renderer_scene_cull.cpp 155 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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_effects(RID p_camera, RID p_fx) {
  84. Camera *camera = camera_owner.get_or_null(p_camera);
  85. ERR_FAIL_COND(!camera);
  86. camera->effects = p_fx;
  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::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::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 = scene_render->shadow_atlas_create();
  295. scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
  296. scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
  297. scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
  298. scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
  299. scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
  300. scenario->reflection_atlas = scene_render->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_effects(RID p_scenario, RID p_camera_effects) {
  312. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  313. ERR_FAIL_COND(!scenario);
  314. scenario->camera_effects = p_camera_effects;
  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. scene_render->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::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::storage->mesh_instance_create(p_instance->base);
  385. } else {
  386. RSG::storage->free(p_instance->mesh_instance);
  387. p_instance->mesh_instance = RID();
  388. }
  389. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  390. scene_render->geometry_instance_set_mesh_instance(geom->geometry_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::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::storage->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::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. scene_render->free(light->instance);
  440. } break;
  441. case RS::INSTANCE_PARTICLES_COLLISION: {
  442. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
  443. RSG::storage->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. scene_render->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. scene_render->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.front()) {
  467. instance_geometry_set_lightmap(lightmap_data->users.front()->get()->self, RID(), Rect2(), 0);
  468. }
  469. scene_render->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::storage->get_base_type(p_base);
  506. if (instance->base_type == RS::INSTANCE_NONE && RendererSceneOcclusionCull::get_singleton()->is_occluder(p_base)) {
  507. instance->base_type = RS::INSTANCE_OCCLUDER;
  508. }
  509. ERR_FAIL_COND(instance->base_type == RS::INSTANCE_NONE);
  510. switch (instance->base_type) {
  511. case RS::INSTANCE_LIGHT: {
  512. InstanceLightData *light = memnew(InstanceLightData);
  513. if (scenario && RSG::storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
  514. light->D = scenario->directional_lights.push_back(instance);
  515. }
  516. light->instance = scene_render->light_instance_create(p_base);
  517. instance->base_data = light;
  518. } break;
  519. case RS::INSTANCE_MESH:
  520. case RS::INSTANCE_MULTIMESH:
  521. case RS::INSTANCE_PARTICLES: {
  522. InstanceGeometryData *geom = memnew(InstanceGeometryData);
  523. instance->base_data = geom;
  524. geom->geometry_instance = scene_render->geometry_instance_create(p_base);
  525. scene_render->geometry_instance_set_skeleton(geom->geometry_instance, instance->skeleton);
  526. scene_render->geometry_instance_set_material_override(geom->geometry_instance, instance->material_override);
  527. scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, instance->materials);
  528. scene_render->geometry_instance_set_transform(geom->geometry_instance, instance->transform, instance->aabb, instance->transformed_aabb);
  529. scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, instance->layer_mask);
  530. scene_render->geometry_instance_set_lod_bias(geom->geometry_instance, instance->lod_bias);
  531. scene_render->geometry_instance_set_use_baked_light(geom->geometry_instance, instance->baked_light);
  532. scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, instance->dynamic_gi);
  533. scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  534. scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, RID(), instance->lightmap_uv_scale, instance->lightmap_slice_index);
  535. if (instance->lightmap_sh.size() == 9) {
  536. scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, instance->lightmap_sh.ptr());
  537. }
  538. for (Set<Instance *>::Element *E = instance->visibility_dependencies.front(); E; E = E->next()) {
  539. Instance *dep_instance = E->get();
  540. ERR_CONTINUE(dep_instance->array_index == -1);
  541. ERR_CONTINUE(dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index != -1);
  542. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = instance->array_index;
  543. }
  544. } break;
  545. case RS::INSTANCE_PARTICLES_COLLISION: {
  546. InstanceParticlesCollisionData *collision = memnew(InstanceParticlesCollisionData);
  547. collision->instance = RSG::storage->particles_collision_instance_create(p_base);
  548. RSG::storage->particles_collision_instance_set_active(collision->instance, instance->visible);
  549. instance->base_data = collision;
  550. } break;
  551. case RS::INSTANCE_FOG_VOLUME: {
  552. InstanceFogVolumeData *volume = memnew(InstanceFogVolumeData);
  553. volume->instance = scene_render->fog_volume_instance_create(p_base);
  554. scene_render->fog_volume_instance_set_active(volume->instance, instance->visible);
  555. instance->base_data = volume;
  556. } break;
  557. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  558. InstanceVisibilityNotifierData *vnd = memnew(InstanceVisibilityNotifierData);
  559. vnd->base = p_base;
  560. instance->base_data = vnd;
  561. } break;
  562. case RS::INSTANCE_REFLECTION_PROBE: {
  563. InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
  564. reflection_probe->owner = instance;
  565. instance->base_data = reflection_probe;
  566. reflection_probe->instance = scene_render->reflection_probe_instance_create(p_base);
  567. } break;
  568. case RS::INSTANCE_DECAL: {
  569. InstanceDecalData *decal = memnew(InstanceDecalData);
  570. decal->owner = instance;
  571. instance->base_data = decal;
  572. decal->instance = scene_render->decal_instance_create(p_base);
  573. } break;
  574. case RS::INSTANCE_LIGHTMAP: {
  575. InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
  576. instance->base_data = lightmap_data;
  577. lightmap_data->instance = scene_render->lightmap_instance_create(p_base);
  578. } break;
  579. case RS::INSTANCE_VOXEL_GI: {
  580. InstanceVoxelGIData *voxel_gi = memnew(InstanceVoxelGIData);
  581. instance->base_data = voxel_gi;
  582. voxel_gi->owner = instance;
  583. if (scenario && !voxel_gi->update_element.in_list()) {
  584. voxel_gi_update_list.add(&voxel_gi->update_element);
  585. }
  586. voxel_gi->probe_instance = scene_render->voxel_gi_instance_create(p_base);
  587. } break;
  588. case RS::INSTANCE_OCCLUDER: {
  589. if (scenario) {
  590. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(scenario->self, p_instance, p_base, instance->transform, instance->visible);
  591. }
  592. } break;
  593. default: {
  594. }
  595. }
  596. instance->base = p_base;
  597. if (instance->base_type == RS::INSTANCE_MESH) {
  598. _instance_update_mesh_instance(instance);
  599. }
  600. //forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
  601. RSG::storage->base_update_dependency(p_base, &instance->dependency_tracker);
  602. }
  603. _instance_queue_update(instance, true, true);
  604. }
  605. void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
  606. Instance *instance = instance_owner.get_or_null(p_instance);
  607. ERR_FAIL_COND(!instance);
  608. if (instance->scenario) {
  609. instance->scenario->instances.remove(&instance->scenario_item);
  610. if (instance->indexer_id.is_valid()) {
  611. _unpair_instance(instance);
  612. }
  613. switch (instance->base_type) {
  614. case RS::INSTANCE_LIGHT: {
  615. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  616. #ifdef DEBUG_ENABLED
  617. if (light->geometries.size()) {
  618. ERR_PRINT("BUG, indexing did not unpair geometries from light.");
  619. }
  620. #endif
  621. if (light->D) {
  622. instance->scenario->directional_lights.erase(light->D);
  623. light->D = nullptr;
  624. }
  625. } break;
  626. case RS::INSTANCE_REFLECTION_PROBE: {
  627. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
  628. scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
  629. } break;
  630. case RS::INSTANCE_PARTICLES_COLLISION: {
  631. heightfield_particle_colliders_update_list.erase(instance);
  632. } break;
  633. case RS::INSTANCE_VOXEL_GI: {
  634. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  635. #ifdef DEBUG_ENABLED
  636. if (voxel_gi->geometries.size()) {
  637. ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
  638. }
  639. #endif
  640. #ifdef DEBUG_ENABLED
  641. if (voxel_gi->lights.size()) {
  642. ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
  643. }
  644. #endif
  645. if (voxel_gi->update_element.in_list()) {
  646. voxel_gi_update_list.remove(&voxel_gi->update_element);
  647. }
  648. } break;
  649. case RS::INSTANCE_OCCLUDER: {
  650. if (instance->visible) {
  651. RendererSceneOcclusionCull::get_singleton()->scenario_remove_instance(instance->scenario->self, p_instance);
  652. }
  653. } break;
  654. default: {
  655. }
  656. }
  657. instance->scenario = nullptr;
  658. }
  659. if (p_scenario.is_valid()) {
  660. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  661. ERR_FAIL_COND(!scenario);
  662. instance->scenario = scenario;
  663. scenario->instances.add(&instance->scenario_item);
  664. switch (instance->base_type) {
  665. case RS::INSTANCE_LIGHT: {
  666. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  667. if (RSG::storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
  668. light->D = scenario->directional_lights.push_back(instance);
  669. }
  670. } break;
  671. case RS::INSTANCE_VOXEL_GI: {
  672. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  673. if (!voxel_gi->update_element.in_list()) {
  674. voxel_gi_update_list.add(&voxel_gi->update_element);
  675. }
  676. } break;
  677. case RS::INSTANCE_OCCLUDER: {
  678. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(scenario->self, p_instance, instance->base, instance->transform, instance->visible);
  679. } break;
  680. default: {
  681. }
  682. }
  683. _instance_queue_update(instance, true, true);
  684. }
  685. }
  686. void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
  687. Instance *instance = instance_owner.get_or_null(p_instance);
  688. ERR_FAIL_COND(!instance);
  689. instance->layer_mask = p_mask;
  690. if (instance->scenario && instance->array_index >= 0) {
  691. instance->scenario->instance_data[instance->array_index].layer_mask = p_mask;
  692. }
  693. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  694. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  695. scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, p_mask);
  696. }
  697. }
  698. void RendererSceneCull::instance_geometry_set_transparency(RID p_instance, float p_transparency) {
  699. Instance *instance = instance_owner.get_or_null(p_instance);
  700. ERR_FAIL_COND(!instance);
  701. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  702. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  703. scene_render->geometry_instance_set_transparency(geom->geometry_instance, p_transparency);
  704. }
  705. }
  706. void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  707. Instance *instance = instance_owner.get_or_null(p_instance);
  708. ERR_FAIL_COND(!instance);
  709. if (instance->transform == p_transform) {
  710. return; //must be checked to avoid worst evil
  711. }
  712. #ifdef DEBUG_ENABLED
  713. for (int i = 0; i < 4; i++) {
  714. const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin;
  715. ERR_FAIL_COND(Math::is_inf(v.x));
  716. ERR_FAIL_COND(Math::is_nan(v.x));
  717. ERR_FAIL_COND(Math::is_inf(v.y));
  718. ERR_FAIL_COND(Math::is_nan(v.y));
  719. ERR_FAIL_COND(Math::is_inf(v.z));
  720. ERR_FAIL_COND(Math::is_nan(v.z));
  721. }
  722. #endif
  723. instance->transform = p_transform;
  724. _instance_queue_update(instance, true);
  725. }
  726. void RendererSceneCull::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
  727. Instance *instance = instance_owner.get_or_null(p_instance);
  728. ERR_FAIL_COND(!instance);
  729. instance->object_id = p_id;
  730. }
  731. void RendererSceneCull::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
  732. Instance *instance = instance_owner.get_or_null(p_instance);
  733. ERR_FAIL_COND(!instance);
  734. if (instance->update_item.in_list()) {
  735. _update_dirty_instance(instance);
  736. }
  737. if (instance->mesh_instance.is_valid()) {
  738. RSG::storage->mesh_instance_set_blend_shape_weight(instance->mesh_instance, p_shape, p_weight);
  739. }
  740. }
  741. void RendererSceneCull::instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) {
  742. Instance *instance = instance_owner.get_or_null(p_instance);
  743. ERR_FAIL_COND(!instance);
  744. if (instance->base_type == RS::INSTANCE_MESH) {
  745. //may not have been updated yet, may also have not been set yet. When updated will be correcte, worst case
  746. instance->materials.resize(MAX(p_surface + 1, RSG::storage->mesh_get_surface_count(instance->base)));
  747. }
  748. ERR_FAIL_INDEX(p_surface, instance->materials.size());
  749. instance->materials.write[p_surface] = p_material;
  750. _instance_queue_update(instance, false, true);
  751. }
  752. void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
  753. Instance *instance = instance_owner.get_or_null(p_instance);
  754. ERR_FAIL_COND(!instance);
  755. if (instance->visible == p_visible) {
  756. return;
  757. }
  758. instance->visible = p_visible;
  759. if (p_visible) {
  760. if (instance->scenario != nullptr) {
  761. _instance_queue_update(instance, true, false);
  762. }
  763. } else if (instance->indexer_id.is_valid()) {
  764. _unpair_instance(instance);
  765. }
  766. if (instance->base_type == RS::INSTANCE_LIGHT) {
  767. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  768. if (instance->scenario && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  769. if (p_visible) {
  770. instance->scenario->dynamic_lights.push_back(light->instance);
  771. } else {
  772. instance->scenario->dynamic_lights.erase(light->instance);
  773. }
  774. }
  775. }
  776. if (instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  777. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
  778. RSG::storage->particles_collision_instance_set_active(collision->instance, p_visible);
  779. }
  780. if (instance->base_type == RS::INSTANCE_FOG_VOLUME) {
  781. InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(instance->base_data);
  782. scene_render->fog_volume_instance_set_active(volume->instance, p_visible);
  783. }
  784. if (instance->base_type == RS::INSTANCE_OCCLUDER) {
  785. if (instance->scenario) {
  786. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(instance->scenario->self, p_instance, instance->base, instance->transform, p_visible);
  787. }
  788. }
  789. }
  790. inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
  791. return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES;
  792. }
  793. void RendererSceneCull::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
  794. Instance *instance = instance_owner.get_or_null(p_instance);
  795. ERR_FAIL_COND(!instance);
  796. ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
  797. if (p_aabb != AABB()) {
  798. // Set custom AABB
  799. if (instance->custom_aabb == nullptr) {
  800. instance->custom_aabb = memnew(AABB);
  801. }
  802. *instance->custom_aabb = p_aabb;
  803. } else {
  804. // Clear custom AABB
  805. if (instance->custom_aabb != nullptr) {
  806. memdelete(instance->custom_aabb);
  807. instance->custom_aabb = nullptr;
  808. }
  809. }
  810. if (instance->scenario) {
  811. _instance_queue_update(instance, true, false);
  812. }
  813. }
  814. void RendererSceneCull::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
  815. Instance *instance = instance_owner.get_or_null(p_instance);
  816. ERR_FAIL_COND(!instance);
  817. if (instance->skeleton == p_skeleton) {
  818. return;
  819. }
  820. instance->skeleton = p_skeleton;
  821. if (p_skeleton.is_valid()) {
  822. //update the dependency now, so if cleared, we remove it
  823. RSG::storage->skeleton_update_dependency(p_skeleton, &instance->dependency_tracker);
  824. }
  825. _instance_queue_update(instance, true, true);
  826. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  827. _instance_update_mesh_instance(instance);
  828. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  829. scene_render->geometry_instance_set_skeleton(geom->geometry_instance, p_skeleton);
  830. }
  831. }
  832. void RendererSceneCull::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
  833. Instance *instance = instance_owner.get_or_null(p_instance);
  834. ERR_FAIL_COND(!instance);
  835. instance->extra_margin = p_margin;
  836. _instance_queue_update(instance, true, false);
  837. }
  838. void RendererSceneCull::instance_set_ignore_culling(RID p_instance, bool p_enabled) {
  839. Instance *instance = instance_owner.get_or_null(p_instance);
  840. ERR_FAIL_COND(!instance);
  841. instance->ignore_all_culling = p_enabled;
  842. if (instance->scenario && instance->array_index >= 0) {
  843. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  844. if (instance->ignore_all_culling) {
  845. idata.flags |= InstanceData::FLAG_IGNORE_ALL_CULLING;
  846. } else {
  847. idata.flags &= ~uint32_t(InstanceData::FLAG_IGNORE_ALL_CULLING);
  848. }
  849. }
  850. }
  851. Vector<ObjectID> RendererSceneCull::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
  852. Vector<ObjectID> instances;
  853. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  854. ERR_FAIL_COND_V(!scenario, instances);
  855. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  856. struct CullAABB {
  857. Vector<ObjectID> instances;
  858. _FORCE_INLINE_ bool operator()(void *p_data) {
  859. Instance *p_instance = (Instance *)p_data;
  860. if (!p_instance->object_id.is_null()) {
  861. instances.push_back(p_instance->object_id);
  862. }
  863. return false;
  864. }
  865. };
  866. CullAABB cull_aabb;
  867. scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(p_aabb, cull_aabb);
  868. scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(p_aabb, cull_aabb);
  869. return cull_aabb.instances;
  870. }
  871. Vector<ObjectID> RendererSceneCull::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
  872. Vector<ObjectID> instances;
  873. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  874. ERR_FAIL_COND_V(!scenario, instances);
  875. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  876. struct CullRay {
  877. Vector<ObjectID> instances;
  878. _FORCE_INLINE_ bool operator()(void *p_data) {
  879. Instance *p_instance = (Instance *)p_data;
  880. if (!p_instance->object_id.is_null()) {
  881. instances.push_back(p_instance->object_id);
  882. }
  883. return false;
  884. }
  885. };
  886. CullRay cull_ray;
  887. scenario->indexers[Scenario::INDEXER_GEOMETRY].ray_query(p_from, p_to, cull_ray);
  888. scenario->indexers[Scenario::INDEXER_VOLUMES].ray_query(p_from, p_to, cull_ray);
  889. return cull_ray.instances;
  890. }
  891. Vector<ObjectID> RendererSceneCull::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
  892. Vector<ObjectID> instances;
  893. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  894. ERR_FAIL_COND_V(!scenario, instances);
  895. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  896. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&p_convex[0], p_convex.size());
  897. struct CullConvex {
  898. Vector<ObjectID> instances;
  899. _FORCE_INLINE_ bool operator()(void *p_data) {
  900. Instance *p_instance = (Instance *)p_data;
  901. if (!p_instance->object_id.is_null()) {
  902. instances.push_back(p_instance->object_id);
  903. }
  904. return false;
  905. }
  906. };
  907. CullConvex cull_convex;
  908. scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
  909. scenario->indexers[Scenario::INDEXER_VOLUMES].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
  910. return cull_convex.instances;
  911. }
  912. void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) {
  913. Instance *instance = instance_owner.get_or_null(p_instance);
  914. ERR_FAIL_COND(!instance);
  915. //ERR_FAIL_COND(((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK));
  916. switch (p_flags) {
  917. case RS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
  918. instance->baked_light = p_enabled;
  919. if (instance->scenario && instance->array_index >= 0) {
  920. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  921. if (instance->baked_light) {
  922. idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
  923. } else {
  924. idata.flags &= ~uint32_t(InstanceData::FLAG_USES_BAKED_LIGHT);
  925. }
  926. }
  927. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  928. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  929. scene_render->geometry_instance_set_use_baked_light(geom->geometry_instance, p_enabled);
  930. }
  931. } break;
  932. case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
  933. if (p_enabled == instance->dynamic_gi) {
  934. //bye, redundant
  935. return;
  936. }
  937. if (instance->indexer_id.is_valid()) {
  938. _unpair_instance(instance);
  939. _instance_queue_update(instance, true, true);
  940. }
  941. //once out of octree, can be changed
  942. instance->dynamic_gi = p_enabled;
  943. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  944. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  945. scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, p_enabled);
  946. }
  947. } break;
  948. case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
  949. instance->redraw_if_visible = p_enabled;
  950. if (instance->scenario && instance->array_index >= 0) {
  951. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  952. if (instance->redraw_if_visible) {
  953. idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
  954. } else {
  955. idata.flags &= ~uint32_t(InstanceData::FLAG_REDRAW_IF_VISIBLE);
  956. }
  957. }
  958. } break;
  959. case RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING: {
  960. instance->ignore_occlusion_culling = p_enabled;
  961. if (instance->scenario && instance->array_index >= 0) {
  962. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  963. if (instance->ignore_occlusion_culling) {
  964. idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
  965. } else {
  966. idata.flags &= ~uint32_t(InstanceData::FLAG_IGNORE_OCCLUSION_CULLING);
  967. }
  968. }
  969. } break;
  970. default: {
  971. }
  972. }
  973. }
  974. void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) {
  975. Instance *instance = instance_owner.get_or_null(p_instance);
  976. ERR_FAIL_COND(!instance);
  977. instance->cast_shadows = p_shadow_casting_setting;
  978. if (instance->scenario && instance->array_index >= 0) {
  979. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  980. if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) {
  981. idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
  982. } else {
  983. idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS);
  984. }
  985. if (instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  986. idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
  987. } else {
  988. idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS_ONLY);
  989. }
  990. }
  991. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  992. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  993. scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  994. }
  995. _instance_queue_update(instance, false, true);
  996. }
  997. void RendererSceneCull::instance_geometry_set_material_override(RID p_instance, RID p_material) {
  998. Instance *instance = instance_owner.get_or_null(p_instance);
  999. ERR_FAIL_COND(!instance);
  1000. instance->material_override = p_material;
  1001. _instance_queue_update(instance, false, true);
  1002. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1003. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1004. scene_render->geometry_instance_set_material_override(geom->geometry_instance, p_material);
  1005. }
  1006. }
  1007. 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) {
  1008. Instance *instance = instance_owner.get_or_null(p_instance);
  1009. ERR_FAIL_COND(!instance);
  1010. instance->visibility_range_begin = p_min;
  1011. instance->visibility_range_end = p_max;
  1012. instance->visibility_range_begin_margin = p_min_margin;
  1013. instance->visibility_range_end_margin = p_max_margin;
  1014. instance->visibility_range_fade_mode = p_fade_mode;
  1015. _update_instance_visibility_dependencies(instance);
  1016. if (instance->scenario && instance->visibility_index != -1) {
  1017. InstanceVisibilityData &vd = instance->scenario->instance_visibility[instance->visibility_index];
  1018. vd.range_begin = instance->visibility_range_begin;
  1019. vd.range_end = instance->visibility_range_end;
  1020. vd.range_begin_margin = instance->visibility_range_begin_margin;
  1021. vd.range_end_margin = instance->visibility_range_end_margin;
  1022. vd.fade_mode = p_fade_mode;
  1023. }
  1024. }
  1025. void RendererSceneCull::instance_set_visibility_parent(RID p_instance, RID p_parent_instance) {
  1026. Instance *instance = instance_owner.get_or_null(p_instance);
  1027. ERR_FAIL_COND(!instance);
  1028. Instance *old_parent = instance->visibility_parent;
  1029. if (old_parent) {
  1030. old_parent->visibility_dependencies.erase(instance);
  1031. instance->visibility_parent = nullptr;
  1032. _update_instance_visibility_depth(old_parent);
  1033. }
  1034. Instance *parent = instance_owner.get_or_null(p_parent_instance);
  1035. ERR_FAIL_COND(p_parent_instance.is_valid() && !parent);
  1036. if (parent) {
  1037. parent->visibility_dependencies.insert(instance);
  1038. instance->visibility_parent = parent;
  1039. bool cycle_detected = _update_instance_visibility_depth(parent);
  1040. if (cycle_detected) {
  1041. ERR_PRINT("Cycle detected in the visibility dependencies tree. The latest change to visibility_parent will have no effect.");
  1042. parent->visibility_dependencies.erase(instance);
  1043. instance->visibility_parent = nullptr;
  1044. }
  1045. }
  1046. _update_instance_visibility_dependencies(instance);
  1047. }
  1048. bool RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance) {
  1049. bool cycle_detected = false;
  1050. Set<Instance *> traversed_nodes;
  1051. {
  1052. Instance *instance = p_instance;
  1053. while (instance) {
  1054. if (!instance->visibility_dependencies.is_empty()) {
  1055. uint32_t depth = 0;
  1056. for (Set<Instance *>::Element *E = instance->visibility_dependencies.front(); E; E = E->next()) {
  1057. depth = MAX(depth, E->get()->visibility_dependencies_depth);
  1058. }
  1059. instance->visibility_dependencies_depth = depth + 1;
  1060. } else {
  1061. instance->visibility_dependencies_depth = 0;
  1062. }
  1063. if (instance->scenario && instance->visibility_index != -1) {
  1064. instance->scenario->instance_visibility.move(instance->visibility_index, instance->visibility_dependencies_depth);
  1065. }
  1066. traversed_nodes.insert(instance);
  1067. instance = instance->visibility_parent;
  1068. if (traversed_nodes.has(instance)) {
  1069. cycle_detected = true;
  1070. break;
  1071. }
  1072. }
  1073. }
  1074. return cycle_detected;
  1075. }
  1076. void RendererSceneCull::_update_instance_visibility_dependencies(Instance *p_instance) {
  1077. bool is_geometry_instance = ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) && p_instance->base_data;
  1078. bool has_visibility_range = p_instance->visibility_range_begin > 0.0 || p_instance->visibility_range_end > 0.0;
  1079. bool needs_visibility_cull = has_visibility_range && is_geometry_instance && p_instance->array_index != -1;
  1080. if (!needs_visibility_cull && p_instance->visibility_index != -1) {
  1081. p_instance->scenario->instance_visibility.remove(p_instance->visibility_index);
  1082. p_instance->visibility_index = -1;
  1083. } else if (needs_visibility_cull && p_instance->visibility_index == -1) {
  1084. InstanceVisibilityData vd;
  1085. vd.instance = p_instance;
  1086. vd.range_begin = p_instance->visibility_range_begin;
  1087. vd.range_end = p_instance->visibility_range_end;
  1088. vd.range_begin_margin = p_instance->visibility_range_begin_margin;
  1089. vd.range_end_margin = p_instance->visibility_range_end_margin;
  1090. vd.position = p_instance->transformed_aabb.get_center();
  1091. vd.array_index = p_instance->array_index;
  1092. vd.fade_mode = p_instance->visibility_range_fade_mode;
  1093. p_instance->scenario->instance_visibility.insert(vd, p_instance->visibility_dependencies_depth);
  1094. }
  1095. if (p_instance->scenario && p_instance->array_index != -1) {
  1096. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  1097. idata.visibility_index = p_instance->visibility_index;
  1098. if (is_geometry_instance) {
  1099. if (has_visibility_range && p_instance->visibility_range_fade_mode == RS::VISIBILITY_RANGE_FADE_SELF) {
  1100. bool begin_enabled = p_instance->visibility_range_begin > 0.0f;
  1101. float begin_min = p_instance->visibility_range_begin - p_instance->visibility_range_begin_margin;
  1102. float begin_max = p_instance->visibility_range_begin + p_instance->visibility_range_begin_margin;
  1103. bool end_enabled = p_instance->visibility_range_end > 0.0f;
  1104. float end_min = p_instance->visibility_range_end - p_instance->visibility_range_end_margin;
  1105. float end_max = p_instance->visibility_range_end + p_instance->visibility_range_end_margin;
  1106. scene_render->geometry_instance_set_fade_range(idata.instance_geometry, begin_enabled, begin_min, begin_max, end_enabled, end_min, end_max);
  1107. } else {
  1108. scene_render->geometry_instance_set_fade_range(idata.instance_geometry, false, 0.0f, 0.0f, false, 0.0f, 0.0f);
  1109. }
  1110. }
  1111. if ((has_visibility_range || p_instance->visibility_parent) && (p_instance->visibility_index == -1 || p_instance->visibility_dependencies_depth == 0)) {
  1112. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
  1113. } else {
  1114. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
  1115. }
  1116. if (p_instance->visibility_parent) {
  1117. idata.parent_array_index = p_instance->visibility_parent->array_index;
  1118. } else {
  1119. idata.parent_array_index = -1;
  1120. if (is_geometry_instance) {
  1121. scene_render->geometry_instance_set_parent_fade_alpha(idata.instance_geometry, 1.0f);
  1122. }
  1123. }
  1124. }
  1125. }
  1126. void RendererSceneCull::instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) {
  1127. Instance *instance = instance_owner.get_or_null(p_instance);
  1128. ERR_FAIL_COND(!instance);
  1129. if (instance->lightmap) {
  1130. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(((Instance *)instance->lightmap)->base_data);
  1131. lightmap_data->users.erase(instance);
  1132. instance->lightmap = nullptr;
  1133. }
  1134. Instance *lightmap_instance = instance_owner.get_or_null(p_lightmap);
  1135. instance->lightmap = lightmap_instance;
  1136. instance->lightmap_uv_scale = p_lightmap_uv_scale;
  1137. instance->lightmap_slice_index = p_slice_index;
  1138. RID lightmap_instance_rid;
  1139. if (lightmap_instance) {
  1140. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(lightmap_instance->base_data);
  1141. lightmap_data->users.insert(instance);
  1142. lightmap_instance_rid = lightmap_data->instance;
  1143. }
  1144. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1145. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1146. scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, lightmap_instance_rid, p_lightmap_uv_scale, p_slice_index);
  1147. }
  1148. }
  1149. void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) {
  1150. Instance *instance = instance_owner.get_or_null(p_instance);
  1151. ERR_FAIL_COND(!instance);
  1152. instance->lod_bias = p_lod_bias;
  1153. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1154. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1155. scene_render->geometry_instance_set_lod_bias(geom->geometry_instance, p_lod_bias);
  1156. }
  1157. }
  1158. void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
  1159. Instance *instance = instance_owner.get_or_null(p_instance);
  1160. ERR_FAIL_COND(!instance);
  1161. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
  1162. Map<StringName, Instance::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
  1163. if (!E) {
  1164. Instance::InstanceShaderParameter isp;
  1165. isp.index = -1;
  1166. isp.info = PropertyInfo();
  1167. isp.value = p_value;
  1168. instance->instance_shader_parameters[p_parameter] = isp;
  1169. } else {
  1170. E->get().value = p_value;
  1171. if (E->get().index >= 0 && instance->instance_allocated_shader_parameters) {
  1172. //update directly
  1173. RSG::storage->global_variables_instance_update(p_instance, E->get().index, p_value);
  1174. }
  1175. }
  1176. }
  1177. Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
  1178. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
  1179. ERR_FAIL_COND_V(!instance, Variant());
  1180. if (instance->instance_shader_parameters.has(p_parameter)) {
  1181. return instance->instance_shader_parameters[p_parameter].value;
  1182. }
  1183. return Variant();
  1184. }
  1185. Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
  1186. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
  1187. ERR_FAIL_COND_V(!instance, Variant());
  1188. if (instance->instance_shader_parameters.has(p_parameter)) {
  1189. return instance->instance_shader_parameters[p_parameter].default_value;
  1190. }
  1191. return Variant();
  1192. }
  1193. void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
  1194. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
  1195. ERR_FAIL_COND(!instance);
  1196. const_cast<RendererSceneCull *>(this)->update_dirty_instances();
  1197. Vector<StringName> names;
  1198. for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_parameters) {
  1199. names.push_back(E.key);
  1200. }
  1201. names.sort_custom<StringName::AlphCompare>();
  1202. for (int i = 0; i < names.size(); i++) {
  1203. PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
  1204. p_parameters->push_back(pinfo);
  1205. }
  1206. }
  1207. void RendererSceneCull::_update_instance(Instance *p_instance) {
  1208. p_instance->version++;
  1209. if (p_instance->base_type == RS::INSTANCE_LIGHT) {
  1210. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1211. scene_render->light_instance_set_transform(light->instance, p_instance->transform);
  1212. scene_render->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb));
  1213. light->shadow_dirty = true;
  1214. RS::LightBakeMode bake_mode = RSG::storage->light_get_bake_mode(p_instance->base);
  1215. if (RSG::storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
  1216. if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  1217. p_instance->scenario->dynamic_lights.erase(light->instance);
  1218. }
  1219. light->bake_mode = bake_mode;
  1220. if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  1221. p_instance->scenario->dynamic_lights.push_back(light->instance);
  1222. }
  1223. }
  1224. uint32_t max_sdfgi_cascade = RSG::storage->light_get_max_sdfgi_cascade(p_instance->base);
  1225. if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
  1226. light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
  1227. }
  1228. } else if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
  1229. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
  1230. scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform);
  1231. if (p_instance->scenario && p_instance->array_index >= 0) {
  1232. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  1233. idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
  1234. }
  1235. } else if (p_instance->base_type == RS::INSTANCE_DECAL) {
  1236. InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
  1237. scene_render->decal_instance_set_transform(decal->instance, p_instance->transform);
  1238. } else if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
  1239. InstanceLightmapData *lightmap = static_cast<InstanceLightmapData *>(p_instance->base_data);
  1240. scene_render->lightmap_instance_set_transform(lightmap->instance, p_instance->transform);
  1241. } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
  1242. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(p_instance->base_data);
  1243. scene_render->voxel_gi_instance_set_transform_to_data(voxel_gi->probe_instance, p_instance->transform);
  1244. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  1245. RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
  1246. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  1247. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(p_instance->base_data);
  1248. //remove materials no longer used and un-own them
  1249. if (RSG::storage->particles_collision_is_heightfield(p_instance->base)) {
  1250. heightfield_particle_colliders_update_list.insert(p_instance);
  1251. }
  1252. RSG::storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
  1253. } else if (p_instance->base_type == RS::INSTANCE_FOG_VOLUME) {
  1254. InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(p_instance->base_data);
  1255. scene_render->fog_volume_instance_set_transform(volume->instance, p_instance->transform);
  1256. } else if (p_instance->base_type == RS::INSTANCE_OCCLUDER) {
  1257. if (p_instance->scenario) {
  1258. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(p_instance->scenario->self, p_instance->self, p_instance->base, p_instance->transform, p_instance->visible);
  1259. }
  1260. }
  1261. if (p_instance->aabb.has_no_surface()) {
  1262. return;
  1263. }
  1264. if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
  1265. //if this moved, update the captured objects
  1266. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
  1267. //erase dependencies, since no longer a lightmap
  1268. for (Set<Instance *>::Element *E = lightmap_data->geometries.front(); E; E = E->next()) {
  1269. Instance *geom = E->get();
  1270. _instance_queue_update(geom, true, false);
  1271. }
  1272. }
  1273. AABB new_aabb;
  1274. new_aabb = p_instance->transform.xform(p_instance->aabb);
  1275. p_instance->transformed_aabb = new_aabb;
  1276. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1277. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1278. //make sure lights are updated if it casts shadow
  1279. if (geom->can_cast_shadows) {
  1280. for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
  1281. InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
  1282. light->shadow_dirty = true;
  1283. }
  1284. }
  1285. if (!p_instance->lightmap && geom->lightmap_captures.size()) {
  1286. //affected by lightmap captures, must update capture info!
  1287. _update_instance_lightmap_captures(p_instance);
  1288. } else {
  1289. if (!p_instance->lightmap_sh.is_empty()) {
  1290. p_instance->lightmap_sh.clear(); //don't need SH
  1291. p_instance->lightmap_target_sh.clear(); //don't need SH
  1292. scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, nullptr);
  1293. }
  1294. }
  1295. scene_render->geometry_instance_set_transform(geom->geometry_instance, p_instance->transform, p_instance->aabb, p_instance->transformed_aabb);
  1296. }
  1297. // 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.
  1298. if (p_instance->scenario == nullptr || !p_instance->visible || p_instance->transform.basis.determinant() == 0) {
  1299. p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
  1300. return;
  1301. }
  1302. //quantize to improve moving object performance
  1303. AABB bvh_aabb = p_instance->transformed_aabb;
  1304. if (p_instance->indexer_id.is_valid() && bvh_aabb != p_instance->prev_transformed_aabb) {
  1305. //assume motion, see if bounds need to be quantized
  1306. AABB motion_aabb = bvh_aabb.merge(p_instance->prev_transformed_aabb);
  1307. float motion_longest_axis = motion_aabb.get_longest_axis_size();
  1308. float longest_axis = p_instance->transformed_aabb.get_longest_axis_size();
  1309. if (motion_longest_axis < longest_axis * 2) {
  1310. //moved but not a lot, use motion aabb quantizing
  1311. float quantize_size = Math::pow(2.0, Math::ceil(Math::log(motion_longest_axis) / Math::log(2.0))) * 0.5; //one fifth
  1312. bvh_aabb.quantize(quantize_size);
  1313. }
  1314. }
  1315. if (!p_instance->indexer_id.is_valid()) {
  1316. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1317. p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].insert(bvh_aabb, p_instance);
  1318. } else {
  1319. p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].insert(bvh_aabb, p_instance);
  1320. }
  1321. p_instance->array_index = p_instance->scenario->instance_data.size();
  1322. InstanceData idata;
  1323. idata.instance = p_instance;
  1324. idata.layer_mask = p_instance->layer_mask;
  1325. idata.flags = p_instance->base_type; //changing it means de-indexing, so this never needs to be changed later
  1326. idata.base_rid = p_instance->base;
  1327. idata.parent_array_index = p_instance->visibility_parent ? p_instance->visibility_parent->array_index : -1;
  1328. idata.visibility_index = p_instance->visibility_index;
  1329. for (Set<Instance *>::Element *E = p_instance->visibility_dependencies.front(); E; E = E->next()) {
  1330. Instance *dep_instance = E->get();
  1331. if (dep_instance->array_index != -1) {
  1332. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = p_instance->array_index;
  1333. }
  1334. }
  1335. switch (p_instance->base_type) {
  1336. case RS::INSTANCE_MESH:
  1337. case RS::INSTANCE_MULTIMESH:
  1338. case RS::INSTANCE_PARTICLES: {
  1339. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1340. idata.instance_geometry = geom->geometry_instance;
  1341. } break;
  1342. case RS::INSTANCE_LIGHT: {
  1343. InstanceLightData *light_data = static_cast<InstanceLightData *>(p_instance->base_data);
  1344. idata.instance_data_rid = light_data->instance.get_id();
  1345. light_data->uses_projector = RSG::storage->light_has_projector(p_instance->base);
  1346. light_data->uses_softshadow = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE) > CMP_EPSILON;
  1347. } break;
  1348. case RS::INSTANCE_REFLECTION_PROBE: {
  1349. idata.instance_data_rid = static_cast<InstanceReflectionProbeData *>(p_instance->base_data)->instance.get_id();
  1350. } break;
  1351. case RS::INSTANCE_DECAL: {
  1352. idata.instance_data_rid = static_cast<InstanceDecalData *>(p_instance->base_data)->instance.get_id();
  1353. } break;
  1354. case RS::INSTANCE_LIGHTMAP: {
  1355. idata.instance_data_rid = static_cast<InstanceLightmapData *>(p_instance->base_data)->instance.get_id();
  1356. } break;
  1357. case RS::INSTANCE_VOXEL_GI: {
  1358. idata.instance_data_rid = static_cast<InstanceVoxelGIData *>(p_instance->base_data)->probe_instance.get_id();
  1359. } break;
  1360. case RS::INSTANCE_FOG_VOLUME: {
  1361. idata.instance_data_rid = static_cast<InstanceFogVolumeData *>(p_instance->base_data)->instance.get_id();
  1362. } break;
  1363. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  1364. idata.visibility_notifier = static_cast<InstanceVisibilityNotifierData *>(p_instance->base_data);
  1365. } break;
  1366. default: {
  1367. }
  1368. }
  1369. if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
  1370. //always dirty when added
  1371. idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
  1372. }
  1373. if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) {
  1374. idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
  1375. }
  1376. if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  1377. idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
  1378. }
  1379. if (p_instance->redraw_if_visible) {
  1380. idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
  1381. }
  1382. // dirty flags should not be set here, since no pairing has happened
  1383. if (p_instance->baked_light) {
  1384. idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
  1385. }
  1386. if (p_instance->mesh_instance.is_valid()) {
  1387. idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
  1388. }
  1389. if (p_instance->ignore_occlusion_culling) {
  1390. idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
  1391. }
  1392. if (p_instance->ignore_all_culling) {
  1393. idata.flags |= InstanceData::FLAG_IGNORE_ALL_CULLING;
  1394. }
  1395. p_instance->scenario->instance_data.push_back(idata);
  1396. p_instance->scenario->instance_aabbs.push_back(InstanceBounds(p_instance->transformed_aabb));
  1397. _update_instance_visibility_dependencies(p_instance);
  1398. } else {
  1399. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1400. p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].update(p_instance->indexer_id, bvh_aabb);
  1401. } else {
  1402. p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].update(p_instance->indexer_id, bvh_aabb);
  1403. }
  1404. p_instance->scenario->instance_aabbs[p_instance->array_index] = InstanceBounds(p_instance->transformed_aabb);
  1405. }
  1406. if (p_instance->visibility_index != -1) {
  1407. p_instance->scenario->instance_visibility[p_instance->visibility_index].position = p_instance->transformed_aabb.get_center();
  1408. }
  1409. //move instance and repair
  1410. pair_pass++;
  1411. PairInstances pair;
  1412. pair.instance = p_instance;
  1413. pair.pair_allocator = &pair_allocator;
  1414. pair.pair_pass = pair_pass;
  1415. pair.pair_mask = 0;
  1416. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1417. pair.pair_mask |= 1 << RS::INSTANCE_LIGHT;
  1418. pair.pair_mask |= 1 << RS::INSTANCE_VOXEL_GI;
  1419. pair.pair_mask |= 1 << RS::INSTANCE_LIGHTMAP;
  1420. if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  1421. pair.pair_mask |= 1 << RS::INSTANCE_PARTICLES_COLLISION;
  1422. }
  1423. pair.pair_mask |= geometry_instance_pair_mask;
  1424. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1425. } else if (p_instance->base_type == RS::INSTANCE_LIGHT) {
  1426. pair.pair_mask |= RS::INSTANCE_GEOMETRY_MASK;
  1427. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1428. if (RSG::storage->light_get_bake_mode(p_instance->base) == RS::LIGHT_BAKE_DYNAMIC) {
  1429. pair.pair_mask |= (1 << RS::INSTANCE_VOXEL_GI);
  1430. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1431. }
  1432. } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE)) {
  1433. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
  1434. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1435. } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (p_instance->base_type == RS::INSTANCE_DECAL)) {
  1436. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
  1437. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1438. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  1439. pair.pair_mask = (1 << RS::INSTANCE_PARTICLES);
  1440. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1441. } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
  1442. //lights and geometries
  1443. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT);
  1444. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1445. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1446. }
  1447. pair.pair();
  1448. p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
  1449. }
  1450. void RendererSceneCull::_unpair_instance(Instance *p_instance) {
  1451. if (!p_instance->indexer_id.is_valid()) {
  1452. return; //nothing to do
  1453. }
  1454. while (p_instance->pairs.first()) {
  1455. InstancePair *pair = p_instance->pairs.first()->self();
  1456. Instance *other_instance = p_instance == pair->a ? pair->b : pair->a;
  1457. _instance_unpair(p_instance, other_instance);
  1458. pair_allocator.free(pair);
  1459. }
  1460. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1461. p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].remove(p_instance->indexer_id);
  1462. } else {
  1463. p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].remove(p_instance->indexer_id);
  1464. }
  1465. p_instance->indexer_id = DynamicBVH::ID();
  1466. //replace this by last
  1467. int32_t swap_with_index = p_instance->scenario->instance_data.size() - 1;
  1468. if (swap_with_index != p_instance->array_index) {
  1469. Instance *swapped_instance = p_instance->scenario->instance_data[swap_with_index].instance;
  1470. swapped_instance->array_index = p_instance->array_index; //swap
  1471. p_instance->scenario->instance_data[p_instance->array_index] = p_instance->scenario->instance_data[swap_with_index];
  1472. p_instance->scenario->instance_aabbs[p_instance->array_index] = p_instance->scenario->instance_aabbs[swap_with_index];
  1473. if (swapped_instance->visibility_index != -1) {
  1474. swapped_instance->scenario->instance_visibility[swapped_instance->visibility_index].array_index = swapped_instance->array_index;
  1475. }
  1476. for (Set<Instance *>::Element *E = swapped_instance->visibility_dependencies.front(); E; E = E->next()) {
  1477. Instance *dep_instance = E->get();
  1478. if (dep_instance != p_instance && dep_instance->array_index != -1) {
  1479. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = swapped_instance->array_index;
  1480. }
  1481. }
  1482. }
  1483. // pop last
  1484. p_instance->scenario->instance_data.pop_back();
  1485. p_instance->scenario->instance_aabbs.pop_back();
  1486. //uninitialize
  1487. p_instance->array_index = -1;
  1488. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1489. // Clear these now because the InstanceData containing the dirty flags is gone
  1490. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1491. scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, nullptr, 0);
  1492. scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, nullptr, 0);
  1493. scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, nullptr, 0);
  1494. scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, nullptr, 0);
  1495. }
  1496. for (Set<Instance *>::Element *E = p_instance->visibility_dependencies.front(); E; E = E->next()) {
  1497. Instance *dep_instance = E->get();
  1498. if (dep_instance->array_index != -1) {
  1499. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = -1;
  1500. if ((1 << dep_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1501. scene_render->geometry_instance_set_parent_fade_alpha(dep_instance->scenario->instance_data[dep_instance->array_index].instance_geometry, 1.0f);
  1502. }
  1503. }
  1504. }
  1505. _update_instance_visibility_dependencies(p_instance);
  1506. }
  1507. void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
  1508. AABB new_aabb;
  1509. ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_NONE && !p_instance->base.is_valid());
  1510. switch (p_instance->base_type) {
  1511. case RenderingServer::INSTANCE_NONE: {
  1512. // do nothing
  1513. } break;
  1514. case RenderingServer::INSTANCE_MESH: {
  1515. if (p_instance->custom_aabb) {
  1516. new_aabb = *p_instance->custom_aabb;
  1517. } else {
  1518. new_aabb = RSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
  1519. }
  1520. } break;
  1521. case RenderingServer::INSTANCE_MULTIMESH: {
  1522. if (p_instance->custom_aabb) {
  1523. new_aabb = *p_instance->custom_aabb;
  1524. } else {
  1525. new_aabb = RSG::storage->multimesh_get_aabb(p_instance->base);
  1526. }
  1527. } break;
  1528. case RenderingServer::INSTANCE_PARTICLES: {
  1529. if (p_instance->custom_aabb) {
  1530. new_aabb = *p_instance->custom_aabb;
  1531. } else {
  1532. new_aabb = RSG::storage->particles_get_aabb(p_instance->base);
  1533. }
  1534. } break;
  1535. case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
  1536. new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base);
  1537. } break;
  1538. case RenderingServer::INSTANCE_FOG_VOLUME: {
  1539. new_aabb = RSG::storage->fog_volume_get_aabb(p_instance->base);
  1540. } break;
  1541. case RenderingServer::INSTANCE_VISIBLITY_NOTIFIER: {
  1542. new_aabb = RSG::storage->visibility_notifier_get_aabb(p_instance->base);
  1543. } break;
  1544. case RenderingServer::INSTANCE_LIGHT: {
  1545. new_aabb = RSG::storage->light_get_aabb(p_instance->base);
  1546. } break;
  1547. case RenderingServer::INSTANCE_REFLECTION_PROBE: {
  1548. new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
  1549. } break;
  1550. case RenderingServer::INSTANCE_DECAL: {
  1551. new_aabb = RSG::storage->decal_get_aabb(p_instance->base);
  1552. } break;
  1553. case RenderingServer::INSTANCE_VOXEL_GI: {
  1554. new_aabb = RSG::storage->voxel_gi_get_bounds(p_instance->base);
  1555. } break;
  1556. case RenderingServer::INSTANCE_LIGHTMAP: {
  1557. new_aabb = RSG::storage->lightmap_get_aabb(p_instance->base);
  1558. } break;
  1559. default: {
  1560. }
  1561. }
  1562. // <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
  1563. if (p_instance->extra_margin) {
  1564. new_aabb.grow_by(p_instance->extra_margin);
  1565. }
  1566. p_instance->aabb = new_aabb;
  1567. }
  1568. void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance) {
  1569. bool first_set = p_instance->lightmap_sh.size() == 0;
  1570. p_instance->lightmap_sh.resize(9); //using SH
  1571. p_instance->lightmap_target_sh.resize(9); //using SH
  1572. Color *instance_sh = p_instance->lightmap_target_sh.ptrw();
  1573. bool inside = false;
  1574. Color accum_sh[9];
  1575. float accum_blend = 0.0;
  1576. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1577. for (Set<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
  1578. Instance *lightmap = E->get();
  1579. bool interior = RSG::storage->lightmap_is_interior(lightmap->base);
  1580. if (inside && !interior) {
  1581. continue; //we are inside, ignore exteriors
  1582. }
  1583. Transform3D to_bounds = lightmap->transform.affine_inverse();
  1584. Vector3 center = p_instance->transform.xform(p_instance->aabb.get_center()); //use aabb center
  1585. Vector3 lm_pos = to_bounds.xform(center);
  1586. AABB bounds = RSG::storage->lightmap_get_aabb(lightmap->base);
  1587. if (!bounds.has_point(lm_pos)) {
  1588. continue; //not in this lightmap
  1589. }
  1590. Color sh[9];
  1591. RSG::storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
  1592. //rotate it
  1593. Basis rot = lightmap->transform.basis.orthonormalized();
  1594. for (int i = 0; i < 3; i++) {
  1595. real_t csh[9];
  1596. for (int j = 0; j < 9; j++) {
  1597. csh[j] = sh[j][i];
  1598. }
  1599. rot.rotate_sh(csh);
  1600. for (int j = 0; j < 9; j++) {
  1601. sh[j][i] = csh[j];
  1602. }
  1603. }
  1604. Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
  1605. real_t blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
  1606. //make blend more rounded
  1607. blend = Math::lerp(inner_pos.length(), blend, blend);
  1608. blend *= blend;
  1609. blend = MAX(0.0, 1.0 - blend);
  1610. if (interior && !inside) {
  1611. //do not blend, just replace
  1612. for (int j = 0; j < 9; j++) {
  1613. accum_sh[j] = sh[j] * blend;
  1614. }
  1615. accum_blend = blend;
  1616. inside = true;
  1617. } else {
  1618. for (int j = 0; j < 9; j++) {
  1619. accum_sh[j] += sh[j] * blend;
  1620. }
  1621. accum_blend += blend;
  1622. }
  1623. }
  1624. if (accum_blend > 0.0) {
  1625. for (int j = 0; j < 9; j++) {
  1626. instance_sh[j] = accum_sh[j] / accum_blend;
  1627. if (first_set) {
  1628. p_instance->lightmap_sh.write[j] = instance_sh[j];
  1629. }
  1630. }
  1631. }
  1632. scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, p_instance->lightmap_sh.ptr());
  1633. }
  1634. void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect) {
  1635. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1636. Transform3D light_transform = p_instance->transform;
  1637. light_transform.orthonormalize(); //scale does not count on lights
  1638. real_t max_distance = p_cam_projection.get_z_far();
  1639. real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
  1640. if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
  1641. max_distance = MIN(shadow_max, max_distance);
  1642. }
  1643. max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
  1644. real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
  1645. real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
  1646. real_t range = max_distance - min_distance;
  1647. int splits = 0;
  1648. switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
  1649. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  1650. splits = 1;
  1651. break;
  1652. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  1653. splits = 2;
  1654. break;
  1655. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  1656. splits = 4;
  1657. break;
  1658. }
  1659. real_t distances[5];
  1660. distances[0] = min_distance;
  1661. for (int i = 0; i < splits; i++) {
  1662. distances[i + 1] = min_distance + RSG::storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
  1663. };
  1664. distances[splits] = max_distance;
  1665. real_t texture_size = scene_render->get_directional_light_shadow_size(light->instance);
  1666. bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
  1667. cull.shadow_count = p_shadow_index + 1;
  1668. cull.shadows[p_shadow_index].cascade_count = splits;
  1669. cull.shadows[p_shadow_index].light_instance = light->instance;
  1670. for (int i = 0; i < splits; i++) {
  1671. RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
  1672. // setup a camera matrix for that range!
  1673. CameraMatrix camera_matrix;
  1674. real_t aspect = p_cam_projection.get_aspect();
  1675. if (p_cam_orthogonal) {
  1676. Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
  1677. camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
  1678. } else {
  1679. real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
  1680. camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
  1681. }
  1682. //obtain the frustum endpoints
  1683. Vector3 endpoints[8]; // frustum plane endpoints
  1684. bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
  1685. ERR_CONTINUE(!res);
  1686. // obtain the light frustum ranges (given endpoints)
  1687. Transform3D transform = light_transform; //discard scale and stabilize light
  1688. Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
  1689. Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
  1690. Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
  1691. //z_vec points against the camera, like in default opengl
  1692. real_t x_min = 0.f, x_max = 0.f;
  1693. real_t y_min = 0.f, y_max = 0.f;
  1694. real_t z_min = 0.f, z_max = 0.f;
  1695. // FIXME: z_max_cam is defined, computed, but not used below when setting up
  1696. // ortho_camera. Commented out for now to fix warnings but should be investigated.
  1697. real_t x_min_cam = 0.f, x_max_cam = 0.f;
  1698. real_t y_min_cam = 0.f, y_max_cam = 0.f;
  1699. real_t z_min_cam = 0.f;
  1700. //real_t z_max_cam = 0.f;
  1701. //real_t bias_scale = 1.0;
  1702. //real_t aspect_bias_scale = 1.0;
  1703. //used for culling
  1704. for (int j = 0; j < 8; j++) {
  1705. real_t d_x = x_vec.dot(endpoints[j]);
  1706. real_t d_y = y_vec.dot(endpoints[j]);
  1707. real_t d_z = z_vec.dot(endpoints[j]);
  1708. if (j == 0 || d_x < x_min) {
  1709. x_min = d_x;
  1710. }
  1711. if (j == 0 || d_x > x_max) {
  1712. x_max = d_x;
  1713. }
  1714. if (j == 0 || d_y < y_min) {
  1715. y_min = d_y;
  1716. }
  1717. if (j == 0 || d_y > y_max) {
  1718. y_max = d_y;
  1719. }
  1720. if (j == 0 || d_z < z_min) {
  1721. z_min = d_z;
  1722. }
  1723. if (j == 0 || d_z > z_max) {
  1724. z_max = d_z;
  1725. }
  1726. }
  1727. real_t radius = 0;
  1728. real_t soft_shadow_expand = 0;
  1729. Vector3 center;
  1730. {
  1731. //camera viewport stuff
  1732. for (int j = 0; j < 8; j++) {
  1733. center += endpoints[j];
  1734. }
  1735. center /= 8.0;
  1736. //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;
  1737. for (int j = 0; j < 8; j++) {
  1738. real_t d = center.distance_to(endpoints[j]);
  1739. if (d > radius) {
  1740. radius = d;
  1741. }
  1742. }
  1743. radius *= texture_size / (texture_size - 2.0); //add a texel by each side
  1744. z_min_cam = z_vec.dot(center) - radius;
  1745. {
  1746. float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
  1747. if (soft_shadow_angle > 0.0) {
  1748. float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
  1749. soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
  1750. x_max += soft_shadow_expand;
  1751. y_max += soft_shadow_expand;
  1752. x_min -= soft_shadow_expand;
  1753. y_min -= soft_shadow_expand;
  1754. }
  1755. }
  1756. // This trick here is what stabilizes the shadow (make potential jaggies to not move)
  1757. // at the cost of some wasted resolution. Still, the quality increase is very well worth it.
  1758. const real_t unit = (radius + soft_shadow_expand) * 2.0 / texture_size;
  1759. x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit);
  1760. x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit);
  1761. y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit);
  1762. y_min_cam = Math::snapped(y_vec.dot(center) - radius - soft_shadow_expand, unit);
  1763. }
  1764. //now that we know all ranges, we can proceed to make the light frustum planes, for culling octree
  1765. Vector<Plane> light_frustum_planes;
  1766. light_frustum_planes.resize(6);
  1767. //right/left
  1768. light_frustum_planes.write[0] = Plane(x_vec, x_max);
  1769. light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
  1770. //top/bottom
  1771. light_frustum_planes.write[2] = Plane(y_vec, y_max);
  1772. light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
  1773. //near/far
  1774. light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
  1775. light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
  1776. // a pre pass will need to be needed to determine the actual z-near to be used
  1777. z_max = z_vec.dot(center) + radius + pancake_size;
  1778. {
  1779. CameraMatrix ortho_camera;
  1780. real_t half_x = (x_max_cam - x_min_cam) * 0.5;
  1781. real_t half_y = (y_max_cam - y_min_cam) * 0.5;
  1782. ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
  1783. Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
  1784. Transform3D ortho_transform;
  1785. ortho_transform.basis = transform.basis;
  1786. ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
  1787. cull.shadows[p_shadow_index].cascades[i].frustum = Frustum(light_frustum_planes);
  1788. cull.shadows[p_shadow_index].cascades[i].projection = ortho_camera;
  1789. cull.shadows[p_shadow_index].cascades[i].transform = ortho_transform;
  1790. cull.shadows[p_shadow_index].cascades[i].zfar = z_max - z_min_cam;
  1791. cull.shadows[p_shadow_index].cascades[i].split = distances[i + 1];
  1792. cull.shadows[p_shadow_index].cascades[i].shadow_texel_size = radius * 2.0 / texture_size;
  1793. cull.shadows[p_shadow_index].cascades[i].bias_scale = (z_max - z_min_cam);
  1794. cull.shadows[p_shadow_index].cascades[i].range_begin = z_max;
  1795. cull.shadows[p_shadow_index].cascades[i].uv_scale = uv_scale;
  1796. }
  1797. }
  1798. }
  1799. bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_lod_threshold) {
  1800. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1801. Transform3D light_transform = p_instance->transform;
  1802. light_transform.orthonormalize(); //scale does not count on lights
  1803. bool animated_material_found = false;
  1804. switch (RSG::storage->light_get_type(p_instance->base)) {
  1805. case RS::LIGHT_DIRECTIONAL: {
  1806. } break;
  1807. case RS::LIGHT_OMNI: {
  1808. RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
  1809. if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !scene_render->light_instances_can_render_shadow_cube()) {
  1810. if (max_shadows_used + 2 > MAX_UPDATE_SHADOWS) {
  1811. return true;
  1812. }
  1813. for (int i = 0; i < 2; i++) {
  1814. //using this one ensures that raster deferred will have it
  1815. RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
  1816. real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  1817. real_t z = i == 0 ? -1 : 1;
  1818. Vector<Plane> planes;
  1819. planes.resize(6);
  1820. planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
  1821. planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
  1822. planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
  1823. planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
  1824. planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
  1825. planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
  1826. instance_shadow_cull_result.clear();
  1827. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  1828. struct CullConvex {
  1829. PagedArray<Instance *> *result;
  1830. _FORCE_INLINE_ bool operator()(void *p_data) {
  1831. Instance *p_instance = (Instance *)p_data;
  1832. result->push_back(p_instance);
  1833. return false;
  1834. }
  1835. };
  1836. CullConvex cull_convex;
  1837. cull_convex.result = &instance_shadow_cull_result;
  1838. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  1839. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  1840. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  1841. Instance *instance = instance_shadow_cull_result[j];
  1842. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
  1843. continue;
  1844. } else {
  1845. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  1846. animated_material_found = true;
  1847. }
  1848. if (instance->mesh_instance.is_valid()) {
  1849. RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
  1850. }
  1851. }
  1852. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  1853. }
  1854. RSG::storage->update_mesh_instances();
  1855. scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
  1856. shadow_data.light = light->instance;
  1857. shadow_data.pass = i;
  1858. }
  1859. } else { //shadow cube
  1860. if (max_shadows_used + 6 > MAX_UPDATE_SHADOWS) {
  1861. return true;
  1862. }
  1863. real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  1864. CameraMatrix cm;
  1865. cm.set_perspective(90, 1, radius * 0.005f, radius);
  1866. for (int i = 0; i < 6; i++) {
  1867. RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i));
  1868. //using this one ensures that raster deferred will have it
  1869. static const Vector3 view_normals[6] = {
  1870. Vector3(+1, 0, 0),
  1871. Vector3(-1, 0, 0),
  1872. Vector3(0, -1, 0),
  1873. Vector3(0, +1, 0),
  1874. Vector3(0, 0, +1),
  1875. Vector3(0, 0, -1)
  1876. };
  1877. static const Vector3 view_up[6] = {
  1878. Vector3(0, -1, 0),
  1879. Vector3(0, -1, 0),
  1880. Vector3(0, 0, -1),
  1881. Vector3(0, 0, +1),
  1882. Vector3(0, -1, 0),
  1883. Vector3(0, -1, 0)
  1884. };
  1885. Transform3D xform = light_transform * Transform3D().looking_at(view_normals[i], view_up[i]);
  1886. Vector<Plane> planes = cm.get_projection_planes(xform);
  1887. instance_shadow_cull_result.clear();
  1888. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  1889. struct CullConvex {
  1890. PagedArray<Instance *> *result;
  1891. _FORCE_INLINE_ bool operator()(void *p_data) {
  1892. Instance *p_instance = (Instance *)p_data;
  1893. result->push_back(p_instance);
  1894. return false;
  1895. }
  1896. };
  1897. CullConvex cull_convex;
  1898. cull_convex.result = &instance_shadow_cull_result;
  1899. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  1900. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  1901. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  1902. Instance *instance = instance_shadow_cull_result[j];
  1903. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
  1904. continue;
  1905. } else {
  1906. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  1907. animated_material_found = true;
  1908. }
  1909. if (instance->mesh_instance.is_valid()) {
  1910. RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
  1911. }
  1912. }
  1913. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  1914. }
  1915. RSG::storage->update_mesh_instances();
  1916. scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
  1917. shadow_data.light = light->instance;
  1918. shadow_data.pass = i;
  1919. }
  1920. //restore the regular DP matrix
  1921. //scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
  1922. }
  1923. } break;
  1924. case RS::LIGHT_SPOT: {
  1925. RENDER_TIMESTAMP("Culling Spot Light");
  1926. if (max_shadows_used + 1 > MAX_UPDATE_SHADOWS) {
  1927. return true;
  1928. }
  1929. real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  1930. real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  1931. CameraMatrix cm;
  1932. cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
  1933. Vector<Plane> planes = cm.get_projection_planes(light_transform);
  1934. instance_shadow_cull_result.clear();
  1935. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  1936. struct CullConvex {
  1937. PagedArray<Instance *> *result;
  1938. _FORCE_INLINE_ bool operator()(void *p_data) {
  1939. Instance *p_instance = (Instance *)p_data;
  1940. result->push_back(p_instance);
  1941. return false;
  1942. }
  1943. };
  1944. CullConvex cull_convex;
  1945. cull_convex.result = &instance_shadow_cull_result;
  1946. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  1947. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  1948. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  1949. Instance *instance = instance_shadow_cull_result[j];
  1950. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
  1951. continue;
  1952. } else {
  1953. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  1954. animated_material_found = true;
  1955. }
  1956. if (instance->mesh_instance.is_valid()) {
  1957. RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
  1958. }
  1959. }
  1960. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  1961. }
  1962. RSG::storage->update_mesh_instances();
  1963. scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
  1964. shadow_data.light = light->instance;
  1965. shadow_data.pass = 0;
  1966. } break;
  1967. }
  1968. return animated_material_found;
  1969. }
  1970. void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) {
  1971. #ifndef _3D_DISABLED
  1972. Camera *camera = camera_owner.get_or_null(p_camera);
  1973. ERR_FAIL_COND(!camera);
  1974. RendererSceneRender::CameraData camera_data;
  1975. // Setup Camera(s)
  1976. if (p_xr_interface.is_null()) {
  1977. // Normal camera
  1978. Transform3D transform = camera->transform;
  1979. CameraMatrix projection;
  1980. bool vaspect = camera->vaspect;
  1981. bool is_ortogonal = false;
  1982. switch (camera->type) {
  1983. case Camera::ORTHOGONAL: {
  1984. projection.set_orthogonal(
  1985. camera->size,
  1986. p_viewport_size.width / (float)p_viewport_size.height,
  1987. camera->znear,
  1988. camera->zfar,
  1989. camera->vaspect);
  1990. is_ortogonal = true;
  1991. } break;
  1992. case Camera::PERSPECTIVE: {
  1993. projection.set_perspective(
  1994. camera->fov,
  1995. p_viewport_size.width / (float)p_viewport_size.height,
  1996. camera->znear,
  1997. camera->zfar,
  1998. camera->vaspect);
  1999. } break;
  2000. case Camera::FRUSTUM: {
  2001. projection.set_frustum(
  2002. camera->size,
  2003. p_viewport_size.width / (float)p_viewport_size.height,
  2004. camera->offset,
  2005. camera->znear,
  2006. camera->zfar,
  2007. camera->vaspect);
  2008. } break;
  2009. }
  2010. camera_data.set_camera(transform, projection, is_ortogonal, vaspect);
  2011. } else {
  2012. // Setup our camera for our XR interface.
  2013. // We can support multiple views here each with their own camera
  2014. Transform3D transforms[RendererSceneRender::MAX_RENDER_VIEWS];
  2015. CameraMatrix projections[RendererSceneRender::MAX_RENDER_VIEWS];
  2016. uint32_t view_count = p_xr_interface->get_view_count();
  2017. ERR_FAIL_COND_MSG(view_count > RendererSceneRender::MAX_RENDER_VIEWS, "Requested view count is not supported");
  2018. float aspect = p_viewport_size.width / (float)p_viewport_size.height;
  2019. Transform3D world_origin = XRServer::get_singleton()->get_world_origin();
  2020. // We ignore our camera position, it will have been positioned with a slightly old tracking position.
  2021. // Instead we take our origin point and have our XR interface add fresh tracking data! Whoohoo!
  2022. for (uint32_t v = 0; v < view_count; v++) {
  2023. transforms[v] = p_xr_interface->get_transform_for_view(v, world_origin);
  2024. projections[v] = p_xr_interface->get_projection_for_view(v, aspect, camera->znear, camera->zfar);
  2025. }
  2026. if (view_count == 1) {
  2027. camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect);
  2028. } else if (view_count == 2) {
  2029. camera_data.set_multiview_camera(view_count, transforms, projections, false, camera->vaspect);
  2030. } else {
  2031. // 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...
  2032. }
  2033. }
  2034. RID environment = _render_get_environment(p_camera, p_scenario);
  2035. RENDER_TIMESTAMP("Update occlusion buffer")
  2036. // For now just cull on the first camera
  2037. RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool);
  2038. _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_lod_threshold, true, r_render_info);
  2039. #endif
  2040. }
  2041. void RendererSceneCull::_visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data) {
  2042. uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
  2043. uint32_t bin_from = p_thread * cull_data->cull_count / total_threads;
  2044. uint32_t bin_to = (p_thread + 1 == total_threads) ? cull_data->cull_count : ((p_thread + 1) * cull_data->cull_count / total_threads);
  2045. _visibility_cull(*cull_data, cull_data->cull_offset + bin_from, cull_data->cull_offset + bin_to);
  2046. }
  2047. void RendererSceneCull::_visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to) {
  2048. Scenario *scenario = cull_data.scenario;
  2049. for (unsigned int i = p_from; i < p_to; i++) {
  2050. InstanceVisibilityData &vd = scenario->instance_visibility[i];
  2051. InstanceData &idata = scenario->instance_data[vd.array_index];
  2052. if (idata.parent_array_index >= 0) {
  2053. uint32_t parent_flags = scenario->instance_data[idata.parent_array_index].flags;
  2054. if ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN) || !(parent_flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN))) {
  2055. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2056. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2057. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2058. continue;
  2059. }
  2060. }
  2061. int range_check = _visibility_range_check<true>(vd, cull_data.camera_position, cull_data.viewport_mask);
  2062. if (range_check == -1) {
  2063. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2064. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2065. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2066. } else if (range_check == 1) {
  2067. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2068. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2069. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2070. } else {
  2071. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2072. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2073. if (range_check == 2) {
  2074. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2075. } else {
  2076. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2077. }
  2078. }
  2079. }
  2080. }
  2081. template <bool p_fade_check>
  2082. int RendererSceneCull::_visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask) {
  2083. float dist = p_camera_pos.distance_to(r_vis_data.position);
  2084. const RS::VisibilityRangeFadeMode &fade_mode = r_vis_data.fade_mode;
  2085. float begin_offset = -r_vis_data.range_begin_margin;
  2086. float end_offset = r_vis_data.range_end_margin;
  2087. if (fade_mode == RS::VISIBILITY_RANGE_FADE_DISABLED && !(p_viewport_mask & r_vis_data.viewport_state)) {
  2088. begin_offset = -begin_offset;
  2089. end_offset = -end_offset;
  2090. }
  2091. if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end + end_offset) {
  2092. r_vis_data.viewport_state &= ~p_viewport_mask;
  2093. return -1;
  2094. } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin + begin_offset) {
  2095. r_vis_data.viewport_state &= ~p_viewport_mask;
  2096. return 1;
  2097. } else {
  2098. r_vis_data.viewport_state |= p_viewport_mask;
  2099. if (p_fade_check) {
  2100. if (fade_mode != RS::VISIBILITY_RANGE_FADE_DISABLED) {
  2101. r_vis_data.children_fade_alpha = 1.0f;
  2102. if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end - end_offset) {
  2103. if (fade_mode == RS::VISIBILITY_RANGE_FADE_DEPENDENCIES) {
  2104. 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));
  2105. }
  2106. return 2;
  2107. } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin - begin_offset) {
  2108. if (fade_mode == RS::VISIBILITY_RANGE_FADE_DEPENDENCIES) {
  2109. 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));
  2110. }
  2111. return 2;
  2112. }
  2113. }
  2114. }
  2115. return 0;
  2116. }
  2117. }
  2118. bool RendererSceneCull::_visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data) {
  2119. if (p_instance_data.parent_array_index == -1) {
  2120. return true;
  2121. }
  2122. const uint32_t &parent_flags = p_cull_data.scenario->instance_data[p_instance_data.parent_array_index].flags;
  2123. return ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK) == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE) || (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN);
  2124. }
  2125. void RendererSceneCull::_scene_cull_threaded(uint32_t p_thread, CullData *cull_data) {
  2126. uint32_t cull_total = cull_data->scenario->instance_data.size();
  2127. uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
  2128. uint32_t cull_from = p_thread * cull_total / total_threads;
  2129. uint32_t cull_to = (p_thread + 1 == total_threads) ? cull_total : ((p_thread + 1) * cull_total / total_threads);
  2130. _scene_cull(*cull_data, scene_cull_result_threads[p_thread], cull_from, cull_to);
  2131. }
  2132. void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
  2133. uint64_t frame_number = RSG::rasterizer->get_frame_number();
  2134. float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
  2135. uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
  2136. uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
  2137. RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
  2138. Transform3D inv_cam_transform = cull_data.cam_transform.inverse();
  2139. float z_near = cull_data.camera_matrix->get_z_near();
  2140. for (uint64_t i = p_from; i < p_to; i++) {
  2141. bool mesh_visible = false;
  2142. InstanceData &idata = cull_data.scenario->instance_data[i];
  2143. uint32_t visibility_flags = idata.flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN | InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN);
  2144. int32_t visibility_check = -1;
  2145. #define HIDDEN_BY_VISIBILITY_CHECKS (visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE || visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN)
  2146. #define LAYER_CHECK (cull_data.visible_layers & idata.layer_mask)
  2147. #define IN_FRUSTUM(f) (cull_data.scenario->instance_aabbs[i].in_frustum(f))
  2148. #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)
  2149. #define VIS_PARENT_CHECK (_visibility_parent_check(cull_data, idata))
  2150. #define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check)
  2151. #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))
  2152. if (!HIDDEN_BY_VISIBILITY_CHECKS) {
  2153. 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)) {
  2154. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2155. if (base_type == RS::INSTANCE_LIGHT) {
  2156. cull_result.lights.push_back(idata.instance);
  2157. cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
  2158. if (cull_data.shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
  2159. scene_render->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
  2160. }
  2161. } else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
  2162. if (cull_data.render_reflection_probe != idata.instance) {
  2163. //avoid entering The Matrix
  2164. if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || scene_render->reflection_probe_instance_needs_redraw(RID::from_uint64(idata.instance_data_rid))) {
  2165. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
  2166. cull_data.cull->lock.lock();
  2167. if (!reflection_probe->update_list.in_list()) {
  2168. reflection_probe->render_step = 0;
  2169. reflection_probe_render_list.add_last(&reflection_probe->update_list);
  2170. }
  2171. cull_data.cull->lock.unlock();
  2172. idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
  2173. }
  2174. if (scene_render->reflection_probe_instance_has_reflection(RID::from_uint64(idata.instance_data_rid))) {
  2175. cull_result.reflections.push_back(RID::from_uint64(idata.instance_data_rid));
  2176. }
  2177. }
  2178. } else if (base_type == RS::INSTANCE_DECAL) {
  2179. cull_result.decals.push_back(RID::from_uint64(idata.instance_data_rid));
  2180. } else if (base_type == RS::INSTANCE_VOXEL_GI) {
  2181. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(idata.instance->base_data);
  2182. cull_data.cull->lock.lock();
  2183. if (!voxel_gi->update_element.in_list()) {
  2184. voxel_gi_update_list.add(&voxel_gi->update_element);
  2185. }
  2186. cull_data.cull->lock.unlock();
  2187. cull_result.voxel_gi_instances.push_back(RID::from_uint64(idata.instance_data_rid));
  2188. } else if (base_type == RS::INSTANCE_LIGHTMAP) {
  2189. cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid));
  2190. } else if (base_type == RS::INSTANCE_FOG_VOLUME) {
  2191. cull_result.fog_volumes.push_back(RID::from_uint64(idata.instance_data_rid));
  2192. } else if (base_type == RS::INSTANCE_VISIBLITY_NOTIFIER) {
  2193. InstanceVisibilityNotifierData *vnd = idata.visibility_notifier;
  2194. if (!vnd->list_element.in_list()) {
  2195. visible_notifier_list_lock.lock();
  2196. visible_notifier_list.add(&vnd->list_element);
  2197. visible_notifier_list_lock.unlock();
  2198. vnd->just_visible = true;
  2199. }
  2200. vnd->visible_in_frame = RSG::rasterizer->get_frame_number();
  2201. } else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
  2202. bool keep = true;
  2203. if (idata.flags & InstanceData::FLAG_REDRAW_IF_VISIBLE) {
  2204. RenderingServerDefault::redraw_request();
  2205. }
  2206. if (base_type == RS::INSTANCE_MESH) {
  2207. mesh_visible = true;
  2208. } else if (base_type == RS::INSTANCE_PARTICLES) {
  2209. //particles visible? process them
  2210. if (RSG::storage->particles_is_inactive(idata.base_rid)) {
  2211. //but if nothing is going on, don't do it.
  2212. keep = false;
  2213. } else {
  2214. cull_data.cull->lock.lock();
  2215. RSG::storage->particles_request_process(idata.base_rid);
  2216. cull_data.cull->lock.unlock();
  2217. RSG::storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized(), cull_data.cam_transform.basis.get_axis(1).normalized());
  2218. //particles visible? request redraw
  2219. RenderingServerDefault::redraw_request();
  2220. }
  2221. }
  2222. if (idata.parent_array_index != -1) {
  2223. float fade = 1.0f;
  2224. const uint32_t &parent_flags = cull_data.scenario->instance_data[idata.parent_array_index].flags;
  2225. if (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN) {
  2226. const int32_t &parent_idx = cull_data.scenario->instance_data[idata.parent_array_index].visibility_index;
  2227. fade = cull_data.scenario->instance_visibility[parent_idx].children_fade_alpha;
  2228. }
  2229. scene_render->geometry_instance_set_parent_fade_alpha(idata.instance_geometry, fade);
  2230. }
  2231. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_LIGHT) && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
  2232. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2233. uint32_t idx = 0;
  2234. for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
  2235. InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
  2236. instance_pair_buffer[idx++] = light->instance;
  2237. if (idx == MAX_INSTANCE_PAIRS) {
  2238. break;
  2239. }
  2240. }
  2241. scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2242. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
  2243. }
  2244. if (idata.flags & InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY) {
  2245. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2246. scene_render->geometry_instance_set_softshadow_projector_pairing(geom->geometry_instance, geom->softshadow_count > 0, geom->projector_count > 0);
  2247. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY);
  2248. }
  2249. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
  2250. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2251. uint32_t idx = 0;
  2252. for (Set<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
  2253. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
  2254. instance_pair_buffer[idx++] = reflection_probe->instance;
  2255. if (idx == MAX_INSTANCE_PAIRS) {
  2256. break;
  2257. }
  2258. }
  2259. scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2260. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_REFLECTION_DIRTY);
  2261. }
  2262. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
  2263. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2264. uint32_t idx = 0;
  2265. for (Set<Instance *>::Element *E = geom->decals.front(); E; E = E->next()) {
  2266. InstanceDecalData *decal = static_cast<InstanceDecalData *>(E->get()->base_data);
  2267. instance_pair_buffer[idx++] = decal->instance;
  2268. if (idx == MAX_INSTANCE_PAIRS) {
  2269. break;
  2270. }
  2271. }
  2272. scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2273. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
  2274. }
  2275. if (idata.flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY) {
  2276. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2277. uint32_t idx = 0;
  2278. for (Set<Instance *>::Element *E = geom->voxel_gi_instances.front(); E; E = E->next()) {
  2279. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(E->get()->base_data);
  2280. instance_pair_buffer[idx++] = voxel_gi->probe_instance;
  2281. if (idx == MAX_INSTANCE_PAIRS) {
  2282. break;
  2283. }
  2284. }
  2285. scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2286. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
  2287. }
  2288. 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()) {
  2289. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2290. Color *sh = idata.instance->lightmap_sh.ptrw();
  2291. const Color *target_sh = idata.instance->lightmap_target_sh.ptr();
  2292. for (uint32_t j = 0; j < 9; j++) {
  2293. sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
  2294. }
  2295. scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, sh);
  2296. idata.instance->last_frame_pass = frame_number;
  2297. }
  2298. if (keep) {
  2299. cull_result.geometry_instances.push_back(idata.instance_geometry);
  2300. }
  2301. }
  2302. }
  2303. for (uint32_t j = 0; j < cull_data.cull->shadow_count; j++) {
  2304. for (uint32_t k = 0; k < cull_data.cull->shadows[j].cascade_count; k++) {
  2305. if (IN_FRUSTUM(cull_data.cull->shadows[j].cascades[k].frustum) && VIS_CHECK) {
  2306. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2307. if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) {
  2308. cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry);
  2309. mesh_visible = true;
  2310. }
  2311. }
  2312. }
  2313. }
  2314. }
  2315. #undef HIDDEN_BY_VISIBILITY_CHECKS
  2316. #undef LAYER_CHECK
  2317. #undef IN_FRUSTUM
  2318. #undef VIS_RANGE_CHECK
  2319. #undef VIS_PARENT_CHECK
  2320. #undef VIS_CHECK
  2321. #undef OCCLUSION_CULLED
  2322. for (uint32_t j = 0; j < cull_data.cull->sdfgi.region_count; j++) {
  2323. if (cull_data.scenario->instance_aabbs[i].in_aabb(cull_data.cull->sdfgi.region_aabb[j])) {
  2324. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2325. if (base_type == RS::INSTANCE_LIGHT) {
  2326. InstanceLightData *instance_light = (InstanceLightData *)idata.instance->base_data;
  2327. if (instance_light->bake_mode == RS::LIGHT_BAKE_STATIC && cull_data.cull->sdfgi.region_cascade[j] <= instance_light->max_sdfgi_cascade) {
  2328. if (sdfgi_last_light_index != i || sdfgi_last_light_cascade != cull_data.cull->sdfgi.region_cascade[j]) {
  2329. sdfgi_last_light_index = i;
  2330. sdfgi_last_light_cascade = cull_data.cull->sdfgi.region_cascade[j];
  2331. cull_result.sdfgi_cascade_lights[sdfgi_last_light_cascade].push_back(instance_light->instance);
  2332. }
  2333. }
  2334. } else if ((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  2335. if (idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) {
  2336. cull_result.sdfgi_region_geometry_instances[j].push_back(idata.instance_geometry);
  2337. mesh_visible = true;
  2338. }
  2339. }
  2340. }
  2341. }
  2342. if (mesh_visible && cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_USES_MESH_INSTANCE) {
  2343. cull_result.mesh_instances.push_back(cull_data.scenario->instance_data[i].instance->mesh_instance);
  2344. }
  2345. }
  2346. }
  2347. void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, 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_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) {
  2348. Instance *render_reflection_probe = instance_owner.get_or_null(p_reflection_probe); //if null, not rendering to it
  2349. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2350. render_pass++;
  2351. scene_render->set_scene_pass(render_pass);
  2352. if (p_render_buffers.is_valid()) {
  2353. //no rendering code here, this is only to set up what needs to be done, request regions, etc.
  2354. scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not)
  2355. }
  2356. RENDER_TIMESTAMP("Visibility Dependencies");
  2357. if (scenario->instance_visibility.get_bin_count() > 0) {
  2358. if (!scenario->viewport_visibility_masks.has(p_viewport)) {
  2359. scenario_add_viewport_visibility_mask(scenario->self, p_viewport);
  2360. }
  2361. VisibilityCullData visibility_cull_data;
  2362. visibility_cull_data.scenario = scenario;
  2363. visibility_cull_data.viewport_mask = scenario->viewport_visibility_masks[p_viewport];
  2364. visibility_cull_data.camera_position = p_camera_data->main_transform.origin;
  2365. for (int i = scenario->instance_visibility.get_bin_count() - 1; i > 0; i--) { // We skip bin 0
  2366. visibility_cull_data.cull_offset = scenario->instance_visibility.get_bin_start(i);
  2367. visibility_cull_data.cull_count = scenario->instance_visibility.get_bin_size(i);
  2368. if (visibility_cull_data.cull_count == 0) {
  2369. continue;
  2370. }
  2371. if (visibility_cull_data.cull_count > thread_cull_threshold) {
  2372. RendererThreadPool::singleton->thread_work_pool.do_work(RendererThreadPool::singleton->thread_work_pool.get_thread_count(), this, &RendererSceneCull::_visibility_cull_threaded, &visibility_cull_data);
  2373. } else {
  2374. _visibility_cull(visibility_cull_data, visibility_cull_data.cull_offset, visibility_cull_data.cull_offset + visibility_cull_data.cull_count);
  2375. }
  2376. }
  2377. }
  2378. RENDER_TIMESTAMP("Culling");
  2379. //rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_ortogonal);
  2380. /* STEP 2 - CULL */
  2381. Vector<Plane> planes = p_camera_data->main_projection.get_projection_planes(p_camera_data->main_transform);
  2382. cull.frustum = Frustum(planes);
  2383. Vector<RID> directional_lights;
  2384. // directional lights
  2385. {
  2386. cull.shadow_count = 0;
  2387. Vector<Instance *> lights_with_shadow;
  2388. for (Instance *E : scenario->directional_lights) {
  2389. if (!E->visible) {
  2390. continue;
  2391. }
  2392. if (directional_lights.size() > RendererSceneRender::MAX_DIRECTIONAL_LIGHTS) {
  2393. break;
  2394. }
  2395. InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
  2396. //check shadow..
  2397. if (light) {
  2398. if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->base) && !(RSG::storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->base))) {
  2399. lights_with_shadow.push_back(E);
  2400. }
  2401. //add to list
  2402. directional_lights.push_back(light->instance);
  2403. }
  2404. }
  2405. scene_render->set_directional_shadow_count(lights_with_shadow.size());
  2406. for (int i = 0; i < lights_with_shadow.size(); i++) {
  2407. _light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect);
  2408. }
  2409. }
  2410. { //sdfgi
  2411. cull.sdfgi.region_count = 0;
  2412. if (p_render_buffers.is_valid()) {
  2413. cull.sdfgi.cascade_light_count = 0;
  2414. uint32_t prev_cascade = 0xFFFFFFFF;
  2415. uint32_t pending_region_count = scene_render->sdfgi_get_pending_region_count(p_render_buffers);
  2416. for (uint32_t i = 0; i < pending_region_count; i++) {
  2417. cull.sdfgi.region_aabb[i] = scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
  2418. uint32_t region_cascade = scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
  2419. cull.sdfgi.region_cascade[i] = region_cascade;
  2420. if (region_cascade != prev_cascade) {
  2421. cull.sdfgi.cascade_light_index[cull.sdfgi.cascade_light_count] = region_cascade;
  2422. cull.sdfgi.cascade_light_count++;
  2423. prev_cascade = region_cascade;
  2424. }
  2425. }
  2426. cull.sdfgi.region_count = pending_region_count;
  2427. }
  2428. }
  2429. scene_cull_result.clear();
  2430. {
  2431. uint64_t cull_from = 0;
  2432. uint64_t cull_to = scenario->instance_data.size();
  2433. CullData cull_data;
  2434. //prepare for eventual thread usage
  2435. cull_data.cull = &cull;
  2436. cull_data.scenario = scenario;
  2437. cull_data.shadow_atlas = p_shadow_atlas;
  2438. cull_data.cam_transform = p_camera_data->main_transform;
  2439. cull_data.visible_layers = p_visible_layers;
  2440. cull_data.render_reflection_probe = render_reflection_probe;
  2441. cull_data.occlusion_buffer = RendererSceneOcclusionCull::get_singleton()->buffer_get_ptr(p_viewport);
  2442. cull_data.camera_matrix = &p_camera_data->main_projection;
  2443. cull_data.visibility_viewport_mask = scenario->viewport_visibility_masks.has(p_viewport) ? scenario->viewport_visibility_masks[p_viewport] : 0;
  2444. //#define DEBUG_CULL_TIME
  2445. #ifdef DEBUG_CULL_TIME
  2446. uint64_t time_from = OS::get_singleton()->get_ticks_usec();
  2447. #endif
  2448. if (cull_to > thread_cull_threshold) {
  2449. //multiple threads
  2450. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  2451. scene_cull_result_threads[i].clear();
  2452. }
  2453. RendererThreadPool::singleton->thread_work_pool.do_work(scene_cull_result_threads.size(), this, &RendererSceneCull::_scene_cull_threaded, &cull_data);
  2454. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  2455. scene_cull_result.append_from(scene_cull_result_threads[i]);
  2456. }
  2457. } else {
  2458. //single threaded
  2459. _scene_cull(cull_data, scene_cull_result, cull_from, cull_to);
  2460. }
  2461. #ifdef DEBUG_CULL_TIME
  2462. static float time_avg = 0;
  2463. static uint32_t time_count = 0;
  2464. time_avg += double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0;
  2465. time_count++;
  2466. print_line("time taken: " + rtos(time_avg / time_count));
  2467. #endif
  2468. if (scene_cull_result.mesh_instances.size()) {
  2469. for (uint64_t i = 0; i < scene_cull_result.mesh_instances.size(); i++) {
  2470. RSG::storage->mesh_instance_check_for_update(scene_cull_result.mesh_instances[i]);
  2471. }
  2472. RSG::storage->update_mesh_instances();
  2473. }
  2474. }
  2475. //render shadows
  2476. max_shadows_used = 0;
  2477. if (p_using_shadows) { //setup shadow maps
  2478. // Directional Shadows
  2479. for (uint32_t i = 0; i < cull.shadow_count; i++) {
  2480. for (uint32_t j = 0; j < cull.shadows[i].cascade_count; j++) {
  2481. const Cull::Shadow::Cascade &c = cull.shadows[i].cascades[j];
  2482. // print_line("shadow " + itos(i) + " cascade " + itos(j) + " elements: " + itos(c.cull_result.size()));
  2483. scene_render->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);
  2484. if (max_shadows_used == MAX_UPDATE_SHADOWS) {
  2485. continue;
  2486. }
  2487. render_shadow_data[max_shadows_used].light = cull.shadows[i].light_instance;
  2488. render_shadow_data[max_shadows_used].pass = j;
  2489. render_shadow_data[max_shadows_used].instances.merge_unordered(scene_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
  2490. max_shadows_used++;
  2491. }
  2492. }
  2493. // Positional Shadowss
  2494. for (uint32_t i = 0; i < (uint32_t)scene_cull_result.lights.size(); i++) {
  2495. Instance *ins = scene_cull_result.lights[i];
  2496. if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
  2497. continue;
  2498. }
  2499. InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
  2500. float coverage = 0.f;
  2501. { //compute coverage
  2502. Transform3D cam_xf = p_camera_data->main_transform;
  2503. float zn = p_camera_data->main_projection.get_z_near();
  2504. Plane p(-cam_xf.basis.get_axis(2), cam_xf.origin + cam_xf.basis.get_axis(2) * -zn); //camera near plane
  2505. // near plane half width and height
  2506. Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents();
  2507. switch (RSG::storage->light_get_type(ins->base)) {
  2508. case RS::LIGHT_OMNI: {
  2509. float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
  2510. //get two points parallel to near plane
  2511. Vector3 points[2] = {
  2512. ins->transform.origin,
  2513. ins->transform.origin + cam_xf.basis.get_axis(0) * radius
  2514. };
  2515. if (!p_camera_data->is_ortogonal) {
  2516. //if using perspetive, map them to near plane
  2517. for (int j = 0; j < 2; j++) {
  2518. if (p.distance_to(points[j]) < 0) {
  2519. points[j].z = -zn; //small hack to keep size constant when hitting the screen
  2520. }
  2521. p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
  2522. }
  2523. }
  2524. float screen_diameter = points[0].distance_to(points[1]) * 2;
  2525. coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
  2526. } break;
  2527. case RS::LIGHT_SPOT: {
  2528. float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
  2529. float angle = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2530. float w = radius * Math::sin(Math::deg2rad(angle));
  2531. float d = radius * Math::cos(Math::deg2rad(angle));
  2532. Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d;
  2533. Vector3 points[2] = {
  2534. base,
  2535. base + cam_xf.basis.get_axis(0) * w
  2536. };
  2537. if (!p_camera_data->is_ortogonal) {
  2538. //if using perspetive, map them to near plane
  2539. for (int j = 0; j < 2; j++) {
  2540. if (p.distance_to(points[j]) < 0) {
  2541. points[j].z = -zn; //small hack to keep size constant when hitting the screen
  2542. }
  2543. p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
  2544. }
  2545. }
  2546. float screen_diameter = points[0].distance_to(points[1]) * 2;
  2547. coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
  2548. } break;
  2549. default: {
  2550. ERR_PRINT("Invalid Light Type");
  2551. }
  2552. }
  2553. }
  2554. if (light->shadow_dirty) {
  2555. light->last_version++;
  2556. light->shadow_dirty = false;
  2557. }
  2558. bool redraw = scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
  2559. if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
  2560. //must redraw!
  2561. RENDER_TIMESTAMP(">Rendering Light " + itos(i));
  2562. light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold);
  2563. RENDER_TIMESTAMP("<Rendering Light " + itos(i));
  2564. } else {
  2565. light->shadow_dirty = redraw;
  2566. }
  2567. }
  2568. }
  2569. //render SDFGI
  2570. {
  2571. sdfgi_update_data.update_static = false;
  2572. if (cull.sdfgi.region_count > 0) {
  2573. //update regions
  2574. for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
  2575. render_sdfgi_data[i].instances.merge_unordered(scene_cull_result.sdfgi_region_geometry_instances[i]);
  2576. render_sdfgi_data[i].region = i;
  2577. }
  2578. //check if static lights were culled
  2579. bool static_lights_culled = false;
  2580. for (uint32_t i = 0; i < cull.sdfgi.cascade_light_count; i++) {
  2581. if (scene_cull_result.sdfgi_cascade_lights[i].size()) {
  2582. static_lights_culled = true;
  2583. break;
  2584. }
  2585. }
  2586. if (static_lights_culled) {
  2587. sdfgi_update_data.static_cascade_count = cull.sdfgi.cascade_light_count;
  2588. sdfgi_update_data.static_cascade_indices = cull.sdfgi.cascade_light_index;
  2589. sdfgi_update_data.static_positional_lights = scene_cull_result.sdfgi_cascade_lights;
  2590. sdfgi_update_data.update_static = true;
  2591. }
  2592. }
  2593. if (p_render_buffers.is_valid()) {
  2594. sdfgi_update_data.directional_lights = &directional_lights;
  2595. sdfgi_update_data.positional_light_instances = scenario->dynamic_lights.ptr();
  2596. sdfgi_update_data.positional_light_count = scenario->dynamic_lights.size();
  2597. }
  2598. }
  2599. //append the directional lights to the lights culled
  2600. for (int i = 0; i < directional_lights.size(); i++) {
  2601. scene_cull_result.light_instances.push_back(directional_lights[i]);
  2602. }
  2603. RID camera_effects;
  2604. if (p_force_camera_effects.is_valid()) {
  2605. camera_effects = p_force_camera_effects;
  2606. } else {
  2607. camera_effects = scenario->camera_effects;
  2608. }
  2609. /* PROCESS GEOMETRY AND DRAW SCENE */
  2610. RID occluders_tex;
  2611. if (p_viewport.is_valid()) {
  2612. occluders_tex = RSG::viewport->viewport_get_occluder_debug_texture(p_viewport);
  2613. }
  2614. RENDER_TIMESTAMP("Render Scene ");
  2615. scene_render->render_scene(p_render_buffers, p_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_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
  2616. for (uint32_t i = 0; i < max_shadows_used; i++) {
  2617. render_shadow_data[i].instances.clear();
  2618. }
  2619. max_shadows_used = 0;
  2620. for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
  2621. render_sdfgi_data[i].instances.clear();
  2622. }
  2623. // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
  2624. }
  2625. RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
  2626. Camera *camera = camera_owner.get_or_null(p_camera);
  2627. if (camera && scene_render->is_environment(camera->env)) {
  2628. return camera->env;
  2629. }
  2630. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2631. if (!scenario) {
  2632. return RID();
  2633. }
  2634. if (scene_render->is_environment(scenario->environment)) {
  2635. return scenario->environment;
  2636. }
  2637. if (scene_render->is_environment(scenario->fallback_environment)) {
  2638. return scenario->fallback_environment;
  2639. }
  2640. return RID();
  2641. }
  2642. void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
  2643. #ifndef _3D_DISABLED
  2644. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2645. RID environment;
  2646. if (scenario->environment.is_valid()) {
  2647. environment = scenario->environment;
  2648. } else {
  2649. environment = scenario->fallback_environment;
  2650. }
  2651. RENDER_TIMESTAMP("Render Empty Scene ");
  2652. RendererSceneRender::CameraData camera_data;
  2653. camera_data.set_camera(Transform3D(), CameraMatrix(), true, false);
  2654. scene_render->render_scene(p_render_buffers, &camera_data, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
  2655. #endif
  2656. }
  2657. bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int p_step) {
  2658. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
  2659. Scenario *scenario = p_instance->scenario;
  2660. ERR_FAIL_COND_V(!scenario, true);
  2661. RenderingServerDefault::redraw_request(); //update, so it updates in editor
  2662. if (p_step == 0) {
  2663. if (!scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
  2664. return true; //all full
  2665. }
  2666. }
  2667. if (p_step >= 0 && p_step < 6) {
  2668. static const Vector3 view_normals[6] = {
  2669. Vector3(+1, 0, 0),
  2670. Vector3(-1, 0, 0),
  2671. Vector3(0, +1, 0),
  2672. Vector3(0, -1, 0),
  2673. Vector3(0, 0, +1),
  2674. Vector3(0, 0, -1)
  2675. };
  2676. static const Vector3 view_up[6] = {
  2677. Vector3(0, -1, 0),
  2678. Vector3(0, -1, 0),
  2679. Vector3(0, 0, +1),
  2680. Vector3(0, 0, -1),
  2681. Vector3(0, -1, 0),
  2682. Vector3(0, -1, 0)
  2683. };
  2684. Vector3 extents = RSG::storage->reflection_probe_get_extents(p_instance->base);
  2685. Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base);
  2686. float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
  2687. float size = scene_render->reflection_atlas_get_size(scenario->reflection_atlas);
  2688. float lod_threshold = RSG::storage->reflection_probe_get_lod_threshold(p_instance->base) / size;
  2689. Vector3 edge = view_normals[p_step] * extents;
  2690. 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
  2691. max_distance = MAX(max_distance, distance);
  2692. //render cubemap side
  2693. CameraMatrix cm;
  2694. cm.set_perspective(90, 1, 0.01, max_distance);
  2695. Transform3D local_view;
  2696. local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]);
  2697. Transform3D xform = p_instance->transform * local_view;
  2698. RID shadow_atlas;
  2699. bool use_shadows = RSG::storage->reflection_probe_renders_shadows(p_instance->base);
  2700. if (use_shadows) {
  2701. shadow_atlas = scenario->reflection_probe_shadow_atlas;
  2702. }
  2703. RID environment;
  2704. if (scenario->environment.is_valid()) {
  2705. environment = scenario->environment;
  2706. } else {
  2707. environment = scenario->fallback_environment;
  2708. }
  2709. RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
  2710. RendererSceneRender::CameraData camera_data;
  2711. camera_data.set_camera(xform, cm, false, false);
  2712. _render_scene(&camera_data, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, lod_threshold, use_shadows);
  2713. } else {
  2714. //do roughness postprocess step until it believes it's done
  2715. RENDER_TIMESTAMP("Post-Process Reflection Probe, Step " + itos(p_step));
  2716. return scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
  2717. }
  2718. return false;
  2719. }
  2720. void RendererSceneCull::render_probes() {
  2721. /* REFLECTION PROBES */
  2722. SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
  2723. bool busy = false;
  2724. while (ref_probe) {
  2725. SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
  2726. RID base = ref_probe->self()->owner->base;
  2727. switch (RSG::storage->reflection_probe_get_update_mode(base)) {
  2728. case RS::REFLECTION_PROBE_UPDATE_ONCE: {
  2729. if (busy) { //already rendering something
  2730. break;
  2731. }
  2732. bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step);
  2733. if (done) {
  2734. reflection_probe_render_list.remove(ref_probe);
  2735. } else {
  2736. ref_probe->self()->render_step++;
  2737. }
  2738. busy = true; //do not render another one of this kind
  2739. } break;
  2740. case RS::REFLECTION_PROBE_UPDATE_ALWAYS: {
  2741. int step = 0;
  2742. bool done = false;
  2743. while (!done) {
  2744. done = _render_reflection_probe_step(ref_probe->self()->owner, step);
  2745. step++;
  2746. }
  2747. reflection_probe_render_list.remove(ref_probe);
  2748. } break;
  2749. }
  2750. ref_probe = next;
  2751. }
  2752. /* VOXEL GIS */
  2753. SelfList<InstanceVoxelGIData> *voxel_gi = voxel_gi_update_list.first();
  2754. if (voxel_gi) {
  2755. RENDER_TIMESTAMP("Render GI Probes");
  2756. }
  2757. while (voxel_gi) {
  2758. SelfList<InstanceVoxelGIData> *next = voxel_gi->next();
  2759. InstanceVoxelGIData *probe = voxel_gi->self();
  2760. //Instance *instance_probe = probe->owner;
  2761. //check if probe must be setup, but don't do if on the lighting thread
  2762. bool cache_dirty = false;
  2763. int cache_count = 0;
  2764. {
  2765. int light_cache_size = probe->light_cache.size();
  2766. const InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptr();
  2767. const RID *instance_caches = probe->light_instances.ptr();
  2768. int idx = 0; //must count visible lights
  2769. for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
  2770. Instance *instance = E->get();
  2771. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2772. if (!instance->visible) {
  2773. continue;
  2774. }
  2775. if (cache_dirty) {
  2776. //do nothing, since idx must count all visible lights anyway
  2777. } else if (idx >= light_cache_size) {
  2778. cache_dirty = true;
  2779. } else {
  2780. const InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2781. if (
  2782. instance_caches[idx] != instance_light->instance ||
  2783. cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
  2784. cache->type != RSG::storage->light_get_type(instance->base) ||
  2785. cache->transform != instance->transform ||
  2786. cache->color != RSG::storage->light_get_color(instance->base) ||
  2787. cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
  2788. cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
  2789. cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
  2790. cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
  2791. cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
  2792. cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
  2793. cache_dirty = true;
  2794. }
  2795. }
  2796. idx++;
  2797. }
  2798. for (const Instance *instance : probe->owner->scenario->directional_lights) {
  2799. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2800. if (!instance->visible) {
  2801. continue;
  2802. }
  2803. if (cache_dirty) {
  2804. //do nothing, since idx must count all visible lights anyway
  2805. } else if (idx >= light_cache_size) {
  2806. cache_dirty = true;
  2807. } else {
  2808. const InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2809. if (
  2810. instance_caches[idx] != instance_light->instance ||
  2811. cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
  2812. cache->type != RSG::storage->light_get_type(instance->base) ||
  2813. cache->transform != instance->transform ||
  2814. cache->color != RSG::storage->light_get_color(instance->base) ||
  2815. cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
  2816. cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
  2817. cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
  2818. cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
  2819. cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
  2820. cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
  2821. cache->sky_only != RSG::storage->light_directional_is_sky_only(instance->base)) {
  2822. cache_dirty = true;
  2823. }
  2824. }
  2825. idx++;
  2826. }
  2827. if (idx != light_cache_size) {
  2828. cache_dirty = true;
  2829. }
  2830. cache_count = idx;
  2831. }
  2832. bool update_lights = scene_render->voxel_gi_needs_update(probe->probe_instance);
  2833. if (cache_dirty) {
  2834. probe->light_cache.resize(cache_count);
  2835. probe->light_instances.resize(cache_count);
  2836. if (cache_count) {
  2837. InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptrw();
  2838. RID *instance_caches = probe->light_instances.ptrw();
  2839. int idx = 0; //must count visible lights
  2840. for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
  2841. Instance *instance = E->get();
  2842. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2843. if (!instance->visible) {
  2844. continue;
  2845. }
  2846. InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2847. instance_caches[idx] = instance_light->instance;
  2848. cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
  2849. cache->type = RSG::storage->light_get_type(instance->base);
  2850. cache->transform = instance->transform;
  2851. cache->color = RSG::storage->light_get_color(instance->base);
  2852. cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
  2853. cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  2854. cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
  2855. cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
  2856. cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2857. cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2858. idx++;
  2859. }
  2860. for (const Instance *instance : probe->owner->scenario->directional_lights) {
  2861. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2862. if (!instance->visible) {
  2863. continue;
  2864. }
  2865. InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2866. instance_caches[idx] = instance_light->instance;
  2867. cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
  2868. cache->type = RSG::storage->light_get_type(instance->base);
  2869. cache->transform = instance->transform;
  2870. cache->color = RSG::storage->light_get_color(instance->base);
  2871. cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
  2872. cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  2873. cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
  2874. cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
  2875. cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2876. cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2877. cache->sky_only = RSG::storage->light_directional_is_sky_only(instance->base);
  2878. idx++;
  2879. }
  2880. }
  2881. update_lights = true;
  2882. }
  2883. scene_cull_result.geometry_instances.clear();
  2884. RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
  2885. for (Set<Instance *>::Element *E = probe->dynamic_geometries.front(); E; E = E->next()) {
  2886. Instance *ins = E->get();
  2887. if (!ins->visible) {
  2888. continue;
  2889. }
  2890. InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
  2891. if (ins->scenario && ins->array_index >= 0 && (ins->scenario->instance_data[ins->array_index].flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY)) {
  2892. uint32_t idx = 0;
  2893. for (Set<Instance *>::Element *F = geom->voxel_gi_instances.front(); F; F = F->next()) {
  2894. InstanceVoxelGIData *voxel_gi2 = static_cast<InstanceVoxelGIData *>(F->get()->base_data);
  2895. instance_pair_buffer[idx++] = voxel_gi2->probe_instance;
  2896. if (idx == MAX_INSTANCE_PAIRS) {
  2897. break;
  2898. }
  2899. }
  2900. scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2901. ins->scenario->instance_data[ins->array_index].flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
  2902. }
  2903. scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
  2904. }
  2905. scene_render->voxel_gi_update(probe->probe_instance, update_lights, probe->light_instances, scene_cull_result.geometry_instances);
  2906. voxel_gi_update_list.remove(voxel_gi);
  2907. voxel_gi = next;
  2908. }
  2909. }
  2910. void RendererSceneCull::render_particle_colliders() {
  2911. while (heightfield_particle_colliders_update_list.front()) {
  2912. Instance *hfpc = heightfield_particle_colliders_update_list.front()->get();
  2913. if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
  2914. //update heightfield
  2915. instance_cull_result.clear();
  2916. scene_cull_result.geometry_instances.clear();
  2917. struct CullAABB {
  2918. PagedArray<Instance *> *result;
  2919. _FORCE_INLINE_ bool operator()(void *p_data) {
  2920. Instance *p_instance = (Instance *)p_data;
  2921. result->push_back(p_instance);
  2922. return false;
  2923. }
  2924. };
  2925. CullAABB cull_aabb;
  2926. cull_aabb.result = &instance_cull_result;
  2927. hfpc->scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(hfpc->transformed_aabb, cull_aabb);
  2928. hfpc->scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(hfpc->transformed_aabb, cull_aabb);
  2929. for (int i = 0; i < (int)instance_cull_result.size(); i++) {
  2930. Instance *instance = instance_cull_result[i];
  2931. if (!instance || !((1 << instance->base_type) & (RS::INSTANCE_GEOMETRY_MASK & (~(1 << RS::INSTANCE_PARTICLES))))) { //all but particles to avoid self collision
  2932. continue;
  2933. }
  2934. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  2935. scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
  2936. }
  2937. scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, scene_cull_result.geometry_instances);
  2938. }
  2939. heightfield_particle_colliders_update_list.erase(heightfield_particle_colliders_update_list.front());
  2940. }
  2941. }
  2942. void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
  2943. List<RendererStorage::InstanceShaderParam> plist;
  2944. RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
  2945. for (const RendererStorage::InstanceShaderParam &E : plist) {
  2946. StringName name = E.info.name;
  2947. if (isparams.has(name)) {
  2948. if (isparams[name].info.type != E.info.type) {
  2949. 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.");
  2950. }
  2951. if (isparams[name].index != E.index) {
  2952. 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.");
  2953. }
  2954. continue; //first one found always has priority
  2955. }
  2956. Instance::InstanceShaderParameter isp;
  2957. isp.index = E.index;
  2958. isp.info = E.info;
  2959. isp.default_value = E.default_value;
  2960. if (existing_isparams.has(name)) {
  2961. isp.value = existing_isparams[name].value;
  2962. } else {
  2963. isp.value = E.default_value;
  2964. }
  2965. isparams[name] = isp;
  2966. }
  2967. }
  2968. void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
  2969. if (p_instance->update_aabb) {
  2970. _update_instance_aabb(p_instance);
  2971. }
  2972. if (p_instance->update_dependencies) {
  2973. p_instance->dependency_tracker.update_begin();
  2974. if (p_instance->base.is_valid()) {
  2975. RSG::storage->base_update_dependency(p_instance->base, &p_instance->dependency_tracker);
  2976. }
  2977. if (p_instance->material_override.is_valid()) {
  2978. RSG::storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker);
  2979. }
  2980. if (p_instance->base_type == RS::INSTANCE_MESH) {
  2981. //remove materials no longer used and un-own them
  2982. int new_mat_count = RSG::storage->mesh_get_surface_count(p_instance->base);
  2983. p_instance->materials.resize(new_mat_count);
  2984. _instance_update_mesh_instance(p_instance);
  2985. }
  2986. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  2987. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  2988. bool can_cast_shadows = true;
  2989. bool is_animated = false;
  2990. Map<StringName, Instance::InstanceShaderParameter> isparams;
  2991. if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
  2992. can_cast_shadows = false;
  2993. }
  2994. if (p_instance->material_override.is_valid()) {
  2995. if (!RSG::storage->material_casts_shadows(p_instance->material_override)) {
  2996. can_cast_shadows = false;
  2997. }
  2998. is_animated = RSG::storage->material_is_animated(p_instance->material_override);
  2999. _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override);
  3000. } else {
  3001. if (p_instance->base_type == RS::INSTANCE_MESH) {
  3002. RID mesh = p_instance->base;
  3003. if (mesh.is_valid()) {
  3004. bool cast_shadows = false;
  3005. for (int i = 0; i < p_instance->materials.size(); i++) {
  3006. RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : RSG::storage->mesh_surface_get_material(mesh, i);
  3007. if (!mat.is_valid()) {
  3008. cast_shadows = true;
  3009. } else {
  3010. if (RSG::storage->material_casts_shadows(mat)) {
  3011. cast_shadows = true;
  3012. }
  3013. if (RSG::storage->material_is_animated(mat)) {
  3014. is_animated = true;
  3015. }
  3016. _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
  3017. RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  3018. }
  3019. }
  3020. if (!cast_shadows) {
  3021. can_cast_shadows = false;
  3022. }
  3023. }
  3024. } else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
  3025. RID mesh = RSG::storage->multimesh_get_mesh(p_instance->base);
  3026. if (mesh.is_valid()) {
  3027. bool cast_shadows = false;
  3028. int sc = RSG::storage->mesh_get_surface_count(mesh);
  3029. for (int i = 0; i < sc; i++) {
  3030. RID mat = RSG::storage->mesh_surface_get_material(mesh, i);
  3031. if (!mat.is_valid()) {
  3032. cast_shadows = true;
  3033. } else {
  3034. if (RSG::storage->material_casts_shadows(mat)) {
  3035. cast_shadows = true;
  3036. }
  3037. if (RSG::storage->material_is_animated(mat)) {
  3038. is_animated = true;
  3039. }
  3040. _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
  3041. RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  3042. }
  3043. }
  3044. if (!cast_shadows) {
  3045. can_cast_shadows = false;
  3046. }
  3047. RSG::storage->base_update_dependency(mesh, &p_instance->dependency_tracker);
  3048. }
  3049. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  3050. bool cast_shadows = false;
  3051. int dp = RSG::storage->particles_get_draw_passes(p_instance->base);
  3052. for (int i = 0; i < dp; i++) {
  3053. RID mesh = RSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
  3054. if (!mesh.is_valid()) {
  3055. continue;
  3056. }
  3057. int sc = RSG::storage->mesh_get_surface_count(mesh);
  3058. for (int j = 0; j < sc; j++) {
  3059. RID mat = RSG::storage->mesh_surface_get_material(mesh, j);
  3060. if (!mat.is_valid()) {
  3061. cast_shadows = true;
  3062. } else {
  3063. if (RSG::storage->material_casts_shadows(mat)) {
  3064. cast_shadows = true;
  3065. }
  3066. if (RSG::storage->material_is_animated(mat)) {
  3067. is_animated = true;
  3068. }
  3069. _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
  3070. RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  3071. }
  3072. }
  3073. }
  3074. if (!cast_shadows) {
  3075. can_cast_shadows = false;
  3076. }
  3077. }
  3078. }
  3079. if (can_cast_shadows != geom->can_cast_shadows) {
  3080. //ability to cast shadows change, let lights now
  3081. for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
  3082. InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
  3083. light->shadow_dirty = true;
  3084. }
  3085. geom->can_cast_shadows = can_cast_shadows;
  3086. }
  3087. geom->material_is_animated = is_animated;
  3088. p_instance->instance_shader_parameters = isparams;
  3089. if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
  3090. p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
  3091. if (p_instance->instance_allocated_shader_parameters) {
  3092. p_instance->instance_allocated_shader_parameters_offset = RSG::storage->global_variables_instance_allocate(p_instance->self);
  3093. scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, p_instance->instance_allocated_shader_parameters_offset);
  3094. for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_parameters) {
  3095. if (E.value.value.get_type() != Variant::NIL) {
  3096. RSG::storage->global_variables_instance_update(p_instance->self, E.value.index, E.value.value);
  3097. }
  3098. }
  3099. } else {
  3100. RSG::storage->global_variables_instance_free(p_instance->self);
  3101. p_instance->instance_allocated_shader_parameters_offset = -1;
  3102. scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, -1);
  3103. }
  3104. }
  3105. }
  3106. if (p_instance->skeleton.is_valid()) {
  3107. RSG::storage->skeleton_update_dependency(p_instance->skeleton, &p_instance->dependency_tracker);
  3108. }
  3109. p_instance->dependency_tracker.update_end();
  3110. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  3111. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  3112. scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, p_instance->materials);
  3113. }
  3114. }
  3115. _instance_update_list.remove(&p_instance->update_item);
  3116. _update_instance(p_instance);
  3117. p_instance->update_aabb = false;
  3118. p_instance->update_dependencies = false;
  3119. }
  3120. void RendererSceneCull::update_dirty_instances() {
  3121. RSG::storage->update_dirty_resources();
  3122. while (_instance_update_list.first()) {
  3123. _update_dirty_instance(_instance_update_list.first()->self());
  3124. }
  3125. }
  3126. void RendererSceneCull::update() {
  3127. //optimize bvhs
  3128. for (uint32_t i = 0; i < scenario_owner.get_rid_count(); i++) {
  3129. Scenario *s = scenario_owner.get_ptr_by_index(i);
  3130. s->indexers[Scenario::INDEXER_GEOMETRY].optimize_incremental(indexer_update_iterations);
  3131. s->indexers[Scenario::INDEXER_VOLUMES].optimize_incremental(indexer_update_iterations);
  3132. }
  3133. scene_render->update();
  3134. update_dirty_instances();
  3135. render_particle_colliders();
  3136. }
  3137. bool RendererSceneCull::free(RID p_rid) {
  3138. if (p_rid.is_null()) {
  3139. return true;
  3140. }
  3141. if (scene_render->free(p_rid)) {
  3142. return true;
  3143. }
  3144. if (camera_owner.owns(p_rid)) {
  3145. camera_owner.free(p_rid);
  3146. } else if (scenario_owner.owns(p_rid)) {
  3147. Scenario *scenario = scenario_owner.get_or_null(p_rid);
  3148. while (scenario->instances.first()) {
  3149. instance_set_scenario(scenario->instances.first()->self()->self, RID());
  3150. }
  3151. scenario->instance_aabbs.reset();
  3152. scenario->instance_data.reset();
  3153. scenario->instance_visibility.reset();
  3154. scene_render->free(scenario->reflection_probe_shadow_atlas);
  3155. scene_render->free(scenario->reflection_atlas);
  3156. scenario_owner.free(p_rid);
  3157. RendererSceneOcclusionCull::get_singleton()->remove_scenario(p_rid);
  3158. } else if (RendererSceneOcclusionCull::get_singleton()->is_occluder(p_rid)) {
  3159. RendererSceneOcclusionCull::get_singleton()->free_occluder(p_rid);
  3160. } else if (instance_owner.owns(p_rid)) {
  3161. // delete the instance
  3162. update_dirty_instances();
  3163. Instance *instance = instance_owner.get_or_null(p_rid);
  3164. instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
  3165. instance_set_scenario(p_rid, RID());
  3166. instance_set_base(p_rid, RID());
  3167. instance_geometry_set_material_override(p_rid, RID());
  3168. instance_attach_skeleton(p_rid, RID());
  3169. if (instance->instance_allocated_shader_parameters) {
  3170. //free the used shader parameters
  3171. RSG::storage->global_variables_instance_free(instance->self);
  3172. }
  3173. update_dirty_instances(); //in case something changed this
  3174. instance_owner.free(p_rid);
  3175. } else {
  3176. return false;
  3177. }
  3178. return true;
  3179. }
  3180. TypedArray<Image> RendererSceneCull::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  3181. return scene_render->bake_render_uv2(p_base, p_material_overrides, p_image_size);
  3182. }
  3183. void RendererSceneCull::update_visibility_notifiers() {
  3184. SelfList<InstanceVisibilityNotifierData> *E = visible_notifier_list.first();
  3185. while (E) {
  3186. SelfList<InstanceVisibilityNotifierData> *N = E->next();
  3187. InstanceVisibilityNotifierData *visibility_notifier = E->self();
  3188. if (visibility_notifier->just_visible) {
  3189. visibility_notifier->just_visible = false;
  3190. RSG::storage->visibility_notifier_call(visibility_notifier->base, true, RSG::threaded);
  3191. } else {
  3192. if (visibility_notifier->visible_in_frame != RSG::rasterizer->get_frame_number()) {
  3193. visible_notifier_list.remove(E);
  3194. RSG::storage->visibility_notifier_call(visibility_notifier->base, false, RSG::threaded);
  3195. }
  3196. }
  3197. E = N;
  3198. }
  3199. }
  3200. /*******************************/
  3201. /* Passthrough to Scene Render */
  3202. /*******************************/
  3203. /* ENVIRONMENT API */
  3204. RendererSceneCull *RendererSceneCull::singleton = nullptr;
  3205. void RendererSceneCull::set_scene_render(RendererSceneRender *p_scene_render) {
  3206. scene_render = p_scene_render;
  3207. geometry_instance_pair_mask = scene_render->geometry_instance_get_pair_mask();
  3208. }
  3209. RendererSceneCull::RendererSceneCull() {
  3210. render_pass = 1;
  3211. singleton = this;
  3212. instance_cull_result.set_page_pool(&instance_cull_page_pool);
  3213. instance_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
  3214. for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
  3215. render_shadow_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
  3216. }
  3217. for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  3218. render_sdfgi_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
  3219. }
  3220. scene_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
  3221. scene_cull_result_threads.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
  3222. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  3223. scene_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
  3224. }
  3225. indexer_update_iterations = GLOBAL_GET("rendering/limits/spatial_indexer/update_iterations_per_frame");
  3226. thread_cull_threshold = GLOBAL_GET("rendering/limits/spatial_indexer/threaded_cull_minimum_instances");
  3227. thread_cull_threshold = MAX(thread_cull_threshold, (uint32_t)RendererThreadPool::singleton->thread_work_pool.get_thread_count()); //make sure there is at least one thread per CPU
  3228. dummy_occlusion_culling = memnew(RendererSceneOcclusionCull);
  3229. }
  3230. RendererSceneCull::~RendererSceneCull() {
  3231. instance_cull_result.reset();
  3232. instance_shadow_cull_result.reset();
  3233. for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
  3234. render_shadow_data[i].instances.reset();
  3235. }
  3236. for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  3237. render_sdfgi_data[i].instances.reset();
  3238. }
  3239. scene_cull_result.reset();
  3240. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  3241. scene_cull_result_threads[i].reset();
  3242. }
  3243. scene_cull_result_threads.clear();
  3244. if (dummy_occlusion_culling) {
  3245. memdelete(dummy_occlusion_culling);
  3246. }
  3247. }