY_NOTIFIER) {
  2260. InstanceVisibilityNotifierData *vnd = idata.visibility_notifier;
  2261. if (!vnd->list_element.in_list()) {
  2262. visible_notifier_list_lock.lock();
  2263. visible_notifier_list.add(&vnd->list_element);
  2264. visible_notifier_list_lock.unlock();
  2265. vnd->just_visible = true;
  2266. }
  2267. vnd->visible_in_frame = RSG::rasterizer->get_frame_number();
  2268. } else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
  2269. bool keep = true;
  2270. if (idata.flags & InstanceData::FLAG_REDRAW_IF_VISIBLE) {
  2271. RenderingServerDefault::redraw_request();
  2272. }
  2273. if (base_type == RS::INSTANCE_MESH) {
  2274. mesh_visible = true;
  2275. } else if (base_type == RS::INSTANCE_PARTICLES) {
  2276. //particles visible? process them
  2277. if (RSG::particles_storage->particles_is_inactive(idata.base_rid)) {
  2278. //but if nothing is going on, don't do it.
  2279. keep = false;
  2280. } else {
  2281. cull_data.cull->lock.lock();
  2282. RSG::particles_storage->particles_request_process(idata.base_rid);
  2283. cull_data.cull->lock.unlock();
  2284. RSG::particles_storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_column(2).normalized(), cull_data.cam_transform.basis.get_column(1).normalized());
  2285. //particles visible? request redraw
  2286. RenderingServerDefault::redraw_request();
  2287. }
  2288. }
  2289. if (idata.parent_array_index != -1) {
  2290. float fade = 1.0f;
  2291. const uint32_t &parent_flags = cull_data.scenario->instance_data[idata.parent_array_index].flags;
  2292. if (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN) {
  2293. const int32_t &parent_idx = cull_data.scenario->instance_data[idata.parent_array_index].visibility_index;
  2294. fade = cull_data.scenario->instance_visibility[parent_idx].children_fade_alpha;
  2295. }
  2296. idata.instance_geometry->set_parent_fade_alpha(fade);
  2297. }
  2298. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_LIGHT) && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
  2299. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2300. uint32_t idx = 0;
  2301. for (const Instance *E : geom->lights) {
  2302. InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
  2303. instance_pair_buffer[idx++] = light->instance;
  2304. if (idx == MAX_INSTANCE_PAIRS) {
  2305. break;
  2306. }
  2307. }
  2308. ERR_FAIL_NULL(geom->geometry_instance);
  2309. geom->geometry_instance->pair_light_instances(instance_pair_buffer, idx);
  2310. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
  2311. }
  2312. if (idata.flags & InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY) {
  2313. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2314. ERR_FAIL_NULL(geom->geometry_instance);
  2315. geom->geometry_instance->set_softshadow_projector_pairing(geom->softshadow_count > 0, geom->projector_count > 0);
  2316. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY);
  2317. }
  2318. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
  2319. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2320. uint32_t idx = 0;
  2321. for (const Instance *E : geom->reflection_probes) {
  2322. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->base_data);
  2323. instance_pair_buffer[idx++] = reflection_probe->instance;
  2324. if (idx == MAX_INSTANCE_PAIRS) {
  2325. break;
  2326. }
  2327. }
  2328. ERR_FAIL_NULL(geom->geometry_instance);
  2329. geom->geometry_instance->pair_reflection_probe_instances(instance_pair_buffer, idx);
  2330. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_REFLECTION_DIRTY);
  2331. }
  2332. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
  2333. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2334. uint32_t idx = 0;
  2335. for (const Instance *E : geom->decals) {
  2336. InstanceDecalData *decal = static_cast<InstanceDecalData *>(E->base_data);
  2337. instance_pair_buffer[idx++] = decal->instance;
  2338. if (idx == MAX_INSTANCE_PAIRS) {
  2339. break;
  2340. }
  2341. }
  2342. ERR_FAIL_NULL(geom->geometry_instance);
  2343. geom->geometry_instance->pair_decal_instances(instance_pair_buffer, idx);
  2344. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
  2345. }
  2346. if (idata.flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY) {
  2347. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2348. uint32_t idx = 0;
  2349. for (const Instance *E : geom->voxel_gi_instances) {
  2350. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(E->base_data);
  2351. instance_pair_buffer[idx++] = voxel_gi->probe_instance;
  2352. if (idx == MAX_INSTANCE_PAIRS) {
  2353. break;
  2354. }
  2355. }
  2356. ERR_FAIL_NULL(geom->geometry_instance);
  2357. geom->geometry_instance->pair_voxel_gi_instances(instance_pair_buffer, idx);
  2358. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
  2359. }
  2360. if ((idata.flags & InstanceData::FLAG_LIGHTMAP_CAPTURE) && idata.instance->last_frame_pass != frame_number && !idata.instance->lightmap_target_sh.is_empty() && !idata.instance->lightmap_sh.is_empty()) {
  2361. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2362. Color *sh = idata.instance->lightmap_sh.ptrw();
  2363. const Color *target_sh = idata.instance->lightmap_target_sh.ptr();
  2364. for (uint32_t j = 0; j < 9; j++) {
  2365. sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
  2366. }
  2367. ERR_FAIL_NULL(geom->geometry_instance);
  2368. geom->geometry_instance->set_lightmap_capture(sh);
  2369. idata.instance->last_frame_pass = frame_number;
  2370. }
  2371. if (keep) {
  2372. cull_result.geometry_instances.push_back(idata.instance_geometry);
  2373. }
  2374. }
  2375. }
  2376. for (uint32_t j = 0; j < cull_data.cull->shadow_count; j++) {
  2377. for (uint32_t k = 0; k < cull_data.cull->shadows[j].cascade_count; k++) {
  2378. if (IN_FRUSTUM(cull_data.cull->shadows[j].cascades[k].frustum) && VIS_CHECK) {
  2379. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2380. if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS && LAYER_CHECK) {
  2381. cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry);
  2382. mesh_visible = true;
  2383. }
  2384. }
  2385. }
  2386. }
  2387. }
  2388. #undef HIDDEN_BY_VISIBILITY_CHECKS
  2389. #undef LAYER_CHECK
  2390. #undef IN_FRUSTUM
  2391. #undef VIS_RANGE_CHECK
  2392. #undef VIS_PARENT_CHECK
  2393. #undef VIS_CHECK
  2394. #undef OCCLUSION_CULLED
  2395. for (uint32_t j = 0; j < cull_data.cull->sdfgi.region_count; j++) {
  2396. if (cull_data.scenario->instance_aabbs[i].in_aabb(cull_data.cull->sdfgi.region_aabb[j])) {
  2397. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2398. if (base_type == RS::INSTANCE_LIGHT) {
  2399. InstanceLightData *instance_light = (InstanceLightData *)idata.instance->base_data;
  2400. if (instance_light->bake_mode == RS::LIGHT_BAKE_STATIC && cull_data.cull->sdfgi.region_cascade[j] <= instance_light->max_sdfgi_cascade) {
  2401. if (sdfgi_last_light_index != i || sdfgi_last_light_cascade != cull_data.cull->sdfgi.region_cascade[j]) {
  2402. sdfgi_last_light_index = i;
  2403. sdfgi_last_light_cascade = cull_data.cull->sdfgi.region_cascade[j];
  2404. cull_result.sdfgi_cascade_lights[sdfgi_last_light_cascade].push_back(instance_light->instance);
  2405. }
  2406. }
  2407. } else if ((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  2408. if (idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) {
  2409. cull_result.sdfgi_region_geometry_instances[j].push_back(idata.instance_geometry);
  2410. mesh_visible = true;
  2411. }
  2412. }
  2413. }
  2414. }
  2415. if (mesh_visible && cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_USES_MESH_INSTANCE) {
  2416. cull_result.mesh_instances.push_back(cull_data.scenario->instance_data[i].instance->mesh_instance);
  2417. }
  2418. }
  2419. }
  2420. void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows, RenderingMethod::RenderInfo *r_render_info) {
  2421. Instance *render_reflection_probe = instance_owner.get_or_null(p_reflection_probe); //if null, not rendering to it
  2422. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2423. render_pass++;
  2424. scene_render->set_scene_pass(render_pass);
  2425. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  2426. //no rendering code here, this is only to set up what needs to be done, request regions, etc.
  2427. scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not)
  2428. }
  2429. RENDER_TIMESTAMP("Update Visibility Dependencies");
  2430. if (scenario->instance_visibility.get_bin_count() > 0) {
  2431. if (!scenario->viewport_visibility_masks.has(p_viewport)) {
  2432. scenario_add_viewport_visibility_mask(scenario->self, p_viewport);
  2433. }
  2434. VisibilityCullData visibility_cull_data;
  2435. visibility_cull_data.scenario = scenario;
  2436. visibility_cull_data.viewport_mask = scenario->viewport_visibility_masks[p_viewport];
  2437. visibility_cull_data.camera_position = p_camera_data->main_transform.origin;
  2438. for (int i = scenario->instance_visibility.get_bin_count() - 1; i > 0; i--) { // We skip bin 0
  2439. visibility_cull_data.cull_offset = scenario->instance_visibility.get_bin_start(i);
  2440. visibility_cull_data.cull_count = scenario->instance_visibility.get_bin_size(i);
  2441. if (visibility_cull_data.cull_count == 0) {
  2442. continue;
  2443. }
  2444. if (visibility_cull_data.cull_count > thread_cull_threshold) {
  2445. WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RendererSceneCull::_visibility_cull_threaded, &visibility_cull_data, WorkerThreadPool::get_singleton()->get_thread_count(), -1, true, SNAME("VisibilityCullInstances"));
  2446. WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
  2447. } else {
  2448. _visibility_cull(visibility_cull_data, visibility_cull_data.cull_offset, visibility_cull_data.cull_offset + visibility_cull_data.cull_count);
  2449. }
  2450. }
  2451. }
  2452. RENDER_TIMESTAMP("Cull 3D Scene");
  2453. //rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_orthogonal);
  2454. /* STEP 2 - CULL */
  2455. Vector<Plane> planes = p_camera_data->main_projection.get_projection_planes(p_camera_data->main_transform);
  2456. cull.frustum = Frustum(planes);
  2457. Vector<RID> directional_lights;
  2458. // directional lights
  2459. {
  2460. cull.shadow_count = 0;
  2461. Vector<Instance *> lights_with_shadow;
  2462. for (Instance *E : scenario->directional_lights) {
  2463. if (!E->visible) {
  2464. continue;
  2465. }
  2466. if (directional_lights.size() > RendererSceneRender::MAX_DIRECTIONAL_LIGHTS) {
  2467. break;
  2468. }
  2469. InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
  2470. //check shadow..
  2471. if (light) {
  2472. if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::light_storage->light_has_shadow(E->base) && !(RSG::light_storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::light_storage->light_directional_get_sky_mode(E->base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY)) {
  2473. lights_with_shadow.push_back(E);
  2474. }
  2475. //add to list
  2476. directional_lights.push_back(light->instance);
  2477. }
  2478. }
  2479. RSG::light_storage->set_directional_shadow_count(lights_with_shadow.size());
  2480. for (int i = 0; i < lights_with_shadow.size(); i++) {
  2481. _light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_orthogonal, p_camera_data->vaspect);
  2482. }
  2483. }
  2484. { //sdfgi
  2485. cull.sdfgi.region_count = 0;
  2486. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  2487. cull.sdfgi.cascade_light_count = 0;
  2488. uint32_t prev_cascade = 0xFFFFFFFF;
  2489. uint32_t pending_region_count = scene_render->sdfgi_get_pending_region_count(p_render_buffers);
  2490. for (uint32_t i = 0; i < pending_region_count; i++) {
  2491. cull.sdfgi.region_aabb[i] = scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
  2492. uint32_t region_cascade = scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
  2493. cull.sdfgi.region_cascade[i] = region_cascade;
  2494. if (region_cascade != prev_cascade) {
  2495. cull.sdfgi.cascade_light_index[cull.sdfgi.cascade_light_count] = region_cascade;
  2496. cull.sdfgi.cascade_light_count++;
  2497. prev_cascade = region_cascade;
  2498. }
  2499. }
  2500. cull.sdfgi.region_count = pending_region_count;
  2501. }
  2502. }
  2503. scene_cull_result.clear();
  2504. {
  2505. uint64_t cull_from = 0;
  2506. uint64_t cull_to = scenario->instance_data.size();
  2507. CullData cull_data;
  2508. //prepare for eventual thread usage
  2509. cull_data.cull = &cull;
  2510. cull_data.scenario = scenario;
  2511. cull_data.shadow_atlas = p_shadow_atlas;
  2512. cull_data.cam_transform = p_camera_data->main_transform;
  2513. cull_data.visible_layers = p_visible_layers;
  2514. cull_data.render_reflection_probe = render_reflection_probe;
  2515. cull_data.occlusion_buffer = RendererSceneOcclusionCull::get_singleton()->buffer_get_ptr(p_viewport);
  2516. cull_data.camera_matrix = &p_camera_data->main_projection;
  2517. cull_data.visibility_viewport_mask = scenario->viewport_visibility_masks.has(p_viewport) ? scenario->viewport_visibility_masks[p_viewport] : 0;
  2518. //#define DEBUG_CULL_TIME
  2519. #ifdef DEBUG_CULL_TIME
  2520. uint64_t time_from = OS::get_singleton()->get_ticks_usec();
  2521. #endif
  2522. if (cull_to > thread_cull_threshold) {
  2523. //multiple threads
  2524. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  2525. scene_cull_result_threads[i].clear();
  2526. }
  2527. WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RendererSceneCull::_scene_cull_threaded, &cull_data, scene_cull_result_threads.size(), -1, true, SNAME("RenderCullInstances"));
  2528. WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
  2529. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  2530. scene_cull_result.append_from(scene_cull_result_threads[i]);
  2531. }
  2532. } else {
  2533. //single threaded
  2534. _scene_cull(cull_data, scene_cull_result, cull_from, cull_to);
  2535. }
  2536. #ifdef DEBUG_CULL_TIME
  2537. static float time_avg = 0;
  2538. static uint32_t time_count = 0;
  2539. time_avg += double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0;
  2540. time_count++;
  2541. print_line("time taken: " + rtos(time_avg / time_count));
  2542. #endif
  2543. if (scene_cull_result.mesh_instances.size()) {
  2544. for (uint64_t i = 0; i < scene_cull_result.mesh_instances.size(); i++) {
  2545. RSG::mesh_storage->mesh_instance_check_for_update(scene_cull_result.mesh_instances[i]);
  2546. }
  2547. RSG::mesh_storage->update_mesh_instances();
  2548. }
  2549. }
  2550. //render shadows
  2551. max_shadows_used = 0;
  2552. if (p_using_shadows) { //setup shadow maps
  2553. // Directional Shadows
  2554. for (uint32_t i = 0; i < cull.shadow_count; i++) {
  2555. for (uint32_t j = 0; j < cull.shadows[i].cascade_count; j++) {
  2556. const Cull::Shadow::Cascade &c = cull.shadows[i].cascades[j];
  2557. // print_line("shadow " + itos(i) + " cascade " + itos(j) + " elements: " + itos(c.cull_result.size()));
  2558. RSG::light_storage->light_instance_set_shadow_transform(cull.shadows[i].light_instance, c.projection, c.transform, c.zfar, c.split, j, c.shadow_texel_size, c.bias_scale, c.range_begin, c.uv_scale);
  2559. if (max_shadows_used == MAX_UPDATE_SHADOWS) {
  2560. continue;
  2561. }
  2562. render_shadow_data[max_shadows_used].light = cull.shadows[i].light_instance;
  2563. render_shadow_data[max_shadows_used].pass = j;
  2564. render_shadow_data[max_shadows_used].instances.merge_unordered(scene_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
  2565. max_shadows_used++;
  2566. }
  2567. }
  2568. // Positional Shadowss
  2569. for (uint32_t i = 0; i < (uint32_t)scene_cull_result.lights.size(); i++) {
  2570. Instance *ins = scene_cull_result.lights[i];
  2571. if (!p_shadow_atlas.is_valid() || !RSG::light_storage->light_has_shadow(ins->base)) {
  2572. continue;
  2573. }
  2574. InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
  2575. float coverage = 0.f;
  2576. { //compute coverage
  2577. Transform3D cam_xf = p_camera_data->main_transform;
  2578. float zn = p_camera_data->main_projection.get_z_near();
  2579. Plane p(-cam_xf.basis.get_column(2), cam_xf.origin + cam_xf.basis.get_column(2) * -zn); //camera near plane
  2580. // near plane half width and height
  2581. Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents();
  2582. switch (RSG::light_storage->light_get_type(ins->base)) {
  2583. case RS::LIGHT_OMNI: {
  2584. float radius = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
  2585. //get two points parallel to near plane
  2586. Vector3 points[2] = {
  2587. ins->transform.origin,
  2588. ins->transform.origin + cam_xf.basis.get_column(0) * radius
  2589. };
  2590. if (!p_camera_data->is_orthogonal) {
  2591. //if using perspetive, map them to near plane
  2592. for (int j = 0; j < 2; j++) {
  2593. if (p.distance_to(points[j]) < 0) {
  2594. points[j].z = -zn; //small hack to keep size constant when hitting the screen
  2595. }
  2596. p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
  2597. }
  2598. }
  2599. float screen_diameter = points[0].distance_to(points[1]) * 2;
  2600. coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
  2601. } break;
  2602. case RS::LIGHT_SPOT: {
  2603. float radius = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
  2604. float angle = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2605. float w = radius * Math::sin(Math::deg_to_rad(angle));
  2606. float d = radius * Math::cos(Math::deg_to_rad(angle));
  2607. Vector3 base = ins->transform.origin - ins->transform.basis.get_column(2).normalized() * d;
  2608. Vector3 points[2] = {
  2609. base,
  2610. base + cam_xf.basis.get_column(0) * w
  2611. };
  2612. if (!p_camera_data->is_orthogonal) {
  2613. //if using perspetive, map them to near plane
  2614. for (int j = 0; j < 2; j++) {
  2615. if (p.distance_to(points[j]) < 0) {
  2616. points[j].z = -zn; //small hack to keep size constant when hitting the screen
  2617. }
  2618. p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
  2619. }
  2620. }
  2621. float screen_diameter = points[0].distance_to(points[1]) * 2;
  2622. coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
  2623. } break;
  2624. default: {
  2625. ERR_PRINT("Invalid Light Type");
  2626. }
  2627. }
  2628. }
  2629. if (light->shadow_dirty) {
  2630. light->last_version++;
  2631. light->shadow_dirty = false;
  2632. }
  2633. bool redraw = RSG::light_storage->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
  2634. if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
  2635. //must redraw!
  2636. RENDER_TIMESTAMP("> Render Light3D " + itos(i));
  2637. light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_orthogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold, p_visible_layers);
  2638. RENDER_TIMESTAMP("< Render Light3D " + itos(i));
  2639. } else {
  2640. light->shadow_dirty = redraw;
  2641. }
  2642. }
  2643. }
  2644. //render SDFGI
  2645. {
  2646. // Q: Should this whole block be skipped if we're rendering our reflection probe?
  2647. sdfgi_update_data.update_static = false;
  2648. if (cull.sdfgi.region_count > 0) {
  2649. //update regions
  2650. for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
  2651. render_sdfgi_data[i].instances.merge_unordered(scene_cull_result.sdfgi_region_geometry_instances[i]);
  2652. render_sdfgi_data[i].region = i;
  2653. }
  2654. //check if static lights were culled
  2655. bool static_lights_culled = false;
  2656. for (uint32_t i = 0; i < cull.sdfgi.cascade_light_count; i++) {
  2657. if (scene_cull_result.sdfgi_cascade_lights[i].size()) {
  2658. static_lights_culled = true;
  2659. break;
  2660. }
  2661. }
  2662. if (static_lights_culled) {
  2663. sdfgi_update_data.static_cascade_count = cull.sdfgi.cascade_light_count;
  2664. sdfgi_update_data.static_cascade_indices = cull.sdfgi.cascade_light_index;
  2665. sdfgi_update_data.static_positional_lights = scene_cull_result.sdfgi_cascade_lights;
  2666. sdfgi_update_data.update_static = true;
  2667. }
  2668. }
  2669. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  2670. sdfgi_update_data.directional_lights = &directional_lights;
  2671. sdfgi_update_data.positional_light_instances = scenario->dynamic_lights.ptr();
  2672. sdfgi_update_data.positional_light_count = scenario->dynamic_lights.size();
  2673. }
  2674. }
  2675. //append the directional lights to the lights culled
  2676. for (int i = 0; i < directional_lights.size(); i++) {
  2677. scene_cull_result.light_instances.push_back(directional_lights[i]);
  2678. }
  2679. RID camera_attributes;
  2680. if (p_force_camera_attributes.is_valid()) {
  2681. camera_attributes = p_force_camera_attributes;
  2682. } else {
  2683. camera_attributes = scenario->camera_attributes;
  2684. }
  2685. /* PROCESS GEOMETRY AND DRAW SCENE */
  2686. RID occluders_tex;
  2687. const RendererSceneRender::CameraData *prev_camera_data = p_camera_data;
  2688. if (p_viewport.is_valid()) {
  2689. occluders_tex = RSG::viewport->viewport_get_occluder_debug_texture(p_viewport);
  2690. prev_camera_data = RSG::viewport->viewport_get_prev_camera_data(p_viewport);
  2691. }
  2692. RENDER_TIMESTAMP("Render 3D Scene");
  2693. scene_render->render_scene(p_render_buffers, p_camera_data, prev_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_attributes, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_mesh_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
  2694. if (p_viewport.is_valid()) {
  2695. RSG::viewport->viewport_set_prev_camera_data(p_viewport, p_camera_data);
  2696. }
  2697. for (uint32_t i = 0; i < max_shadows_used; i++) {
  2698. render_shadow_data[i].instances.clear();
  2699. }
  2700. max_shadows_used = 0;
  2701. for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
  2702. render_sdfgi_data[i].instances.clear();
  2703. }
  2704. }
  2705. RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
  2706. Camera *camera = camera_owner.get_or_null(p_camera);
  2707. if (camera && scene_render->is_environment(camera->env)) {
  2708. return camera->env;
  2709. }
  2710. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2711. if (!scenario) {
  2712. return RID();
  2713. }
  2714. if (scene_render->is_environment(scenario->environment)) {
  2715. return scenario->environment;
  2716. }
  2717. if (scene_render->is_environment(scenario->fallback_environment)) {
  2718. return scenario->fallback_environment;
  2719. }
  2720. return RID();
  2721. }
  2722. void RendererSceneCull::render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
  2723. #ifndef _3D_DISABLED
  2724. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2725. RID environment;
  2726. if (scenario->environment.is_valid()) {
  2727. environment = scenario->environment;
  2728. } else {
  2729. environment = scenario->fallback_environment;
  2730. }
  2731. RENDER_TIMESTAMP("Render Empty 3D Scene");
  2732. RendererSceneRender::CameraData camera_data;
  2733. camera_data.set_camera(Transform3D(), Projection(), true, false);
  2734. scene_render->render_scene(p_render_buffers, &camera_data, &camera_data, PagedArray<RenderGeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), environment, RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
  2735. #endif
  2736. }
  2737. bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int p_step) {
  2738. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
  2739. Scenario *scenario = p_instance->scenario;
  2740. ERR_FAIL_COND_V(!scenario, true);
  2741. RenderingServerDefault::redraw_request(); //update, so it updates in editor
  2742. if (p_step == 0) {
  2743. if (!RSG::light_storage->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
  2744. return true; //all full
  2745. }
  2746. }
  2747. if (p_step >= 0 && p_step < 6) {
  2748. static const Vector3 view_normals[6] = {
  2749. Vector3(+1, 0, 0),
  2750. Vector3(-1, 0, 0),
  2751. Vector3(0, +1, 0),
  2752. Vector3(0, -1, 0),
  2753. Vector3(0, 0, +1),
  2754. Vector3(0, 0, -1)
  2755. };
  2756. static const Vector3 view_up[6] = {
  2757. Vector3(0, -1, 0),
  2758. Vector3(0, -1, 0),
  2759. Vector3(0, 0, +1),
  2760. Vector3(0, 0, -1),
  2761. Vector3(0, -1, 0),
  2762. Vector3(0, -1, 0)
  2763. };
  2764. Vector3 extents = RSG::light_storage->reflection_probe_get_extents(p_instance->base);
  2765. Vector3 origin_offset = RSG::light_storage->reflection_probe_get_origin_offset(p_instance->base);
  2766. float max_distance = RSG::light_storage->reflection_probe_get_origin_max_distance(p_instance->base);
  2767. float size = RSG::light_storage->reflection_atlas_get_size(scenario->reflection_atlas);
  2768. float mesh_lod_threshold = RSG::light_storage->reflection_probe_get_mesh_lod_threshold(p_instance->base) / size;
  2769. Vector3 edge = view_normals[p_step] * extents;
  2770. 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
  2771. max_distance = MAX(max_distance, distance);
  2772. //render cubemap side
  2773. Projection cm;
  2774. cm.set_perspective(90, 1, 0.01, max_distance);
  2775. Transform3D local_view;
  2776. local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]);
  2777. Transform3D xform = p_instance->transform * local_view;
  2778. RID shadow_atlas;
  2779. bool use_shadows = RSG::light_storage->reflection_probe_renders_shadows(p_instance->base);
  2780. if (use_shadows) {
  2781. shadow_atlas = scenario->reflection_probe_shadow_atlas;
  2782. }
  2783. RID environment;
  2784. if (scenario->environment.is_valid()) {
  2785. environment = scenario->environment;
  2786. } else {
  2787. environment = scenario->fallback_environment;
  2788. }
  2789. RENDER_TIMESTAMP("Render ReflectionProbe, Step " + itos(p_step));
  2790. RendererSceneRender::CameraData camera_data;
  2791. camera_data.set_camera(xform, cm, false, false);
  2792. Ref<RenderSceneBuffers> render_buffers = RSG::light_storage->reflection_probe_atlas_get_render_buffers(scenario->reflection_atlas);
  2793. _render_scene(&camera_data, render_buffers, environment, RID(), RSG::light_storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows);
  2794. } else {
  2795. //do roughness postprocess step until it believes it's done
  2796. RENDER_TIMESTAMP("Post-Process ReflectionProbe, Step " + itos(p_step));
  2797. return RSG::light_storage->reflection_probe_instance_postprocess_step(reflection_probe->instance);
  2798. }
  2799. return false;
  2800. }
  2801. void RendererSceneCull::render_probes() {
  2802. /* REFLECTION PROBES */
  2803. SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
  2804. bool busy = false;
  2805. while (ref_probe) {
  2806. SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
  2807. RID base = ref_probe->self()->owner->base;
  2808. switch (RSG::light_storage->reflection_probe_get_update_mode(base)) {
  2809. case RS::REFLECTION_PROBE_UPDATE_ONCE: {
  2810. if (busy) { //already rendering something
  2811. break;
  2812. }
  2813. bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step);
  2814. if (done) {
  2815. reflection_probe_render_list.remove(ref_probe);
  2816. } else {
  2817. ref_probe->self()->render_step++;
  2818. }
  2819. busy = true; //do not render another one of this kind
  2820. } break;
  2821. case RS::REFLECTION_PROBE_UPDATE_ALWAYS: {
  2822. int step = 0;
  2823. bool done = false;
  2824. while (!done) {
  2825. done = _render_reflection_probe_step(ref_probe->self()->owner, step);
  2826. step++;
  2827. }
  2828. reflection_probe_render_list.remove(ref_probe);
  2829. } break;
  2830. }
  2831. ref_probe = next;
  2832. }
  2833. /* VOXEL GIS */
  2834. SelfList<InstanceVoxelGIData> *voxel_gi = voxel_gi_update_list.first();
  2835. if (voxel_gi) {
  2836. RENDER_TIMESTAMP("Render VoxelGI");
  2837. }
  2838. while (voxel_gi) {
  2839. SelfList<InstanceVoxelGIData> *next = voxel_gi->next();
  2840. InstanceVoxelGIData *probe = voxel_gi->self();
  2841. //Instance *instance_probe = probe->owner;
  2842. //check if probe must be setup, but don't do if on the lighting thread
  2843. bool cache_dirty = false;
  2844. int cache_count = 0;
  2845. {
  2846. int light_cache_size = probe->light_cache.size();
  2847. const InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptr();
  2848. const RID *instance_caches = probe->light_instances.ptr();
  2849. int idx = 0; //must count visible lights
  2850. for (Instance *E : probe->lights) {
  2851. Instance *instance = E;
  2852. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2853. if (!instance->visible) {
  2854. continue;
  2855. }
  2856. if (cache_dirty) {
  2857. //do nothing, since idx must count all visible lights anyway
  2858. } else if (idx >= light_cache_size) {
  2859. cache_dirty = true;
  2860. } else {
  2861. const InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2862. if (
  2863. instance_caches[idx] != instance_light->instance ||
  2864. cache->has_shadow != RSG::light_storage->light_has_shadow(instance->base) ||
  2865. cache->type != RSG::light_storage->light_get_type(instance->base) ||
  2866. cache->transform != instance->transform ||
  2867. cache->color != RSG::light_storage->light_get_color(instance->base) ||
  2868. cache->energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
  2869. cache->intensity != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INTENSITY) ||
  2870. cache->bake_energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
  2871. cache->radius != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
  2872. cache->attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
  2873. cache->spot_angle != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
  2874. cache->spot_attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
  2875. cache_dirty = true;
  2876. }
  2877. }
  2878. idx++;
  2879. }
  2880. for (const Instance *instance : probe->owner->scenario->directional_lights) {
  2881. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2882. if (!instance->visible) {
  2883. continue;
  2884. }
  2885. if (cache_dirty) {
  2886. //do nothing, since idx must count all visible lights anyway
  2887. } else if (idx >= light_cache_size) {
  2888. cache_dirty = true;
  2889. } else {
  2890. const InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2891. if (
  2892. instance_caches[idx] != instance_light->instance ||
  2893. cache->has_shadow != RSG::light_storage->light_has_shadow(instance->base) ||
  2894. cache->type != RSG::light_storage->light_get_type(instance->base) ||
  2895. cache->transform != instance->transform ||
  2896. cache->color != RSG::light_storage->light_get_color(instance->base) ||
  2897. cache->energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
  2898. cache->intensity != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INTENSITY) ||
  2899. cache->bake_energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
  2900. cache->radius != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
  2901. cache->attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
  2902. cache->spot_angle != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
  2903. cache->spot_attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
  2904. cache->sky_mode != RSG::light_storage->light_directional_get_sky_mode(instance->base)) {
  2905. cache_dirty = true;
  2906. }
  2907. }
  2908. idx++;
  2909. }
  2910. if (idx != light_cache_size) {
  2911. cache_dirty = true;
  2912. }
  2913. cache_count = idx;
  2914. }
  2915. bool update_lights = scene_render->voxel_gi_needs_update(probe->probe_instance);
  2916. if (cache_dirty) {
  2917. probe->light_cache.resize(cache_count);
  2918. probe->light_instances.resize(cache_count);
  2919. if (cache_count) {
  2920. InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptrw();
  2921. RID *instance_caches = probe->light_instances.ptrw();
  2922. int idx = 0; //must count visible lights
  2923. for (Instance *E : probe->lights) {
  2924. Instance *instance = E;
  2925. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2926. if (!instance->visible) {
  2927. continue;
  2928. }
  2929. InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2930. instance_caches[idx] = instance_light->instance;
  2931. cache->has_shadow = RSG::light_storage->light_has_shadow(instance->base);
  2932. cache->type = RSG::light_storage->light_get_type(instance->base);
  2933. cache->transform = instance->transform;
  2934. cache->color = RSG::light_storage->light_get_color(instance->base);
  2935. cache->energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
  2936. cache->intensity = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INTENSITY);
  2937. cache->bake_energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  2938. cache->radius = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
  2939. cache->attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
  2940. cache->spot_angle = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2941. cache->spot_attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2942. idx++;
  2943. }
  2944. for (const Instance *instance : probe->owner->scenario->directional_lights) {
  2945. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2946. if (!instance->visible) {
  2947. continue;
  2948. }
  2949. InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2950. instance_caches[idx] = instance_light->instance;
  2951. cache->has_shadow = RSG::light_storage->light_has_shadow(instance->base);
  2952. cache->type = RSG::light_storage->light_get_type(instance->base);
  2953. cache->transform = instance->transform;
  2954. cache->color = RSG::light_storage->light_get_color(instance->base);
  2955. cache->energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
  2956. cache->intensity = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INTENSITY);
  2957. cache->bake_energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  2958. cache->radius = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
  2959. cache->attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
  2960. cache->spot_angle = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2961. cache->spot_attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2962. cache->sky_mode = RSG::light_storage->light_directional_get_sky_mode(instance->base);
  2963. idx++;
  2964. }
  2965. }
  2966. update_lights = true;
  2967. }
  2968. scene_cull_result.geometry_instances.clear();
  2969. RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
  2970. for (Instance *E : probe->dynamic_geometries) {
  2971. Instance *ins = E;
  2972. if (!ins->visible) {
  2973. continue;
  2974. }
  2975. InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
  2976. if (ins->scenario && ins->array_index >= 0 && (ins->scenario->instance_data[ins->array_index].flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY)) {
  2977. uint32_t idx = 0;
  2978. for (const Instance *F : geom->voxel_gi_instances) {
  2979. InstanceVoxelGIData *voxel_gi2 = static_cast<InstanceVoxelGIData *>(F->base_data);
  2980. instance_pair_buffer[idx++] = voxel_gi2->probe_instance;
  2981. if (idx == MAX_INSTANCE_PAIRS) {
  2982. break;
  2983. }
  2984. }
  2985. ERR_FAIL_NULL(geom->geometry_instance);
  2986. geom->geometry_instance->pair_voxel_gi_instances(instance_pair_buffer, idx);
  2987. ins->scenario->instance_data[ins->array_index].flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
  2988. }
  2989. ERR_FAIL_NULL(geom->geometry_instance);
  2990. scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
  2991. }
  2992. scene_render->voxel_gi_update(probe->probe_instance, update_lights, probe->light_instances, scene_cull_result.geometry_instances);
  2993. voxel_gi_update_list.remove(voxel_gi);
  2994. voxel_gi = next;
  2995. }
  2996. }
  2997. void RendererSceneCull::render_particle_colliders() {
  2998. while (heightfield_particle_colliders_update_list.begin()) {
  2999. Instance *hfpc = *heightfield_particle_colliders_update_list.begin();
  3000. if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::particles_storage->particles_collision_is_heightfield(hfpc->base)) {
  3001. //update heightfield
  3002. instance_cull_result.clear();
  3003. scene_cull_result.geometry_instances.clear();
  3004. struct CullAABB {
  3005. PagedArray<Instance *> *result;
  3006. _FORCE_INLINE_ bool operator()(void *p_data) {
  3007. Instance *p_instance = (Instance *)p_data;
  3008. result->push_back(p_instance);
  3009. return false;
  3010. }
  3011. };
  3012. CullAABB cull_aabb;
  3013. cull_aabb.result = &instance_cull_result;
  3014. hfpc->scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(hfpc->transformed_aabb, cull_aabb);
  3015. hfpc->scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(hfpc->transformed_aabb, cull_aabb);
  3016. for (int i = 0; i < (int)instance_cull_result.size(); i++) {
  3017. Instance *instance = instance_cull_result[i];
  3018. if (!instance || !((1 << instance->base_type) & (RS::INSTANCE_GEOMETRY_MASK & (~(1 << RS::INSTANCE_PARTICLES))))) { //all but particles to avoid self collision
  3019. continue;
  3020. }
  3021. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  3022. ERR_FAIL_NULL(geom->geometry_instance);
  3023. scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
  3024. }
  3025. scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, scene_cull_result.geometry_instances);
  3026. }
  3027. heightfield_particle_colliders_update_list.remove(heightfield_particle_colliders_update_list.begin());
  3028. }
  3029. }
  3030. void RendererSceneCull::_update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
  3031. List<RendererMaterialStorage::InstanceShaderParam> plist;
  3032. RSG::material_storage->material_get_instance_shader_parameters(p_material, &plist);
  3033. for (const RendererMaterialStorage::InstanceShaderParam &E : plist) {
  3034. StringName name = E.info.name;
  3035. if (isparams.has(name)) {
  3036. if (isparams[name].info.type != E.info.type) {
  3037. WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E.info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
  3038. }
  3039. if (isparams[name].index != E.index) {
  3040. WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E.info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
  3041. }
  3042. continue; //first one found always has priority
  3043. }
  3044. Instance::InstanceShaderParameter isp;
  3045. isp.index = E.index;
  3046. isp.info = E.info;
  3047. isp.default_value = E.default_value;
  3048. if (existing_isparams.has(name)) {
  3049. isp.value = existing_isparams[name].value;
  3050. } else {
  3051. isp.value = E.default_value;
  3052. }
  3053. isparams[name] = isp;
  3054. }
  3055. }
  3056. void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
  3057. if (p_instance->update_aabb) {
  3058. _update_instance_aabb(p_instance);
  3059. }
  3060. if (p_instance->update_dependencies) {
  3061. p_instance->dependency_tracker.update_begin();
  3062. if (p_instance->base.is_valid()) {
  3063. RSG::utilities->base_update_dependency(p_instance->base, &p_instance->dependency_tracker);
  3064. }
  3065. if (p_instance->material_override.is_valid()) {
  3066. RSG::material_storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker);
  3067. }
  3068. if (p_instance->material_overlay.is_valid()) {
  3069. RSG::material_storage->material_update_dependency(p_instance->material_overlay, &p_instance->dependency_tracker);
  3070. }
  3071. if (p_instance->base_type == RS::INSTANCE_MESH) {
  3072. //remove materials no longer used and un-own them
  3073. int new_mat_count = RSG::mesh_storage->mesh_get_surface_count(p_instance->base);
  3074. p_instance->materials.resize(new_mat_count);
  3075. _instance_update_mesh_instance(p_instance);
  3076. }
  3077. if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  3078. // update the process material dependency
  3079. RID particle_material = RSG::particles_storage->particles_get_process_material(p_instance->base);
  3080. if (particle_material.is_valid()) {
  3081. RSG::material_storage->material_update_dependency(particle_material, &p_instance->dependency_tracker);
  3082. }
  3083. }
  3084. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  3085. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  3086. bool can_cast_shadows = true;
  3087. bool is_animated = false;
  3088. HashMap<StringName, Instance::InstanceShaderParameter> isparams;
  3089. if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
  3090. can_cast_shadows = false;
  3091. }
  3092. if (p_instance->material_override.is_valid()) {
  3093. if (!RSG::material_storage->material_casts_shadows(p_instance->material_override)) {
  3094. can_cast_shadows = false;
  3095. }
  3096. is_animated = RSG::material_storage->material_is_animated(p_instance->material_override);
  3097. _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_override);
  3098. } else {
  3099. if (p_instance->base_type == RS::INSTANCE_MESH) {
  3100. RID mesh = p_instance->base;
  3101. if (mesh.is_valid()) {
  3102. bool cast_shadows = false;
  3103. for (int i = 0; i < p_instance->materials.size(); i++) {
  3104. RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : RSG::mesh_storage->mesh_surface_get_material(mesh, i);
  3105. if (!mat.is_valid()) {
  3106. cast_shadows = true;
  3107. } else {
  3108. if (RSG::material_storage->material_casts_shadows(mat)) {
  3109. cast_shadows = true;
  3110. }
  3111. if (RSG::material_storage->material_is_animated(mat)) {
  3112. is_animated = true;
  3113. }
  3114. _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
  3115. RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  3116. }
  3117. }
  3118. if (!cast_shadows) {
  3119. can_cast_shadows = false;
  3120. }
  3121. }
  3122. } else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
  3123. RID mesh = RSG::mesh_storage->multimesh_get_mesh(p_instance->base);
  3124. if (mesh.is_valid()) {
  3125. bool cast_shadows = false;
  3126. int sc = RSG::mesh_storage->mesh_get_surface_count(mesh);
  3127. for (int i = 0; i < sc; i++) {
  3128. RID mat = RSG::mesh_storage->mesh_surface_get_material(mesh, i);
  3129. if (!mat.is_valid()) {
  3130. cast_shadows = true;
  3131. } else {
  3132. if (RSG::material_storage->material_casts_shadows(mat)) {
  3133. cast_shadows = true;
  3134. }
  3135. if (RSG::material_storage->material_is_animated(mat)) {
  3136. is_animated = true;
  3137. }
  3138. _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
  3139. RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  3140. }
  3141. }
  3142. if (!cast_shadows) {
  3143. can_cast_shadows = false;
  3144. }
  3145. RSG::utilities->base_update_dependency(mesh, &p_instance->dependency_tracker);
  3146. }
  3147. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  3148. bool cast_shadows = false;
  3149. int dp = RSG::particles_storage->particles_get_draw_passes(p_instance->base);
  3150. for (int i = 0; i < dp; i++) {
  3151. RID mesh = RSG::particles_storage->particles_get_draw_pass_mesh(p_instance->base, i);
  3152. if (!mesh.is_valid()) {
  3153. continue;
  3154. }
  3155. int sc = RSG::mesh_storage->mesh_get_surface_count(mesh);
  3156. for (int j = 0; j < sc; j++) {
  3157. RID mat = RSG::mesh_storage->mesh_surface_get_material(mesh, j);
  3158. if (!mat.is_valid()) {
  3159. cast_shadows = true;
  3160. } else {
  3161. if (RSG::material_storage->material_casts_shadows(mat)) {
  3162. cast_shadows = true;
  3163. }
  3164. if (RSG::material_storage->material_is_animated(mat)) {
  3165. is_animated = true;
  3166. }
  3167. _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
  3168. RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  3169. }
  3170. }
  3171. }
  3172. if (!cast_shadows) {
  3173. can_cast_shadows = false;
  3174. }
  3175. }
  3176. }
  3177. if (p_instance->material_overlay.is_valid()) {
  3178. can_cast_shadows = can_cast_shadows && RSG::material_storage->material_casts_shadows(p_instance->material_overlay);
  3179. is_animated = is_animated || RSG::material_storage->material_is_animated(p_instance->material_overlay);
  3180. _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_overlay);
  3181. }
  3182. if (can_cast_shadows != geom->can_cast_shadows) {
  3183. //ability to cast shadows change, let lights now
  3184. for (const Instance *E : geom->lights) {
  3185. InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
  3186. light->shadow_dirty = true;
  3187. }
  3188. geom->can_cast_shadows = can_cast_shadows;
  3189. }
  3190. geom->material_is_animated = is_animated;
  3191. p_instance->instance_shader_uniforms = isparams;
  3192. if (p_instance->instance_allocated_shader_uniforms != (p_instance->instance_shader_uniforms.size() > 0)) {
  3193. p_instance->instance_allocated_shader_uniforms = (p_instance->instance_shader_uniforms.size() > 0);
  3194. if (p_instance->instance_allocated_shader_uniforms) {
  3195. p_instance->instance_allocated_shader_uniforms_offset = RSG::material_storage->global_shader_parameters_instance_allocate(p_instance->self);
  3196. ERR_FAIL_NULL(geom->geometry_instance);
  3197. geom->geometry_instance->set_instance_shader_uniforms_offset(p_instance->instance_allocated_shader_uniforms_offset);
  3198. for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_uniforms) {
  3199. if (E.value.value.get_type() != Variant::NIL) {
  3200. int flags_count = 0;
  3201. if (E.value.info.hint == PROPERTY_HINT_FLAGS) {
  3202. // A small hack to detect boolean flags count and prevent overhead.
  3203. switch (E.value.info.hint_string.length()) {
  3204. case 3: // "x,y"
  3205. flags_count = 1;
  3206. break;
  3207. case 5: // "x,y,z"
  3208. flags_count = 2;
  3209. break;
  3210. case 7: // "x,y,z,w"
  3211. flags_count = 3;
  3212. break;
  3213. }
  3214. }
  3215. RSG::material_storage->global_shader_parameters_instance_update(p_instance->self, E.value.index, E.value.value, flags_count);
  3216. }
  3217. }
  3218. } else {
  3219. RSG::material_storage->global_shader_parameters_instance_free(p_instance->self);
  3220. p_instance->instance_allocated_shader_uniforms_offset = -1;
  3221. ERR_FAIL_NULL(geom->geometry_instance);
  3222. geom->geometry_instance->set_instance_shader_uniforms_offset(-1);
  3223. }
  3224. }
  3225. }
  3226. if (p_instance->skeleton.is_valid()) {
  3227. RSG::mesh_storage->skeleton_update_dependency(p_instance->skeleton, &p_instance->dependency_tracker);
  3228. }
  3229. p_instance->dependency_tracker.update_end();
  3230. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  3231. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  3232. ERR_FAIL_NULL(geom->geometry_instance);
  3233. geom->geometry_instance->set_surface_materials(p_instance->materials);
  3234. }
  3235. }
  3236. _instance_update_list.remove(&p_instance->update_item);
  3237. _update_instance(p_instance);
  3238. p_instance->update_aabb = false;
  3239. p_instance->update_dependencies = false;
  3240. }
  3241. void RendererSceneCull::update_dirty_instances() {
  3242. RSG::utilities->update_dirty_resources();
  3243. while (_instance_update_list.first()) {
  3244. _update_dirty_instance(_instance_update_list.first()->self());
  3245. }
  3246. }
  3247. void RendererSceneCull::update() {
  3248. //optimize bvhs
  3249. uint32_t rid_count = scenario_owner.get_rid_count();
  3250. RID *rids = (RID *)alloca(sizeof(RID) * rid_count);
  3251. scenario_owner.fill_owned_buffer(rids);
  3252. for (uint32_t i = 0; i < rid_count; i++) {
  3253. Scenario *s = scenario_owner.get_or_null(rids[i]);
  3254. s->indexers[Scenario::INDEXER_GEOMETRY].optimize_incremental(indexer_update_iterations);
  3255. s->indexers[Scenario::INDEXER_VOLUMES].optimize_incremental(indexer_update_iterations);
  3256. }
  3257. scene_render->update();
  3258. update_dirty_instances();
  3259. render_particle_colliders();
  3260. }
  3261. bool RendererSceneCull::free(RID p_rid) {
  3262. if (p_rid.is_null()) {
  3263. return true;
  3264. }
  3265. if (scene_render->free(p_rid)) {
  3266. return true;
  3267. }
  3268. if (camera_owner.owns(p_rid)) {
  3269. camera_owner.free(p_rid);
  3270. } else if (scenario_owner.owns(p_rid)) {
  3271. Scenario *scenario = scenario_owner.get_or_null(p_rid);
  3272. while (scenario->instances.first()) {
  3273. instance_set_scenario(scenario->instances.first()->self()->self, RID());
  3274. }
  3275. scenario->instance_aabbs.reset();
  3276. scenario->instance_data.reset();
  3277. scenario->instance_visibility.reset();
  3278. RSG::light_storage->shadow_atlas_free(scenario->reflection_probe_shadow_atlas);
  3279. RSG::light_storage->reflection_atlas_free(scenario->reflection_atlas);
  3280. scenario_owner.free(p_rid);
  3281. RendererSceneOcclusionCull::get_singleton()->remove_scenario(p_rid);
  3282. } else if (RendererSceneOcclusionCull::get_singleton()->is_occluder(p_rid)) {
  3283. RendererSceneOcclusionCull::get_singleton()->free_occluder(p_rid);
  3284. } else if (instance_owner.owns(p_rid)) {
  3285. // delete the instance
  3286. update_dirty_instances();
  3287. Instance *instance = instance_owner.get_or_null(p_rid);
  3288. instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
  3289. instance_set_scenario(p_rid, RID());
  3290. instance_set_base(p_rid, RID());
  3291. instance_geometry_set_material_override(p_rid, RID());
  3292. instance_geometry_set_material_overlay(p_rid, RID());
  3293. instance_attach_skeleton(p_rid, RID());
  3294. if (instance->instance_allocated_shader_uniforms) {
  3295. //free the used shader parameters
  3296. RSG::material_storage->global_shader_parameters_instance_free(instance->self);
  3297. }
  3298. update_dirty_instances(); //in case something changed this
  3299. instance_owner.free(p_rid);
  3300. } else {
  3301. return false;
  3302. }
  3303. return true;
  3304. }
  3305. TypedArray<Image> RendererSceneCull::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
  3306. return scene_render->bake_render_uv2(p_base, p_material_overrides, p_image_size);
  3307. }
  3308. void RendererSceneCull::update_visibility_notifiers() {
  3309. SelfList<InstanceVisibilityNotifierData> *E = visible_notifier_list.first();
  3310. while (E) {
  3311. SelfList<InstanceVisibilityNotifierData> *N = E->next();
  3312. InstanceVisibilityNotifierData *visibility_notifier = E->self();
  3313. if (visibility_notifier->just_visible) {
  3314. visibility_notifier->just_visible = false;
  3315. RSG::utilities->visibility_notifier_call(visibility_notifier->base, true, RSG::threaded);
  3316. } else {
  3317. if (visibility_notifier->visible_in_frame != RSG::rasterizer->get_frame_number()) {
  3318. visible_notifier_list.remove(E);
  3319. RSG::utilities->visibility_notifier_call(visibility_notifier->base, false, RSG::threaded);
  3320. }
  3321. }
  3322. E = N;
  3323. }
  3324. }
  3325. /*******************************/
  3326. /* Passthrough to Scene Render */
  3327. /*******************************/
  3328. /* ENVIRONMENT API */
  3329. RendererSceneCull *RendererSceneCull::singleton = nullptr;
  3330. void RendererSceneCull::set_scene_render(RendererSceneRender *p_scene_render) {
  3331. scene_render = p_scene_render;
  3332. geometry_instance_pair_mask = scene_render->geometry_instance_get_pair_mask();
  3333. }
  3334. float get_halton_value(int index, int base) {
  3335. float f = 1;
  3336. float r = 0;
  3337. while (index > 0) {
  3338. f = f / static_cast<float>(base);
  3339. r = r + f * (index % base);
  3340. index = index / base;
  3341. }
  3342. return r * 2.0f - 1.0f;
  3343. };
  3344. RendererSceneCull::RendererSceneCull() {
  3345. render_pass = 1;
  3346. singleton = this;
  3347. instance_cull_result.set_page_pool(&instance_cull_page_pool);
  3348. instance_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
  3349. for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
  3350. render_shadow_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
  3351. }
  3352. for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  3353. render_sdfgi_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
  3354. }
  3355. scene_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
  3356. scene_cull_result_threads.resize(WorkerThreadPool::get_singleton()->get_thread_count());
  3357. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  3358. scene_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
  3359. }
  3360. indexer_update_iterations = GLOBAL_GET("rendering/limits/spatial_indexer/update_iterations_per_frame");
  3361. thread_cull_threshold = GLOBAL_GET("rendering/limits/spatial_indexer/threaded_cull_minimum_instances");
  3362. thread_cull_threshold = MAX(thread_cull_threshold, (uint32_t)WorkerThreadPool::get_singleton()->get_thread_count()); //make sure there is at least one thread per CPU
  3363. taa_jitter_array.resize(TAA_JITTER_COUNT);
  3364. for (int i = 0; i < TAA_JITTER_COUNT; i++) {
  3365. taa_jitter_array[i].x = get_halton_value(i, 2);
  3366. taa_jitter_array[i].y = get_halton_value(i, 3);
  3367. }
  3368. dummy_occlusion_culling = memnew(RendererSceneOcclusionCull);
  3369. }
  3370. RendererSceneCull::~RendererSceneCull() {
  3371. instance_cull_result.reset();
  3372. instance_shadow_cull_result.reset();
  3373. for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
  3374. render_shadow_data[i].instances.reset();
  3375. }
  3376. for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  3377. render_sdfgi_data[i].instances.reset();
  3378. }
  3379. scene_cull_result.reset();
  3380. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  3381. scene_cull_result_threads[i].reset();
  3382. }
  3383. scene_cull_result_threads.clear();
  3384. if (dummy_occlusion_culling) {
  3385. memdelete(dummy_occlusion_culling);
  3386. }
  3387. }