renderer_scene_cull.cpp 176 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_scene_cull.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/object/worker_thread_pool.h"
  33. #include "core/os/os.h"
  34. #include "rendering_light_culler.h"
  35. #include "rendering_server_constants.h"
  36. #include "rendering_server_default.h"
  37. #include <new>
  38. #if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
  39. // This is used only to obtain node paths for user-friendly physics interpolation warnings.
  40. #include "scene/main/node.h"
  41. #endif
  42. /* HALTON SEQUENCE */
  43. #ifndef _3D_DISABLED
  44. static float get_halton_value(int p_index, int p_base) {
  45. float f = 1;
  46. float r = 0;
  47. while (p_index > 0) {
  48. f = f / static_cast<float>(p_base);
  49. r = r + f * (p_index % p_base);
  50. p_index = p_index / p_base;
  51. }
  52. return r * 2.0f - 1.0f;
  53. }
  54. #endif // _3D_DISABLED
  55. /* EVENT QUEUING */
  56. void RendererSceneCull::tick() {
  57. if (_interpolation_data.interpolation_enabled) {
  58. update_interpolation_tick(true);
  59. }
  60. }
  61. void RendererSceneCull::pre_draw(bool p_will_draw) {
  62. if (_interpolation_data.interpolation_enabled) {
  63. update_interpolation_frame(p_will_draw);
  64. }
  65. }
  66. /* CAMERA API */
  67. RID RendererSceneCull::camera_allocate() {
  68. return camera_owner.allocate_rid();
  69. }
  70. void RendererSceneCull::camera_initialize(RID p_rid) {
  71. camera_owner.initialize_rid(p_rid);
  72. }
  73. void RendererSceneCull::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
  74. Camera *camera = camera_owner.get_or_null(p_camera);
  75. ERR_FAIL_NULL(camera);
  76. camera->type = Camera::PERSPECTIVE;
  77. camera->fov = p_fovy_degrees;
  78. camera->znear = p_z_near;
  79. camera->zfar = p_z_far;
  80. }
  81. void RendererSceneCull::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
  82. Camera *camera = camera_owner.get_or_null(p_camera);
  83. ERR_FAIL_NULL(camera);
  84. camera->type = Camera::ORTHOGONAL;
  85. camera->size = p_size;
  86. camera->znear = p_z_near;
  87. camera->zfar = p_z_far;
  88. }
  89. void RendererSceneCull::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
  90. Camera *camera = camera_owner.get_or_null(p_camera);
  91. ERR_FAIL_NULL(camera);
  92. camera->type = Camera::FRUSTUM;
  93. camera->size = p_size;
  94. camera->offset = p_offset;
  95. camera->znear = p_z_near;
  96. camera->zfar = p_z_far;
  97. }
  98. void RendererSceneCull::camera_set_transform(RID p_camera, const Transform3D &p_transform) {
  99. Camera *camera = camera_owner.get_or_null(p_camera);
  100. ERR_FAIL_NULL(camera);
  101. camera->transform = p_transform.orthonormalized();
  102. }
  103. void RendererSceneCull::camera_set_cull_mask(RID p_camera, uint32_t p_layers) {
  104. Camera *camera = camera_owner.get_or_null(p_camera);
  105. ERR_FAIL_NULL(camera);
  106. camera->visible_layers = p_layers;
  107. }
  108. void RendererSceneCull::camera_set_environment(RID p_camera, RID p_env) {
  109. Camera *camera = camera_owner.get_or_null(p_camera);
  110. ERR_FAIL_NULL(camera);
  111. camera->env = p_env;
  112. }
  113. void RendererSceneCull::camera_set_camera_attributes(RID p_camera, RID p_attributes) {
  114. Camera *camera = camera_owner.get_or_null(p_camera);
  115. ERR_FAIL_NULL(camera);
  116. camera->attributes = p_attributes;
  117. }
  118. void RendererSceneCull::camera_set_compositor(RID p_camera, RID p_compositor) {
  119. Camera *camera = camera_owner.get_or_null(p_camera);
  120. ERR_FAIL_NULL(camera);
  121. camera->compositor = p_compositor;
  122. }
  123. void RendererSceneCull::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
  124. Camera *camera = camera_owner.get_or_null(p_camera);
  125. ERR_FAIL_NULL(camera);
  126. camera->vaspect = p_enable;
  127. }
  128. bool RendererSceneCull::is_camera(RID p_camera) const {
  129. return camera_owner.owns(p_camera);
  130. }
  131. /* OCCLUDER API */
  132. RID RendererSceneCull::occluder_allocate() {
  133. return RendererSceneOcclusionCull::get_singleton()->occluder_allocate();
  134. }
  135. void RendererSceneCull::occluder_initialize(RID p_rid) {
  136. RendererSceneOcclusionCull::get_singleton()->occluder_initialize(p_rid);
  137. }
  138. void RendererSceneCull::occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {
  139. RendererSceneOcclusionCull::get_singleton()->occluder_set_mesh(p_occluder, p_vertices, p_indices);
  140. }
  141. /* SCENARIO API */
  142. void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
  143. RendererSceneCull *self = (RendererSceneCull *)singleton;
  144. Instance *A = p_A;
  145. Instance *B = p_B;
  146. //instance indices are designed so greater always contains lesser
  147. if (A->base_type > B->base_type) {
  148. SWAP(A, B); //lesser always first
  149. }
  150. if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  151. InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
  152. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  153. geom->lights.insert(B);
  154. light->geometries.insert(A);
  155. if (geom->can_cast_shadows) {
  156. light->make_shadow_dirty();
  157. }
  158. if (A->scenario && A->array_index >= 0) {
  159. InstanceData &idata = A->scenario->instance_data[A->array_index];
  160. idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
  161. }
  162. if (light->uses_projector) {
  163. geom->projector_count++;
  164. if (geom->projector_count == 1) {
  165. InstanceData &idata = A->scenario->instance_data[A->array_index];
  166. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  167. }
  168. }
  169. if (light->uses_softshadow) {
  170. geom->softshadow_count++;
  171. if (geom->softshadow_count == 1) {
  172. InstanceData &idata = A->scenario->instance_data[A->array_index];
  173. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  174. }
  175. }
  176. } 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)) {
  177. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
  178. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  179. geom->reflection_probes.insert(B);
  180. reflection_probe->geometries.insert(A);
  181. if (A->scenario && A->array_index >= 0) {
  182. InstanceData &idata = A->scenario->instance_data[A->array_index];
  183. idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
  184. }
  185. } 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)) {
  186. InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
  187. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  188. geom->decals.insert(B);
  189. decal->geometries.insert(A);
  190. if (A->scenario && A->array_index >= 0) {
  191. InstanceData &idata = A->scenario->instance_data[A->array_index];
  192. idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
  193. }
  194. } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  195. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
  196. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  197. if (A->dynamic_gi) {
  198. geom->lightmap_captures.insert(B);
  199. lightmap_data->geometries.insert(A);
  200. if (A->scenario && A->array_index >= 0) {
  201. InstanceData &idata = A->scenario->instance_data[A->array_index];
  202. idata.flags |= InstanceData::FLAG_LIGHTMAP_CAPTURE;
  203. }
  204. ((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
  205. }
  206. } 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)) {
  207. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  208. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  209. geom->voxel_gi_instances.insert(B);
  210. if (A->dynamic_gi) {
  211. voxel_gi->dynamic_geometries.insert(A);
  212. } else {
  213. voxel_gi->geometries.insert(A);
  214. }
  215. if (A->scenario && A->array_index >= 0) {
  216. InstanceData &idata = A->scenario->instance_data[A->array_index];
  217. idata.flags |= InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY;
  218. }
  219. } else if (B->base_type == RS::INSTANCE_VOXEL_GI && A->base_type == RS::INSTANCE_LIGHT) {
  220. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  221. voxel_gi->lights.insert(A);
  222. } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
  223. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
  224. RSG::particles_storage->particles_add_collision(A->base, collision->instance);
  225. }
  226. }
  227. void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
  228. RendererSceneCull *self = (RendererSceneCull *)singleton;
  229. Instance *A = p_A;
  230. Instance *B = p_B;
  231. //instance indices are designed so greater always contains lesser
  232. if (A->base_type > B->base_type) {
  233. SWAP(A, B); //lesser always first
  234. }
  235. if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  236. InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
  237. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  238. geom->lights.erase(B);
  239. light->geometries.erase(A);
  240. if (geom->can_cast_shadows) {
  241. light->make_shadow_dirty();
  242. }
  243. if (A->scenario && A->array_index >= 0) {
  244. InstanceData &idata = A->scenario->instance_data[A->array_index];
  245. idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
  246. }
  247. if (light->uses_projector) {
  248. #ifdef DEBUG_ENABLED
  249. if (geom->projector_count == 0) {
  250. ERR_PRINT("geom->projector_count==0 - BUG!");
  251. }
  252. #endif
  253. geom->projector_count--;
  254. if (geom->projector_count == 0) {
  255. InstanceData &idata = A->scenario->instance_data[A->array_index];
  256. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  257. }
  258. }
  259. if (light->uses_softshadow) {
  260. #ifdef DEBUG_ENABLED
  261. if (geom->softshadow_count == 0) {
  262. ERR_PRINT("geom->softshadow_count==0 - BUG!");
  263. }
  264. #endif
  265. geom->softshadow_count--;
  266. if (geom->softshadow_count == 0) {
  267. InstanceData &idata = A->scenario->instance_data[A->array_index];
  268. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  269. }
  270. }
  271. } 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)) {
  272. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
  273. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  274. geom->reflection_probes.erase(B);
  275. reflection_probe->geometries.erase(A);
  276. if (A->scenario && A->array_index >= 0) {
  277. InstanceData &idata = A->scenario->instance_data[A->array_index];
  278. idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
  279. }
  280. } 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)) {
  281. InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
  282. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  283. geom->decals.erase(B);
  284. decal->geometries.erase(A);
  285. if (A->scenario && A->array_index >= 0) {
  286. InstanceData &idata = A->scenario->instance_data[A->array_index];
  287. idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
  288. }
  289. } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  290. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
  291. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  292. if (A->dynamic_gi) {
  293. geom->lightmap_captures.erase(B);
  294. if (geom->lightmap_captures.is_empty() && A->scenario && A->array_index >= 0) {
  295. InstanceData &idata = A->scenario->instance_data[A->array_index];
  296. idata.flags &= ~uint32_t(InstanceData::FLAG_LIGHTMAP_CAPTURE);
  297. }
  298. lightmap_data->geometries.erase(A);
  299. ((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
  300. }
  301. } 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)) {
  302. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  303. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  304. geom->voxel_gi_instances.erase(B);
  305. if (A->dynamic_gi) {
  306. voxel_gi->dynamic_geometries.erase(A);
  307. } else {
  308. voxel_gi->geometries.erase(A);
  309. }
  310. if (A->scenario && A->array_index >= 0) {
  311. InstanceData &idata = A->scenario->instance_data[A->array_index];
  312. idata.flags |= InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY;
  313. }
  314. } else if (B->base_type == RS::INSTANCE_VOXEL_GI && A->base_type == RS::INSTANCE_LIGHT) {
  315. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  316. voxel_gi->lights.erase(A);
  317. } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
  318. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
  319. RSG::particles_storage->particles_remove_collision(A->base, collision->instance);
  320. }
  321. }
  322. RID RendererSceneCull::scenario_allocate() {
  323. return scenario_owner.allocate_rid();
  324. }
  325. void RendererSceneCull::scenario_initialize(RID p_rid) {
  326. scenario_owner.initialize_rid(p_rid);
  327. Scenario *scenario = scenario_owner.get_or_null(p_rid);
  328. scenario->self = p_rid;
  329. scenario->reflection_probe_shadow_atlas = RSG::light_storage->shadow_atlas_create();
  330. RSG::light_storage->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
  331. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
  332. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
  333. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
  334. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
  335. scenario->reflection_atlas = RSG::light_storage->reflection_atlas_create();
  336. scenario->instance_aabbs.set_page_pool(&instance_aabb_page_pool);
  337. scenario->instance_data.set_page_pool(&instance_data_page_pool);
  338. scenario->instance_visibility.set_page_pool(&instance_visibility_data_page_pool);
  339. RendererSceneOcclusionCull::get_singleton()->add_scenario(p_rid);
  340. }
  341. void RendererSceneCull::scenario_set_environment(RID p_scenario, RID p_environment) {
  342. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  343. ERR_FAIL_NULL(scenario);
  344. scenario->environment = p_environment;
  345. }
  346. void RendererSceneCull::scenario_set_camera_attributes(RID p_scenario, RID p_camera_attributes) {
  347. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  348. ERR_FAIL_NULL(scenario);
  349. scenario->camera_attributes = p_camera_attributes;
  350. }
  351. void RendererSceneCull::scenario_set_compositor(RID p_scenario, RID p_compositor) {
  352. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  353. ERR_FAIL_NULL(scenario);
  354. scenario->compositor = p_compositor;
  355. }
  356. void RendererSceneCull::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
  357. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  358. ERR_FAIL_NULL(scenario);
  359. scenario->fallback_environment = p_environment;
  360. }
  361. void RendererSceneCull::scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) {
  362. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  363. ERR_FAIL_NULL(scenario);
  364. RSG::light_storage->reflection_atlas_set_size(scenario->reflection_atlas, p_reflection_size, p_reflection_count);
  365. }
  366. bool RendererSceneCull::is_scenario(RID p_scenario) const {
  367. return scenario_owner.owns(p_scenario);
  368. }
  369. RID RendererSceneCull::scenario_get_environment(RID p_scenario) {
  370. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  371. ERR_FAIL_NULL_V(scenario, RID());
  372. return scenario->environment;
  373. }
  374. void RendererSceneCull::scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport) {
  375. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  376. ERR_FAIL_NULL(scenario);
  377. if (!scenario->viewport_visibility_masks.has(p_viewport)) {
  378. return;
  379. }
  380. uint64_t mask = scenario->viewport_visibility_masks[p_viewport];
  381. scenario->used_viewport_visibility_bits &= ~mask;
  382. scenario->viewport_visibility_masks.erase(p_viewport);
  383. }
  384. void RendererSceneCull::scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport) {
  385. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  386. ERR_FAIL_NULL(scenario);
  387. ERR_FAIL_COND(scenario->viewport_visibility_masks.has(p_viewport));
  388. uint64_t new_mask = 1;
  389. while (new_mask & scenario->used_viewport_visibility_bits) {
  390. new_mask <<= 1;
  391. }
  392. if (new_mask == 0) {
  393. ERR_PRINT("Only 64 viewports per scenario allowed when using visibility ranges.");
  394. new_mask = ((uint64_t)1) << 63;
  395. }
  396. scenario->viewport_visibility_masks[p_viewport] = new_mask;
  397. scenario->used_viewport_visibility_bits |= new_mask;
  398. }
  399. /* INSTANCING API */
  400. void RendererSceneCull::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies) {
  401. if (p_update_aabb) {
  402. p_instance->update_aabb = true;
  403. }
  404. if (p_update_dependencies) {
  405. p_instance->update_dependencies = true;
  406. }
  407. if (p_instance->update_item.in_list()) {
  408. return;
  409. }
  410. _instance_update_list.add(&p_instance->update_item);
  411. }
  412. RID RendererSceneCull::instance_allocate() {
  413. return instance_owner.allocate_rid();
  414. }
  415. void RendererSceneCull::instance_initialize(RID p_rid) {
  416. instance_owner.initialize_rid(p_rid);
  417. Instance *instance = instance_owner.get_or_null(p_rid);
  418. instance->self = p_rid;
  419. }
  420. void RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
  421. bool needs_instance = RSG::mesh_storage->mesh_needs_instance(p_instance->base, p_instance->skeleton.is_valid());
  422. if (needs_instance != p_instance->mesh_instance.is_valid()) {
  423. if (needs_instance) {
  424. p_instance->mesh_instance = RSG::mesh_storage->mesh_instance_create(p_instance->base);
  425. } else {
  426. RSG::mesh_storage->mesh_instance_free(p_instance->mesh_instance);
  427. p_instance->mesh_instance = RID();
  428. }
  429. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  430. geom->geometry_instance->set_mesh_instance(p_instance->mesh_instance);
  431. if (p_instance->scenario && p_instance->array_index >= 0) {
  432. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  433. if (p_instance->mesh_instance.is_valid()) {
  434. idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
  435. } else {
  436. idata.flags &= ~uint32_t(InstanceData::FLAG_USES_MESH_INSTANCE);
  437. }
  438. }
  439. }
  440. if (p_instance->mesh_instance.is_valid()) {
  441. RSG::mesh_storage->mesh_instance_set_skeleton(p_instance->mesh_instance, p_instance->skeleton);
  442. }
  443. }
  444. void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
  445. Instance *instance = instance_owner.get_or_null(p_instance);
  446. ERR_FAIL_NULL(instance);
  447. Scenario *scenario = instance->scenario;
  448. if (instance->base_type != RS::INSTANCE_NONE) {
  449. //free anything related to that base
  450. if (scenario && instance->indexer_id.is_valid()) {
  451. _unpair_instance(instance);
  452. }
  453. if (instance->mesh_instance.is_valid()) {
  454. RSG::mesh_storage->mesh_instance_free(instance->mesh_instance);
  455. instance->mesh_instance = RID();
  456. // no need to set instance data flag here, as it was freed above
  457. }
  458. switch (instance->base_type) {
  459. case RS::INSTANCE_MESH:
  460. case RS::INSTANCE_MULTIMESH:
  461. case RS::INSTANCE_PARTICLES: {
  462. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  463. scene_render->geometry_instance_free(geom->geometry_instance);
  464. } break;
  465. case RS::INSTANCE_LIGHT: {
  466. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  467. if (scenario && instance->visible && RSG::light_storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  468. scenario->dynamic_lights.erase(light->instance);
  469. }
  470. #ifdef DEBUG_ENABLED
  471. if (light->geometries.size()) {
  472. ERR_PRINT("BUG, indexing did not unpair geometries from light.");
  473. }
  474. #endif
  475. if (scenario && light->D) {
  476. scenario->directional_lights.erase(light->D);
  477. light->D = nullptr;
  478. }
  479. RSG::light_storage->light_instance_free(light->instance);
  480. } break;
  481. case RS::INSTANCE_PARTICLES_COLLISION: {
  482. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
  483. RSG::utilities->free(collision->instance);
  484. } break;
  485. case RS::INSTANCE_FOG_VOLUME: {
  486. InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(instance->base_data);
  487. scene_render->free(volume->instance);
  488. } break;
  489. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  490. //none
  491. } break;
  492. case RS::INSTANCE_REFLECTION_PROBE: {
  493. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
  494. RSG::light_storage->reflection_probe_instance_free(reflection_probe->instance);
  495. if (reflection_probe->update_list.in_list()) {
  496. reflection_probe_render_list.remove(&reflection_probe->update_list);
  497. }
  498. } break;
  499. case RS::INSTANCE_DECAL: {
  500. InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
  501. RSG::texture_storage->decal_instance_free(decal->instance);
  502. } break;
  503. case RS::INSTANCE_LIGHTMAP: {
  504. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(instance->base_data);
  505. //erase dependencies, since no longer a lightmap
  506. while (lightmap_data->users.begin()) {
  507. instance_geometry_set_lightmap((*lightmap_data->users.begin())->self, RID(), Rect2(), 0);
  508. }
  509. RSG::light_storage->lightmap_instance_free(lightmap_data->instance);
  510. } break;
  511. case RS::INSTANCE_VOXEL_GI: {
  512. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  513. #ifdef DEBUG_ENABLED
  514. if (voxel_gi->geometries.size()) {
  515. ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
  516. }
  517. #endif
  518. #ifdef DEBUG_ENABLED
  519. if (voxel_gi->lights.size()) {
  520. ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
  521. }
  522. #endif
  523. if (voxel_gi->update_element.in_list()) {
  524. voxel_gi_update_list.remove(&voxel_gi->update_element);
  525. }
  526. scene_render->free(voxel_gi->probe_instance);
  527. } break;
  528. case RS::INSTANCE_OCCLUDER: {
  529. if (scenario && instance->visible) {
  530. RendererSceneOcclusionCull::get_singleton()->scenario_remove_instance(instance->scenario->self, p_instance);
  531. }
  532. } break;
  533. default: {
  534. }
  535. }
  536. if (instance->base_data) {
  537. memdelete(instance->base_data);
  538. instance->base_data = nullptr;
  539. }
  540. instance->materials.clear();
  541. }
  542. instance->base_type = RS::INSTANCE_NONE;
  543. instance->base = RID();
  544. if (p_base.is_valid()) {
  545. instance->base_type = RSG::utilities->get_base_type(p_base);
  546. // fix up a specific malfunctioning case before the switch, so it can be handled
  547. if (instance->base_type == RS::INSTANCE_NONE && RendererSceneOcclusionCull::get_singleton()->is_occluder(p_base)) {
  548. instance->base_type = RS::INSTANCE_OCCLUDER;
  549. }
  550. switch (instance->base_type) {
  551. case RS::INSTANCE_NONE: {
  552. ERR_PRINT_ONCE("unimplemented base type encountered in renderer scene cull");
  553. return;
  554. }
  555. case RS::INSTANCE_LIGHT: {
  556. InstanceLightData *light = memnew(InstanceLightData);
  557. if (scenario && RSG::light_storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
  558. light->D = scenario->directional_lights.push_back(instance);
  559. }
  560. light->instance = RSG::light_storage->light_instance_create(p_base);
  561. instance->base_data = light;
  562. } break;
  563. case RS::INSTANCE_MESH:
  564. case RS::INSTANCE_MULTIMESH:
  565. case RS::INSTANCE_PARTICLES: {
  566. InstanceGeometryData *geom = memnew(InstanceGeometryData);
  567. instance->base_data = geom;
  568. geom->geometry_instance = scene_render->geometry_instance_create(p_base);
  569. ERR_FAIL_NULL(geom->geometry_instance);
  570. geom->geometry_instance->set_skeleton(instance->skeleton);
  571. geom->geometry_instance->set_material_override(instance->material_override);
  572. geom->geometry_instance->set_material_overlay(instance->material_overlay);
  573. geom->geometry_instance->set_surface_materials(instance->materials);
  574. geom->geometry_instance->set_transform(instance->transform, instance->aabb, instance->transformed_aabb);
  575. geom->geometry_instance->set_layer_mask(instance->layer_mask);
  576. geom->geometry_instance->set_pivot_data(instance->sorting_offset, instance->use_aabb_center);
  577. geom->geometry_instance->set_lod_bias(instance->lod_bias);
  578. geom->geometry_instance->set_transparency(instance->transparency);
  579. geom->geometry_instance->set_use_baked_light(instance->baked_light);
  580. geom->geometry_instance->set_use_dynamic_gi(instance->dynamic_gi);
  581. geom->geometry_instance->set_use_lightmap(RID(), instance->lightmap_uv_scale, instance->lightmap_slice_index);
  582. geom->geometry_instance->set_instance_shader_uniforms_offset(instance->instance_allocated_shader_uniforms_offset);
  583. geom->geometry_instance->set_cast_double_sided_shadows(instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  584. if (instance->lightmap_sh.size() == 9) {
  585. geom->geometry_instance->set_lightmap_capture(instance->lightmap_sh.ptr());
  586. }
  587. for (Instance *E : instance->visibility_dependencies) {
  588. Instance *dep_instance = E;
  589. ERR_CONTINUE(dep_instance->array_index == -1);
  590. ERR_CONTINUE(dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index != -1);
  591. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = instance->array_index;
  592. }
  593. } break;
  594. case RS::INSTANCE_PARTICLES_COLLISION: {
  595. InstanceParticlesCollisionData *collision = memnew(InstanceParticlesCollisionData);
  596. collision->instance = RSG::particles_storage->particles_collision_instance_create(p_base);
  597. RSG::particles_storage->particles_collision_instance_set_active(collision->instance, instance->visible);
  598. instance->base_data = collision;
  599. } break;
  600. case RS::INSTANCE_FOG_VOLUME: {
  601. InstanceFogVolumeData *volume = memnew(InstanceFogVolumeData);
  602. volume->instance = scene_render->fog_volume_instance_create(p_base);
  603. scene_render->fog_volume_instance_set_active(volume->instance, instance->visible);
  604. instance->base_data = volume;
  605. } break;
  606. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  607. InstanceVisibilityNotifierData *vnd = memnew(InstanceVisibilityNotifierData);
  608. vnd->base = p_base;
  609. instance->base_data = vnd;
  610. } break;
  611. case RS::INSTANCE_REFLECTION_PROBE: {
  612. InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
  613. reflection_probe->owner = instance;
  614. instance->base_data = reflection_probe;
  615. reflection_probe->instance = RSG::light_storage->reflection_probe_instance_create(p_base);
  616. } break;
  617. case RS::INSTANCE_DECAL: {
  618. InstanceDecalData *decal = memnew(InstanceDecalData);
  619. decal->owner = instance;
  620. instance->base_data = decal;
  621. decal->instance = RSG::texture_storage->decal_instance_create(p_base);
  622. RSG::texture_storage->decal_instance_set_sorting_offset(decal->instance, instance->sorting_offset);
  623. } break;
  624. case RS::INSTANCE_LIGHTMAP: {
  625. InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
  626. instance->base_data = lightmap_data;
  627. lightmap_data->instance = RSG::light_storage->lightmap_instance_create(p_base);
  628. } break;
  629. case RS::INSTANCE_VOXEL_GI: {
  630. InstanceVoxelGIData *voxel_gi = memnew(InstanceVoxelGIData);
  631. instance->base_data = voxel_gi;
  632. voxel_gi->owner = instance;
  633. if (scenario && !voxel_gi->update_element.in_list()) {
  634. voxel_gi_update_list.add(&voxel_gi->update_element);
  635. }
  636. voxel_gi->probe_instance = scene_render->voxel_gi_instance_create(p_base);
  637. } break;
  638. case RS::INSTANCE_OCCLUDER: {
  639. if (scenario) {
  640. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(scenario->self, p_instance, p_base, instance->transform, instance->visible);
  641. }
  642. } break;
  643. default: {
  644. }
  645. }
  646. instance->base = p_base;
  647. if (instance->base_type == RS::INSTANCE_MESH) {
  648. _instance_update_mesh_instance(instance);
  649. }
  650. //forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
  651. RSG::utilities->base_update_dependency(p_base, &instance->dependency_tracker);
  652. }
  653. _instance_queue_update(instance, true, true);
  654. }
  655. void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
  656. Instance *instance = instance_owner.get_or_null(p_instance);
  657. ERR_FAIL_NULL(instance);
  658. if (instance->scenario) {
  659. instance->scenario->instances.remove(&instance->scenario_item);
  660. if (instance->indexer_id.is_valid()) {
  661. _unpair_instance(instance);
  662. }
  663. switch (instance->base_type) {
  664. case RS::INSTANCE_LIGHT: {
  665. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  666. if (instance->visible && RSG::light_storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  667. instance->scenario->dynamic_lights.erase(light->instance);
  668. }
  669. #ifdef DEBUG_ENABLED
  670. if (light->geometries.size()) {
  671. ERR_PRINT("BUG, indexing did not unpair geometries from light.");
  672. }
  673. #endif
  674. if (light->D) {
  675. instance->scenario->directional_lights.erase(light->D);
  676. light->D = nullptr;
  677. }
  678. } break;
  679. case RS::INSTANCE_REFLECTION_PROBE: {
  680. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
  681. RSG::light_storage->reflection_probe_release_atlas_index(reflection_probe->instance);
  682. } break;
  683. case RS::INSTANCE_PARTICLES_COLLISION: {
  684. heightfield_particle_colliders_update_list.erase(instance);
  685. } break;
  686. case RS::INSTANCE_VOXEL_GI: {
  687. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  688. #ifdef DEBUG_ENABLED
  689. if (voxel_gi->geometries.size()) {
  690. ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
  691. }
  692. #endif
  693. #ifdef DEBUG_ENABLED
  694. if (voxel_gi->lights.size()) {
  695. ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
  696. }
  697. #endif
  698. if (voxel_gi->update_element.in_list()) {
  699. voxel_gi_update_list.remove(&voxel_gi->update_element);
  700. }
  701. } break;
  702. case RS::INSTANCE_OCCLUDER: {
  703. if (instance->visible) {
  704. RendererSceneOcclusionCull::get_singleton()->scenario_remove_instance(instance->scenario->self, p_instance);
  705. }
  706. } break;
  707. default: {
  708. }
  709. }
  710. instance->scenario = nullptr;
  711. }
  712. if (p_scenario.is_valid()) {
  713. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  714. ERR_FAIL_NULL(scenario);
  715. instance->scenario = scenario;
  716. scenario->instances.add(&instance->scenario_item);
  717. switch (instance->base_type) {
  718. case RS::INSTANCE_LIGHT: {
  719. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  720. if (RSG::light_storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
  721. light->D = scenario->directional_lights.push_back(instance);
  722. }
  723. } break;
  724. case RS::INSTANCE_VOXEL_GI: {
  725. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  726. if (!voxel_gi->update_element.in_list()) {
  727. voxel_gi_update_list.add(&voxel_gi->update_element);
  728. }
  729. } break;
  730. case RS::INSTANCE_OCCLUDER: {
  731. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(scenario->self, p_instance, instance->base, instance->transform, instance->visible);
  732. } break;
  733. default: {
  734. }
  735. }
  736. _instance_queue_update(instance, true, true);
  737. }
  738. }
  739. void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
  740. Instance *instance = instance_owner.get_or_null(p_instance);
  741. ERR_FAIL_NULL(instance);
  742. if (instance->layer_mask == p_mask) {
  743. return;
  744. }
  745. instance->layer_mask = p_mask;
  746. if (instance->scenario && instance->array_index >= 0) {
  747. instance->scenario->instance_data[instance->array_index].layer_mask = p_mask;
  748. }
  749. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  750. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  751. ERR_FAIL_NULL(geom->geometry_instance);
  752. geom->geometry_instance->set_layer_mask(p_mask);
  753. if (geom->can_cast_shadows) {
  754. for (HashSet<RendererSceneCull::Instance *>::Iterator I = geom->lights.begin(); I != geom->lights.end(); ++I) {
  755. InstanceLightData *light = static_cast<InstanceLightData *>((*I)->base_data);
  756. light->make_shadow_dirty();
  757. }
  758. }
  759. }
  760. }
  761. void RendererSceneCull::instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) {
  762. Instance *instance = instance_owner.get_or_null(p_instance);
  763. ERR_FAIL_NULL(instance);
  764. instance->sorting_offset = p_sorting_offset;
  765. instance->use_aabb_center = p_use_aabb_center;
  766. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  767. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  768. ERR_FAIL_NULL(geom->geometry_instance);
  769. geom->geometry_instance->set_pivot_data(p_sorting_offset, p_use_aabb_center);
  770. } else if (instance->base_type == RS::INSTANCE_DECAL && instance->base_data) {
  771. InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
  772. RSG::texture_storage->decal_instance_set_sorting_offset(decal->instance, instance->sorting_offset);
  773. }
  774. }
  775. void RendererSceneCull::instance_geometry_set_transparency(RID p_instance, float p_transparency) {
  776. Instance *instance = instance_owner.get_or_null(p_instance);
  777. ERR_FAIL_NULL(instance);
  778. instance->transparency = p_transparency;
  779. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  780. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  781. ERR_FAIL_NULL(geom->geometry_instance);
  782. geom->geometry_instance->set_transparency(p_transparency);
  783. }
  784. }
  785. void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  786. Instance *instance = instance_owner.get_or_null(p_instance);
  787. ERR_FAIL_NULL(instance);
  788. #ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
  789. print_line("instance_set_transform " + rtos(p_transform.origin.x) + " .. tick " + itos(Engine::get_singleton()->get_physics_frames()));
  790. #endif
  791. if (!_interpolation_data.interpolation_enabled || !instance->interpolated || !instance->scenario) {
  792. if (instance->transform == p_transform) {
  793. return; // Must be checked to avoid worst evil.
  794. }
  795. #ifdef DEBUG_ENABLED
  796. for (int i = 0; i < 4; i++) {
  797. const Vector3 &v = i < 3 ? p_transform.basis.rows[i] : p_transform.origin;
  798. ERR_FAIL_COND(!v.is_finite());
  799. }
  800. #endif
  801. instance->transform = p_transform;
  802. _instance_queue_update(instance, true);
  803. #if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
  804. if (_interpolation_data.interpolation_enabled && !instance->interpolated && Engine::get_singleton()->is_in_physics_frame()) {
  805. PHYSICS_INTERPOLATION_NODE_WARNING(instance->object_id, "Non-interpolated instance triggered from physics process");
  806. }
  807. #endif
  808. return;
  809. }
  810. float new_checksum = TransformInterpolator::checksum_transform_3d(p_transform);
  811. bool checksums_match = (instance->transform_checksum_curr == new_checksum) && (instance->transform_checksum_prev == new_checksum);
  812. // We can't entirely reject no changes because we need the interpolation
  813. // system to keep on stewing.
  814. // Optimized check. First checks the checksums. If they pass it does the slow check at the end.
  815. // Alternatively we can do this non-optimized and ignore the checksum... if no change.
  816. if (checksums_match && (instance->transform_curr == p_transform) && (instance->transform_prev == p_transform)) {
  817. return;
  818. }
  819. #ifdef DEBUG_ENABLED
  820. for (int i = 0; i < 4; i++) {
  821. const Vector3 &v = i < 3 ? p_transform.basis.rows[i] : p_transform.origin;
  822. ERR_FAIL_COND(!v.is_finite());
  823. }
  824. #endif
  825. instance->transform_curr = p_transform;
  826. #ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
  827. print_line("\tprev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x));
  828. #endif
  829. // Keep checksums up to date.
  830. instance->transform_checksum_curr = new_checksum;
  831. if (!instance->on_interpolate_transform_list) {
  832. _interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
  833. instance->on_interpolate_transform_list = true;
  834. } else {
  835. DEV_ASSERT(_interpolation_data.instance_transform_update_list_curr->size());
  836. }
  837. // If the instance is invisible, then we are simply updating the data flow, there is no need to calculate the interpolated
  838. // transform or anything else.
  839. // Ideally we would not even call the VisualServer::set_transform() when invisible but that would entail having logic
  840. // to keep track of the previous transform on the SceneTree side. The "early out" below is less efficient but a lot cleaner codewise.
  841. if (!instance->visible) {
  842. return;
  843. }
  844. // Decide on the interpolation method... slerp if possible.
  845. instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
  846. if (!instance->on_interpolate_list) {
  847. _interpolation_data.instance_interpolate_update_list.push_back(p_instance);
  848. instance->on_interpolate_list = true;
  849. } else {
  850. DEV_ASSERT(_interpolation_data.instance_interpolate_update_list.size());
  851. }
  852. _instance_queue_update(instance, true);
  853. #if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
  854. if (!Engine::get_singleton()->is_in_physics_frame()) {
  855. PHYSICS_INTERPOLATION_NODE_WARNING(instance->object_id, "Interpolated instance triggered from outside physics process");
  856. }
  857. #endif
  858. }
  859. void RendererSceneCull::instance_set_interpolated(RID p_instance, bool p_interpolated) {
  860. Instance *instance = instance_owner.get_or_null(p_instance);
  861. ERR_FAIL_NULL(instance);
  862. instance->interpolated = p_interpolated;
  863. }
  864. void RendererSceneCull::instance_reset_physics_interpolation(RID p_instance) {
  865. Instance *instance = instance_owner.get_or_null(p_instance);
  866. ERR_FAIL_NULL(instance);
  867. if (_interpolation_data.interpolation_enabled && instance->interpolated) {
  868. instance->transform_prev = instance->transform_curr;
  869. instance->transform_checksum_prev = instance->transform_checksum_curr;
  870. #ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
  871. print_line("instance_reset_physics_interpolation .. tick " + itos(Engine::get_singleton()->get_physics_frames()));
  872. print_line("\tprev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x));
  873. #endif
  874. }
  875. }
  876. void RendererSceneCull::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
  877. Instance *instance = instance_owner.get_or_null(p_instance);
  878. ERR_FAIL_NULL(instance);
  879. instance->object_id = p_id;
  880. }
  881. void RendererSceneCull::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
  882. Instance *instance = instance_owner.get_or_null(p_instance);
  883. ERR_FAIL_NULL(instance);
  884. if (instance->update_item.in_list()) {
  885. _update_dirty_instance(instance);
  886. }
  887. if (instance->mesh_instance.is_valid()) {
  888. RSG::mesh_storage->mesh_instance_set_blend_shape_weight(instance->mesh_instance, p_shape, p_weight);
  889. }
  890. _instance_queue_update(instance, false, false);
  891. }
  892. void RendererSceneCull::instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) {
  893. Instance *instance = instance_owner.get_or_null(p_instance);
  894. ERR_FAIL_NULL(instance);
  895. if (instance->base_type == RS::INSTANCE_MESH) {
  896. //may not have been updated yet, may also have not been set yet. When updated will be correcte, worst case
  897. instance->materials.resize(MAX(p_surface + 1, RSG::mesh_storage->mesh_get_surface_count(instance->base)));
  898. }
  899. ERR_FAIL_INDEX(p_surface, instance->materials.size());
  900. instance->materials.write[p_surface] = p_material;
  901. _instance_queue_update(instance, false, true);
  902. }
  903. void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
  904. Instance *instance = instance_owner.get_or_null(p_instance);
  905. ERR_FAIL_NULL(instance);
  906. if (instance->visible == p_visible) {
  907. return;
  908. }
  909. instance->visible = p_visible;
  910. if (p_visible) {
  911. if (instance->scenario != nullptr) {
  912. // Special case for physics interpolation, we want to ensure the interpolated data is up to date
  913. if (_interpolation_data.interpolation_enabled && instance->interpolated && !instance->on_interpolate_list) {
  914. // Do all the extra work we normally do on instance_set_transform(), because this is optimized out for hidden instances.
  915. // This prevents a glitch of stale interpolation transform data when unhiding before the next physics tick.
  916. instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
  917. _interpolation_data.instance_interpolate_update_list.push_back(p_instance);
  918. instance->on_interpolate_list = true;
  919. // We must also place on the transform update list for a tick, so the system
  920. // can auto-detect if the instance is no longer moving, and remove from the interpolate lists again.
  921. // If this step is ignored, an unmoving instance could remain on the interpolate lists indefinitely
  922. // (or rather until the object is deleted) and cause unnecessary updates and drawcalls.
  923. if (!instance->on_interpolate_transform_list) {
  924. _interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
  925. instance->on_interpolate_transform_list = true;
  926. }
  927. }
  928. _instance_queue_update(instance, true, false);
  929. }
  930. } else if (instance->indexer_id.is_valid()) {
  931. _unpair_instance(instance);
  932. }
  933. if (instance->base_type == RS::INSTANCE_LIGHT) {
  934. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  935. if (instance->scenario && RSG::light_storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  936. if (p_visible) {
  937. instance->scenario->dynamic_lights.push_back(light->instance);
  938. } else {
  939. instance->scenario->dynamic_lights.erase(light->instance);
  940. }
  941. }
  942. }
  943. if (instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  944. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
  945. RSG::particles_storage->particles_collision_instance_set_active(collision->instance, p_visible);
  946. }
  947. if (instance->base_type == RS::INSTANCE_FOG_VOLUME) {
  948. InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(instance->base_data);
  949. scene_render->fog_volume_instance_set_active(volume->instance, p_visible);
  950. }
  951. if (instance->base_type == RS::INSTANCE_OCCLUDER) {
  952. if (instance->scenario) {
  953. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(instance->scenario->self, p_instance, instance->base, instance->transform, p_visible);
  954. }
  955. }
  956. }
  957. inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
  958. return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES;
  959. }
  960. void RendererSceneCull::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
  961. Instance *instance = instance_owner.get_or_null(p_instance);
  962. ERR_FAIL_NULL(instance);
  963. if (p_aabb != AABB()) {
  964. // Set custom AABB
  965. if (instance->custom_aabb == nullptr) {
  966. instance->custom_aabb = memnew(AABB);
  967. }
  968. *instance->custom_aabb = p_aabb;
  969. } else {
  970. // Clear custom AABB
  971. if (instance->custom_aabb != nullptr) {
  972. memdelete(instance->custom_aabb);
  973. instance->custom_aabb = nullptr;
  974. }
  975. }
  976. if (instance->scenario) {
  977. _instance_queue_update(instance, true, false);
  978. }
  979. }
  980. void RendererSceneCull::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
  981. Instance *instance = instance_owner.get_or_null(p_instance);
  982. ERR_FAIL_NULL(instance);
  983. if (instance->skeleton == p_skeleton) {
  984. return;
  985. }
  986. instance->skeleton = p_skeleton;
  987. if (p_skeleton.is_valid()) {
  988. //update the dependency now, so if cleared, we remove it
  989. RSG::mesh_storage->skeleton_update_dependency(p_skeleton, &instance->dependency_tracker);
  990. }
  991. _instance_queue_update(instance, true, true);
  992. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  993. _instance_update_mesh_instance(instance);
  994. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  995. ERR_FAIL_NULL(geom->geometry_instance);
  996. geom->geometry_instance->set_skeleton(p_skeleton);
  997. }
  998. }
  999. void RendererSceneCull::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
  1000. Instance *instance = instance_owner.get_or_null(p_instance);
  1001. ERR_FAIL_NULL(instance);
  1002. instance->extra_margin = p_margin;
  1003. _instance_queue_update(instance, true, false);
  1004. }
  1005. void RendererSceneCull::instance_set_ignore_culling(RID p_instance, bool p_enabled) {
  1006. Instance *instance = instance_owner.get_or_null(p_instance);
  1007. ERR_FAIL_NULL(instance);
  1008. instance->ignore_all_culling = p_enabled;
  1009. if (instance->scenario && instance->array_index >= 0) {
  1010. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  1011. if (instance->ignore_all_culling) {
  1012. idata.flags |= InstanceData::FLAG_IGNORE_ALL_CULLING;
  1013. } else {
  1014. idata.flags &= ~uint32_t(InstanceData::FLAG_IGNORE_ALL_CULLING);
  1015. }
  1016. }
  1017. }
  1018. Vector<ObjectID> RendererSceneCull::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
  1019. Vector<ObjectID> instances;
  1020. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  1021. ERR_FAIL_NULL_V(scenario, instances);
  1022. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  1023. struct CullAABB {
  1024. Vector<ObjectID> instances;
  1025. _FORCE_INLINE_ bool operator()(void *p_data) {
  1026. Instance *p_instance = (Instance *)p_data;
  1027. if (!p_instance->object_id.is_null()) {
  1028. instances.push_back(p_instance->object_id);
  1029. }
  1030. return false;
  1031. }
  1032. };
  1033. CullAABB cull_aabb;
  1034. scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(p_aabb, cull_aabb);
  1035. scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(p_aabb, cull_aabb);
  1036. return cull_aabb.instances;
  1037. }
  1038. Vector<ObjectID> RendererSceneCull::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
  1039. Vector<ObjectID> instances;
  1040. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  1041. ERR_FAIL_NULL_V(scenario, instances);
  1042. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  1043. struct CullRay {
  1044. Vector<ObjectID> instances;
  1045. _FORCE_INLINE_ bool operator()(void *p_data) {
  1046. Instance *p_instance = (Instance *)p_data;
  1047. if (!p_instance->object_id.is_null()) {
  1048. instances.push_back(p_instance->object_id);
  1049. }
  1050. return false;
  1051. }
  1052. };
  1053. CullRay cull_ray;
  1054. scenario->indexers[Scenario::INDEXER_GEOMETRY].ray_query(p_from, p_to, cull_ray);
  1055. scenario->indexers[Scenario::INDEXER_VOLUMES].ray_query(p_from, p_to, cull_ray);
  1056. return cull_ray.instances;
  1057. }
  1058. Vector<ObjectID> RendererSceneCull::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
  1059. Vector<ObjectID> instances;
  1060. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  1061. ERR_FAIL_NULL_V(scenario, instances);
  1062. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  1063. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&p_convex[0], p_convex.size());
  1064. struct CullConvex {
  1065. Vector<ObjectID> instances;
  1066. _FORCE_INLINE_ bool operator()(void *p_data) {
  1067. Instance *p_instance = (Instance *)p_data;
  1068. if (!p_instance->object_id.is_null()) {
  1069. instances.push_back(p_instance->object_id);
  1070. }
  1071. return false;
  1072. }
  1073. };
  1074. CullConvex cull_convex;
  1075. scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
  1076. scenario->indexers[Scenario::INDEXER_VOLUMES].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
  1077. return cull_convex.instances;
  1078. }
  1079. void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) {
  1080. Instance *instance = instance_owner.get_or_null(p_instance);
  1081. ERR_FAIL_NULL(instance);
  1082. //ERR_FAIL_COND(((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK));
  1083. switch (p_flags) {
  1084. case RS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
  1085. instance->baked_light = p_enabled;
  1086. if (instance->scenario && instance->array_index >= 0) {
  1087. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  1088. if (instance->baked_light) {
  1089. idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
  1090. } else {
  1091. idata.flags &= ~uint32_t(InstanceData::FLAG_USES_BAKED_LIGHT);
  1092. }
  1093. }
  1094. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1095. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1096. ERR_FAIL_NULL(geom->geometry_instance);
  1097. geom->geometry_instance->set_use_baked_light(p_enabled);
  1098. }
  1099. } break;
  1100. case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
  1101. if (p_enabled == instance->dynamic_gi) {
  1102. //bye, redundant
  1103. return;
  1104. }
  1105. if (instance->indexer_id.is_valid()) {
  1106. _unpair_instance(instance);
  1107. _instance_queue_update(instance, true, true);
  1108. }
  1109. //once out of octree, can be changed
  1110. instance->dynamic_gi = p_enabled;
  1111. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1112. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1113. ERR_FAIL_NULL(geom->geometry_instance);
  1114. geom->geometry_instance->set_use_dynamic_gi(p_enabled);
  1115. }
  1116. } break;
  1117. case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
  1118. instance->redraw_if_visible = p_enabled;
  1119. if (instance->scenario && instance->array_index >= 0) {
  1120. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  1121. if (instance->redraw_if_visible) {
  1122. idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
  1123. } else {
  1124. idata.flags &= ~uint32_t(InstanceData::FLAG_REDRAW_IF_VISIBLE);
  1125. }
  1126. }
  1127. } break;
  1128. case RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING: {
  1129. instance->ignore_occlusion_culling = p_enabled;
  1130. if (instance->scenario && instance->array_index >= 0) {
  1131. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  1132. if (instance->ignore_occlusion_culling) {
  1133. idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
  1134. } else {
  1135. idata.flags &= ~uint32_t(InstanceData::FLAG_IGNORE_OCCLUSION_CULLING);
  1136. }
  1137. }
  1138. } break;
  1139. default: {
  1140. }
  1141. }
  1142. }
  1143. void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) {
  1144. Instance *instance = instance_owner.get_or_null(p_instance);
  1145. ERR_FAIL_NULL(instance);
  1146. instance->cast_shadows = p_shadow_casting_setting;
  1147. if (instance->scenario && instance->array_index >= 0) {
  1148. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  1149. if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) {
  1150. idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
  1151. } else {
  1152. idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS);
  1153. }
  1154. if (instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  1155. idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
  1156. } else {
  1157. idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS_ONLY);
  1158. }
  1159. }
  1160. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1161. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1162. ERR_FAIL_NULL(geom->geometry_instance);
  1163. geom->geometry_instance->set_cast_double_sided_shadows(instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  1164. }
  1165. _instance_queue_update(instance, false, true);
  1166. }
  1167. void RendererSceneCull::instance_geometry_set_material_override(RID p_instance, RID p_material) {
  1168. Instance *instance = instance_owner.get_or_null(p_instance);
  1169. ERR_FAIL_NULL(instance);
  1170. instance->material_override = p_material;
  1171. _instance_queue_update(instance, false, true);
  1172. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1173. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1174. ERR_FAIL_NULL(geom->geometry_instance);
  1175. geom->geometry_instance->set_material_override(p_material);
  1176. }
  1177. }
  1178. void RendererSceneCull::instance_geometry_set_material_overlay(RID p_instance, RID p_material) {
  1179. Instance *instance = instance_owner.get_or_null(p_instance);
  1180. ERR_FAIL_NULL(instance);
  1181. instance->material_overlay = p_material;
  1182. _instance_queue_update(instance, false, true);
  1183. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1184. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1185. ERR_FAIL_NULL(geom->geometry_instance);
  1186. geom->geometry_instance->set_material_overlay(p_material);
  1187. }
  1188. }
  1189. 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) {
  1190. Instance *instance = instance_owner.get_or_null(p_instance);
  1191. ERR_FAIL_NULL(instance);
  1192. instance->visibility_range_begin = p_min;
  1193. instance->visibility_range_end = p_max;
  1194. instance->visibility_range_begin_margin = p_min_margin;
  1195. instance->visibility_range_end_margin = p_max_margin;
  1196. instance->visibility_range_fade_mode = p_fade_mode;
  1197. _update_instance_visibility_dependencies(instance);
  1198. if (instance->scenario && instance->visibility_index != -1) {
  1199. InstanceVisibilityData &vd = instance->scenario->instance_visibility[instance->visibility_index];
  1200. vd.range_begin = instance->visibility_range_begin;
  1201. vd.range_end = instance->visibility_range_end;
  1202. vd.range_begin_margin = instance->visibility_range_begin_margin;
  1203. vd.range_end_margin = instance->visibility_range_end_margin;
  1204. vd.fade_mode = p_fade_mode;
  1205. }
  1206. }
  1207. void RendererSceneCull::instance_set_visibility_parent(RID p_instance, RID p_parent_instance) {
  1208. Instance *instance = instance_owner.get_or_null(p_instance);
  1209. ERR_FAIL_NULL(instance);
  1210. Instance *old_parent = instance->visibility_parent;
  1211. if (old_parent) {
  1212. old_parent->visibility_dependencies.erase(instance);
  1213. instance->visibility_parent = nullptr;
  1214. _update_instance_visibility_depth(old_parent);
  1215. }
  1216. Instance *parent = instance_owner.get_or_null(p_parent_instance);
  1217. ERR_FAIL_COND(p_parent_instance.is_valid() && !parent);
  1218. if (parent) {
  1219. parent->visibility_dependencies.insert(instance);
  1220. instance->visibility_parent = parent;
  1221. bool cycle_detected = _update_instance_visibility_depth(parent);
  1222. if (cycle_detected) {
  1223. ERR_PRINT("Cycle detected in the visibility dependencies tree. The latest change to visibility_parent will have no effect.");
  1224. parent->visibility_dependencies.erase(instance);
  1225. instance->visibility_parent = nullptr;
  1226. }
  1227. }
  1228. _update_instance_visibility_dependencies(instance);
  1229. }
  1230. bool RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance) {
  1231. bool cycle_detected = false;
  1232. HashSet<Instance *> traversed_nodes;
  1233. {
  1234. Instance *instance = p_instance;
  1235. while (instance) {
  1236. if (!instance->visibility_dependencies.is_empty()) {
  1237. uint32_t depth = 0;
  1238. for (const Instance *E : instance->visibility_dependencies) {
  1239. depth = MAX(depth, E->visibility_dependencies_depth);
  1240. }
  1241. instance->visibility_dependencies_depth = depth + 1;
  1242. } else {
  1243. instance->visibility_dependencies_depth = 0;
  1244. }
  1245. if (instance->scenario && instance->visibility_index != -1) {
  1246. instance->scenario->instance_visibility.move(instance->visibility_index, instance->visibility_dependencies_depth);
  1247. }
  1248. traversed_nodes.insert(instance);
  1249. instance = instance->visibility_parent;
  1250. if (traversed_nodes.has(instance)) {
  1251. cycle_detected = true;
  1252. break;
  1253. }
  1254. }
  1255. }
  1256. return cycle_detected;
  1257. }
  1258. void RendererSceneCull::_update_instance_visibility_dependencies(Instance *p_instance) {
  1259. bool is_geometry_instance = ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) && p_instance->base_data;
  1260. bool has_visibility_range = p_instance->visibility_range_begin > 0.0 || p_instance->visibility_range_end > 0.0;
  1261. bool needs_visibility_cull = has_visibility_range && is_geometry_instance && p_instance->array_index != -1;
  1262. if (!needs_visibility_cull && p_instance->visibility_index != -1) {
  1263. p_instance->scenario->instance_visibility.remove_at(p_instance->visibility_index);
  1264. p_instance->visibility_index = -1;
  1265. } else if (needs_visibility_cull && p_instance->visibility_index == -1) {
  1266. InstanceVisibilityData vd;
  1267. vd.instance = p_instance;
  1268. vd.range_begin = p_instance->visibility_range_begin;
  1269. vd.range_end = p_instance->visibility_range_end;
  1270. vd.range_begin_margin = p_instance->visibility_range_begin_margin;
  1271. vd.range_end_margin = p_instance->visibility_range_end_margin;
  1272. vd.position = p_instance->transformed_aabb.get_center();
  1273. vd.array_index = p_instance->array_index;
  1274. vd.fade_mode = p_instance->visibility_range_fade_mode;
  1275. p_instance->scenario->instance_visibility.insert(vd, p_instance->visibility_dependencies_depth);
  1276. }
  1277. if (p_instance->scenario && p_instance->array_index != -1) {
  1278. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  1279. idata.visibility_index = p_instance->visibility_index;
  1280. if (is_geometry_instance) {
  1281. if (has_visibility_range && p_instance->visibility_range_fade_mode == RS::VISIBILITY_RANGE_FADE_SELF) {
  1282. bool begin_enabled = p_instance->visibility_range_begin > 0.0f;
  1283. float begin_min = p_instance->visibility_range_begin - p_instance->visibility_range_begin_margin;
  1284. float begin_max = p_instance->visibility_range_begin + p_instance->visibility_range_begin_margin;
  1285. bool end_enabled = p_instance->visibility_range_end > 0.0f;
  1286. float end_min = p_instance->visibility_range_end - p_instance->visibility_range_end_margin;
  1287. float end_max = p_instance->visibility_range_end + p_instance->visibility_range_end_margin;
  1288. idata.instance_geometry->set_fade_range(begin_enabled, begin_min, begin_max, end_enabled, end_min, end_max);
  1289. } else {
  1290. idata.instance_geometry->set_fade_range(false, 0.0f, 0.0f, false, 0.0f, 0.0f);
  1291. }
  1292. }
  1293. if ((has_visibility_range || p_instance->visibility_parent) && (p_instance->visibility_index == -1 || p_instance->visibility_dependencies_depth == 0)) {
  1294. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
  1295. } else {
  1296. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
  1297. }
  1298. if (p_instance->visibility_parent) {
  1299. idata.parent_array_index = p_instance->visibility_parent->array_index;
  1300. } else {
  1301. idata.parent_array_index = -1;
  1302. if (is_geometry_instance) {
  1303. idata.instance_geometry->set_parent_fade_alpha(1.0f);
  1304. }
  1305. }
  1306. }
  1307. }
  1308. void RendererSceneCull::instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) {
  1309. Instance *instance = instance_owner.get_or_null(p_instance);
  1310. ERR_FAIL_NULL(instance);
  1311. if (instance->lightmap) {
  1312. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(((Instance *)instance->lightmap)->base_data);
  1313. lightmap_data->users.erase(instance);
  1314. instance->lightmap = nullptr;
  1315. }
  1316. Instance *lightmap_instance = instance_owner.get_or_null(p_lightmap);
  1317. instance->lightmap = lightmap_instance;
  1318. instance->lightmap_uv_scale = p_lightmap_uv_scale;
  1319. instance->lightmap_slice_index = p_slice_index;
  1320. RID lightmap_instance_rid;
  1321. if (lightmap_instance) {
  1322. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(lightmap_instance->base_data);
  1323. lightmap_data->users.insert(instance);
  1324. lightmap_instance_rid = lightmap_data->instance;
  1325. }
  1326. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1327. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1328. ERR_FAIL_NULL(geom->geometry_instance);
  1329. geom->geometry_instance->set_use_lightmap(lightmap_instance_rid, p_lightmap_uv_scale, p_slice_index);
  1330. }
  1331. }
  1332. void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) {
  1333. Instance *instance = instance_owner.get_or_null(p_instance);
  1334. ERR_FAIL_NULL(instance);
  1335. instance->lod_bias = p_lod_bias;
  1336. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1337. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1338. ERR_FAIL_NULL(geom->geometry_instance);
  1339. geom->geometry_instance->set_lod_bias(p_lod_bias);
  1340. }
  1341. }
  1342. void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
  1343. Instance *instance = instance_owner.get_or_null(p_instance);
  1344. ERR_FAIL_NULL(instance);
  1345. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
  1346. HashMap<StringName, Instance::InstanceShaderParameter>::Iterator E = instance->instance_shader_uniforms.find(p_parameter);
  1347. if (!E) {
  1348. Instance::InstanceShaderParameter isp;
  1349. isp.index = -1;
  1350. isp.info = PropertyInfo();
  1351. isp.value = p_value;
  1352. instance->instance_shader_uniforms[p_parameter] = isp;
  1353. } else {
  1354. E->value.value = p_value;
  1355. if (E->value.index >= 0 && instance->instance_allocated_shader_uniforms) {
  1356. int flags_count = 0;
  1357. if (E->value.info.hint == PROPERTY_HINT_FLAGS) {
  1358. // A small hack to detect boolean flags count and prevent overhead.
  1359. switch (E->value.info.hint_string.length()) {
  1360. case 3: // "x,y"
  1361. flags_count = 1;
  1362. break;
  1363. case 5: // "x,y,z"
  1364. flags_count = 2;
  1365. break;
  1366. case 7: // "x,y,z,w"
  1367. flags_count = 3;
  1368. break;
  1369. }
  1370. }
  1371. //update directly
  1372. RSG::material_storage->global_shader_parameters_instance_update(p_instance, E->value.index, p_value, flags_count);
  1373. }
  1374. }
  1375. }
  1376. Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
  1377. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
  1378. ERR_FAIL_NULL_V(instance, Variant());
  1379. if (instance->instance_shader_uniforms.has(p_parameter)) {
  1380. return instance->instance_shader_uniforms[p_parameter].value;
  1381. }
  1382. return Variant();
  1383. }
  1384. Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
  1385. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
  1386. ERR_FAIL_NULL_V(instance, Variant());
  1387. if (instance->instance_shader_uniforms.has(p_parameter)) {
  1388. return instance->instance_shader_uniforms[p_parameter].default_value;
  1389. }
  1390. return Variant();
  1391. }
  1392. void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
  1393. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
  1394. ERR_FAIL_NULL(instance);
  1395. const_cast<RendererSceneCull *>(this)->update_dirty_instances();
  1396. Vector<StringName> names;
  1397. for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_uniforms) {
  1398. names.push_back(E.key);
  1399. }
  1400. names.sort_custom<StringName::AlphCompare>();
  1401. for (int i = 0; i < names.size(); i++) {
  1402. PropertyInfo pinfo = instance->instance_shader_uniforms[names[i]].info;
  1403. p_parameters->push_back(pinfo);
  1404. }
  1405. }
  1406. void RendererSceneCull::_update_instance(Instance *p_instance) {
  1407. p_instance->version++;
  1408. // When not using interpolation the transform is used straight.
  1409. const Transform3D *instance_xform = &p_instance->transform;
  1410. // Can possibly use the most up to date current transform here when using physics interpolation ...
  1411. // uncomment the next line for this..
  1412. //if (_interpolation_data.interpolation_enabled && p_instance->interpolated) {
  1413. // instance_xform = &p_instance->transform_curr;
  1414. //}
  1415. // However it does seem that using the interpolated transform (transform) works for keeping AABBs
  1416. // up to date to avoid culling errors.
  1417. if (p_instance->base_type == RS::INSTANCE_LIGHT) {
  1418. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1419. RSG::light_storage->light_instance_set_transform(light->instance, *instance_xform);
  1420. RSG::light_storage->light_instance_set_aabb(light->instance, instance_xform->xform(p_instance->aabb));
  1421. light->make_shadow_dirty();
  1422. RS::LightBakeMode bake_mode = RSG::light_storage->light_get_bake_mode(p_instance->base);
  1423. if (RSG::light_storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
  1424. if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  1425. p_instance->scenario->dynamic_lights.erase(light->instance);
  1426. }
  1427. light->bake_mode = bake_mode;
  1428. if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  1429. p_instance->scenario->dynamic_lights.push_back(light->instance);
  1430. }
  1431. }
  1432. uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(p_instance->base);
  1433. if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
  1434. light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
  1435. }
  1436. } else if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
  1437. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
  1438. RSG::light_storage->reflection_probe_instance_set_transform(reflection_probe->instance, *instance_xform);
  1439. if (p_instance->scenario && p_instance->array_index >= 0) {
  1440. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  1441. idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
  1442. }
  1443. } else if (p_instance->base_type == RS::INSTANCE_DECAL) {
  1444. InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
  1445. RSG::texture_storage->decal_instance_set_transform(decal->instance, *instance_xform);
  1446. } else if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
  1447. InstanceLightmapData *lightmap = static_cast<InstanceLightmapData *>(p_instance->base_data);
  1448. RSG::light_storage->lightmap_instance_set_transform(lightmap->instance, *instance_xform);
  1449. } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
  1450. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(p_instance->base_data);
  1451. scene_render->voxel_gi_instance_set_transform_to_data(voxel_gi->probe_instance, *instance_xform);
  1452. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  1453. RSG::particles_storage->particles_set_emission_transform(p_instance->base, *instance_xform);
  1454. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  1455. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(p_instance->base_data);
  1456. //remove materials no longer used and un-own them
  1457. if (RSG::particles_storage->particles_collision_is_heightfield(p_instance->base)) {
  1458. heightfield_particle_colliders_update_list.insert(p_instance);
  1459. }
  1460. RSG::particles_storage->particles_collision_instance_set_transform(collision->instance, *instance_xform);
  1461. } else if (p_instance->base_type == RS::INSTANCE_FOG_VOLUME) {
  1462. InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(p_instance->base_data);
  1463. scene_render->fog_volume_instance_set_transform(volume->instance, *instance_xform);
  1464. } else if (p_instance->base_type == RS::INSTANCE_OCCLUDER) {
  1465. if (p_instance->scenario) {
  1466. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(p_instance->scenario->self, p_instance->self, p_instance->base, *instance_xform, p_instance->visible);
  1467. }
  1468. }
  1469. if (!p_instance->aabb.has_surface()) {
  1470. return;
  1471. }
  1472. if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
  1473. //if this moved, update the captured objects
  1474. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
  1475. //erase dependencies, since no longer a lightmap
  1476. for (Instance *E : lightmap_data->geometries) {
  1477. Instance *geom = E;
  1478. _instance_queue_update(geom, true, false);
  1479. }
  1480. }
  1481. AABB new_aabb;
  1482. new_aabb = instance_xform->xform(p_instance->aabb);
  1483. p_instance->transformed_aabb = new_aabb;
  1484. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1485. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1486. //make sure lights are updated if it casts shadow
  1487. if (geom->can_cast_shadows) {
  1488. for (const Instance *E : geom->lights) {
  1489. InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
  1490. light->make_shadow_dirty();
  1491. }
  1492. }
  1493. if (!p_instance->lightmap && geom->lightmap_captures.size()) {
  1494. //affected by lightmap captures, must update capture info!
  1495. _update_instance_lightmap_captures(p_instance);
  1496. } else {
  1497. if (!p_instance->lightmap_sh.is_empty()) {
  1498. p_instance->lightmap_sh.clear(); //don't need SH
  1499. p_instance->lightmap_target_sh.clear(); //don't need SH
  1500. ERR_FAIL_NULL(geom->geometry_instance);
  1501. geom->geometry_instance->set_lightmap_capture(nullptr);
  1502. }
  1503. }
  1504. ERR_FAIL_NULL(geom->geometry_instance);
  1505. geom->geometry_instance->set_transform(*instance_xform, p_instance->aabb, p_instance->transformed_aabb);
  1506. }
  1507. // 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.
  1508. if (p_instance->scenario == nullptr || !p_instance->visible || instance_xform->basis.determinant() == 0) {
  1509. p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
  1510. return;
  1511. }
  1512. //quantize to improve moving object performance
  1513. AABB bvh_aabb = p_instance->transformed_aabb;
  1514. if (p_instance->indexer_id.is_valid() && bvh_aabb != p_instance->prev_transformed_aabb) {
  1515. //assume motion, see if bounds need to be quantized
  1516. AABB motion_aabb = bvh_aabb.merge(p_instance->prev_transformed_aabb);
  1517. float motion_longest_axis = motion_aabb.get_longest_axis_size();
  1518. float longest_axis = p_instance->transformed_aabb.get_longest_axis_size();
  1519. if (motion_longest_axis < longest_axis * 2) {
  1520. //moved but not a lot, use motion aabb quantizing
  1521. float quantize_size = Math::pow(2.0, Math::ceil(Math::log(motion_longest_axis) / Math::log(2.0))) * 0.5; //one fifth
  1522. bvh_aabb.quantize(quantize_size);
  1523. }
  1524. }
  1525. if (!p_instance->indexer_id.is_valid()) {
  1526. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1527. p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].insert(bvh_aabb, p_instance);
  1528. } else {
  1529. p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].insert(bvh_aabb, p_instance);
  1530. }
  1531. p_instance->array_index = p_instance->scenario->instance_data.size();
  1532. InstanceData idata;
  1533. idata.instance = p_instance;
  1534. idata.layer_mask = p_instance->layer_mask;
  1535. idata.flags = p_instance->base_type; //changing it means de-indexing, so this never needs to be changed later
  1536. idata.base_rid = p_instance->base;
  1537. idata.parent_array_index = p_instance->visibility_parent ? p_instance->visibility_parent->array_index : -1;
  1538. idata.visibility_index = p_instance->visibility_index;
  1539. idata.occlusion_timeout = 0;
  1540. for (Instance *E : p_instance->visibility_dependencies) {
  1541. Instance *dep_instance = E;
  1542. if (dep_instance->array_index != -1) {
  1543. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = p_instance->array_index;
  1544. }
  1545. }
  1546. switch (p_instance->base_type) {
  1547. case RS::INSTANCE_MESH:
  1548. case RS::INSTANCE_MULTIMESH:
  1549. case RS::INSTANCE_PARTICLES: {
  1550. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1551. idata.instance_geometry = geom->geometry_instance;
  1552. } break;
  1553. case RS::INSTANCE_LIGHT: {
  1554. InstanceLightData *light_data = static_cast<InstanceLightData *>(p_instance->base_data);
  1555. idata.instance_data_rid = light_data->instance.get_id();
  1556. light_data->uses_projector = RSG::light_storage->light_has_projector(p_instance->base);
  1557. light_data->uses_softshadow = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE) > CMP_EPSILON;
  1558. } break;
  1559. case RS::INSTANCE_REFLECTION_PROBE: {
  1560. idata.instance_data_rid = static_cast<InstanceReflectionProbeData *>(p_instance->base_data)->instance.get_id();
  1561. } break;
  1562. case RS::INSTANCE_DECAL: {
  1563. idata.instance_data_rid = static_cast<InstanceDecalData *>(p_instance->base_data)->instance.get_id();
  1564. } break;
  1565. case RS::INSTANCE_LIGHTMAP: {
  1566. idata.instance_data_rid = static_cast<InstanceLightmapData *>(p_instance->base_data)->instance.get_id();
  1567. } break;
  1568. case RS::INSTANCE_VOXEL_GI: {
  1569. idata.instance_data_rid = static_cast<InstanceVoxelGIData *>(p_instance->base_data)->probe_instance.get_id();
  1570. } break;
  1571. case RS::INSTANCE_FOG_VOLUME: {
  1572. idata.instance_data_rid = static_cast<InstanceFogVolumeData *>(p_instance->base_data)->instance.get_id();
  1573. } break;
  1574. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  1575. idata.visibility_notifier = static_cast<InstanceVisibilityNotifierData *>(p_instance->base_data);
  1576. } break;
  1577. default: {
  1578. }
  1579. }
  1580. if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
  1581. //always dirty when added
  1582. idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
  1583. }
  1584. if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) {
  1585. idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
  1586. }
  1587. if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  1588. idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
  1589. }
  1590. if (p_instance->redraw_if_visible) {
  1591. idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
  1592. }
  1593. // dirty flags should not be set here, since no pairing has happened
  1594. if (p_instance->baked_light) {
  1595. idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
  1596. }
  1597. if (p_instance->mesh_instance.is_valid()) {
  1598. idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
  1599. }
  1600. if (p_instance->ignore_occlusion_culling) {
  1601. idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
  1602. }
  1603. if (p_instance->ignore_all_culling) {
  1604. idata.flags |= InstanceData::FLAG_IGNORE_ALL_CULLING;
  1605. }
  1606. p_instance->scenario->instance_data.push_back(idata);
  1607. p_instance->scenario->instance_aabbs.push_back(InstanceBounds(p_instance->transformed_aabb));
  1608. _update_instance_visibility_dependencies(p_instance);
  1609. } else {
  1610. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1611. p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].update(p_instance->indexer_id, bvh_aabb);
  1612. } else {
  1613. p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].update(p_instance->indexer_id, bvh_aabb);
  1614. }
  1615. p_instance->scenario->instance_aabbs[p_instance->array_index] = InstanceBounds(p_instance->transformed_aabb);
  1616. }
  1617. if (p_instance->visibility_index != -1) {
  1618. p_instance->scenario->instance_visibility[p_instance->visibility_index].position = p_instance->transformed_aabb.get_center();
  1619. }
  1620. //move instance and repair
  1621. pair_pass++;
  1622. PairInstances pair;
  1623. pair.instance = p_instance;
  1624. pair.pair_allocator = &pair_allocator;
  1625. pair.pair_pass = pair_pass;
  1626. pair.pair_mask = 0;
  1627. pair.cull_mask = 0xFFFFFFFF;
  1628. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1629. pair.pair_mask |= 1 << RS::INSTANCE_LIGHT;
  1630. pair.pair_mask |= 1 << RS::INSTANCE_VOXEL_GI;
  1631. pair.pair_mask |= 1 << RS::INSTANCE_LIGHTMAP;
  1632. if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  1633. pair.pair_mask |= 1 << RS::INSTANCE_PARTICLES_COLLISION;
  1634. }
  1635. pair.pair_mask |= geometry_instance_pair_mask;
  1636. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1637. } else if (p_instance->base_type == RS::INSTANCE_LIGHT) {
  1638. pair.pair_mask |= RS::INSTANCE_GEOMETRY_MASK;
  1639. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1640. RS::LightBakeMode bake_mode = RSG::light_storage->light_get_bake_mode(p_instance->base);
  1641. if (bake_mode == RS::LIGHT_BAKE_STATIC || bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  1642. pair.pair_mask |= (1 << RS::INSTANCE_VOXEL_GI);
  1643. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1644. }
  1645. pair.cull_mask = RSG::light_storage->light_get_cull_mask(p_instance->base);
  1646. } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE)) {
  1647. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
  1648. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1649. } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (p_instance->base_type == RS::INSTANCE_DECAL)) {
  1650. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
  1651. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1652. pair.cull_mask = RSG::texture_storage->decal_get_cull_mask(p_instance->base);
  1653. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  1654. pair.pair_mask = (1 << RS::INSTANCE_PARTICLES);
  1655. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1656. } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
  1657. //lights and geometries
  1658. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT);
  1659. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1660. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1661. }
  1662. pair.pair();
  1663. p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
  1664. }
  1665. void RendererSceneCull::_unpair_instance(Instance *p_instance) {
  1666. if (!p_instance->indexer_id.is_valid()) {
  1667. return; //nothing to do
  1668. }
  1669. while (p_instance->pairs.first()) {
  1670. InstancePair *pair = p_instance->pairs.first()->self();
  1671. Instance *other_instance = p_instance == pair->a ? pair->b : pair->a;
  1672. _instance_unpair(p_instance, other_instance);
  1673. pair_allocator.free(pair);
  1674. }
  1675. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1676. p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].remove(p_instance->indexer_id);
  1677. } else {
  1678. p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].remove(p_instance->indexer_id);
  1679. }
  1680. p_instance->indexer_id = DynamicBVH::ID();
  1681. //replace this by last
  1682. int32_t swap_with_index = p_instance->scenario->instance_data.size() - 1;
  1683. if (swap_with_index != p_instance->array_index) {
  1684. Instance *swapped_instance = p_instance->scenario->instance_data[swap_with_index].instance;
  1685. swapped_instance->array_index = p_instance->array_index; //swap
  1686. p_instance->scenario->instance_data[p_instance->array_index] = p_instance->scenario->instance_data[swap_with_index];
  1687. p_instance->scenario->instance_aabbs[p_instance->array_index] = p_instance->scenario->instance_aabbs[swap_with_index];
  1688. if (swapped_instance->visibility_index != -1) {
  1689. swapped_instance->scenario->instance_visibility[swapped_instance->visibility_index].array_index = swapped_instance->array_index;
  1690. }
  1691. for (Instance *E : swapped_instance->visibility_dependencies) {
  1692. Instance *dep_instance = E;
  1693. if (dep_instance != p_instance && dep_instance->array_index != -1) {
  1694. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = swapped_instance->array_index;
  1695. }
  1696. }
  1697. }
  1698. // pop last
  1699. p_instance->scenario->instance_data.pop_back();
  1700. p_instance->scenario->instance_aabbs.pop_back();
  1701. //uninitialize
  1702. p_instance->array_index = -1;
  1703. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1704. // Clear these now because the InstanceData containing the dirty flags is gone
  1705. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1706. ERR_FAIL_NULL(geom->geometry_instance);
  1707. geom->geometry_instance->pair_light_instances(nullptr, 0);
  1708. geom->geometry_instance->pair_reflection_probe_instances(nullptr, 0);
  1709. geom->geometry_instance->pair_decal_instances(nullptr, 0);
  1710. geom->geometry_instance->pair_voxel_gi_instances(nullptr, 0);
  1711. }
  1712. for (Instance *E : p_instance->visibility_dependencies) {
  1713. Instance *dep_instance = E;
  1714. if (dep_instance->array_index != -1) {
  1715. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = -1;
  1716. if ((1 << dep_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1717. dep_instance->scenario->instance_data[dep_instance->array_index].instance_geometry->set_parent_fade_alpha(1.0f);
  1718. }
  1719. }
  1720. }
  1721. _update_instance_visibility_dependencies(p_instance);
  1722. }
  1723. void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
  1724. AABB new_aabb;
  1725. ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_NONE && !p_instance->base.is_valid());
  1726. switch (p_instance->base_type) {
  1727. case RenderingServer::INSTANCE_NONE: {
  1728. // do nothing
  1729. } break;
  1730. case RenderingServer::INSTANCE_MESH: {
  1731. if (p_instance->custom_aabb) {
  1732. new_aabb = *p_instance->custom_aabb;
  1733. } else {
  1734. new_aabb = RSG::mesh_storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
  1735. }
  1736. } break;
  1737. case RenderingServer::INSTANCE_MULTIMESH: {
  1738. if (p_instance->custom_aabb) {
  1739. new_aabb = *p_instance->custom_aabb;
  1740. } else {
  1741. new_aabb = RSG::mesh_storage->multimesh_get_aabb(p_instance->base);
  1742. }
  1743. } break;
  1744. case RenderingServer::INSTANCE_PARTICLES: {
  1745. if (p_instance->custom_aabb) {
  1746. new_aabb = *p_instance->custom_aabb;
  1747. } else {
  1748. new_aabb = RSG::particles_storage->particles_get_aabb(p_instance->base);
  1749. }
  1750. } break;
  1751. case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
  1752. new_aabb = RSG::particles_storage->particles_collision_get_aabb(p_instance->base);
  1753. } break;
  1754. case RenderingServer::INSTANCE_FOG_VOLUME: {
  1755. new_aabb = RSG::fog->fog_volume_get_aabb(p_instance->base);
  1756. } break;
  1757. case RenderingServer::INSTANCE_VISIBLITY_NOTIFIER: {
  1758. new_aabb = RSG::utilities->visibility_notifier_get_aabb(p_instance->base);
  1759. } break;
  1760. case RenderingServer::INSTANCE_LIGHT: {
  1761. new_aabb = RSG::light_storage->light_get_aabb(p_instance->base);
  1762. } break;
  1763. case RenderingServer::INSTANCE_REFLECTION_PROBE: {
  1764. new_aabb = RSG::light_storage->reflection_probe_get_aabb(p_instance->base);
  1765. } break;
  1766. case RenderingServer::INSTANCE_DECAL: {
  1767. new_aabb = RSG::texture_storage->decal_get_aabb(p_instance->base);
  1768. } break;
  1769. case RenderingServer::INSTANCE_VOXEL_GI: {
  1770. new_aabb = RSG::gi->voxel_gi_get_bounds(p_instance->base);
  1771. } break;
  1772. case RenderingServer::INSTANCE_LIGHTMAP: {
  1773. new_aabb = RSG::light_storage->lightmap_get_aabb(p_instance->base);
  1774. } break;
  1775. default: {
  1776. }
  1777. }
  1778. if (p_instance->extra_margin) {
  1779. new_aabb.grow_by(p_instance->extra_margin);
  1780. }
  1781. p_instance->aabb = new_aabb;
  1782. }
  1783. void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance) {
  1784. bool first_set = p_instance->lightmap_sh.size() == 0;
  1785. p_instance->lightmap_sh.resize(9); //using SH
  1786. p_instance->lightmap_target_sh.resize(9); //using SH
  1787. Color *instance_sh = p_instance->lightmap_target_sh.ptrw();
  1788. bool inside = false;
  1789. Color accum_sh[9];
  1790. float accum_blend = 0.0;
  1791. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1792. for (Instance *E : geom->lightmap_captures) {
  1793. Instance *lightmap = E;
  1794. bool interior = RSG::light_storage->lightmap_is_interior(lightmap->base);
  1795. if (inside && !interior) {
  1796. continue; //we are inside, ignore exteriors
  1797. }
  1798. Transform3D to_bounds = lightmap->transform.affine_inverse();
  1799. Vector3 center = p_instance->transform.xform(p_instance->aabb.get_center()); //use aabb center
  1800. Vector3 lm_pos = to_bounds.xform(center);
  1801. AABB bounds = RSG::light_storage->lightmap_get_aabb(lightmap->base);
  1802. if (!bounds.has_point(lm_pos)) {
  1803. continue; //not in this lightmap
  1804. }
  1805. Color sh[9];
  1806. RSG::light_storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
  1807. //rotate it
  1808. Basis rot = lightmap->transform.basis.orthonormalized();
  1809. for (int i = 0; i < 3; i++) {
  1810. real_t csh[9];
  1811. for (int j = 0; j < 9; j++) {
  1812. csh[j] = sh[j][i];
  1813. }
  1814. rot.rotate_sh(csh);
  1815. for (int j = 0; j < 9; j++) {
  1816. sh[j][i] = csh[j];
  1817. }
  1818. }
  1819. Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
  1820. real_t blend = MAX(ABS(inner_pos.x), MAX(ABS(inner_pos.y), ABS(inner_pos.z)));
  1821. //make blend more rounded
  1822. blend = Math::lerp(inner_pos.length(), blend, blend);
  1823. blend *= blend;
  1824. blend = MAX(0.0, 1.0 - blend);
  1825. if (interior && !inside) {
  1826. //do not blend, just replace
  1827. for (int j = 0; j < 9; j++) {
  1828. accum_sh[j] = sh[j] * blend;
  1829. }
  1830. accum_blend = blend;
  1831. inside = true;
  1832. } else {
  1833. for (int j = 0; j < 9; j++) {
  1834. accum_sh[j] += sh[j] * blend;
  1835. }
  1836. accum_blend += blend;
  1837. }
  1838. }
  1839. if (accum_blend > 0.0) {
  1840. for (int j = 0; j < 9; j++) {
  1841. instance_sh[j] = accum_sh[j] / accum_blend;
  1842. if (first_set) {
  1843. p_instance->lightmap_sh.write[j] = instance_sh[j];
  1844. }
  1845. }
  1846. }
  1847. ERR_FAIL_NULL(geom->geometry_instance);
  1848. geom->geometry_instance->set_lightmap_capture(p_instance->lightmap_sh.ptr());
  1849. }
  1850. void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect) {
  1851. // For later tight culling, the light culler needs to know the details of the directional light.
  1852. light_culler->prepare_directional_light(p_instance, p_shadow_index);
  1853. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1854. Transform3D light_transform = p_instance->transform;
  1855. light_transform.orthonormalize(); //scale does not count on lights
  1856. real_t max_distance = p_cam_projection.get_z_far();
  1857. real_t shadow_max = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
  1858. if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
  1859. max_distance = MIN(shadow_max, max_distance);
  1860. }
  1861. max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
  1862. real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
  1863. real_t pancake_size = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
  1864. real_t range = max_distance - min_distance;
  1865. int splits = 0;
  1866. switch (RSG::light_storage->light_directional_get_shadow_mode(p_instance->base)) {
  1867. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  1868. splits = 1;
  1869. break;
  1870. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  1871. splits = 2;
  1872. break;
  1873. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  1874. splits = 4;
  1875. break;
  1876. }
  1877. real_t distances[5];
  1878. distances[0] = min_distance;
  1879. for (int i = 0; i < splits; i++) {
  1880. distances[i + 1] = min_distance + RSG::light_storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
  1881. };
  1882. distances[splits] = max_distance;
  1883. real_t texture_size = RSG::light_storage->get_directional_light_shadow_size(light->instance);
  1884. bool overlap = RSG::light_storage->light_directional_get_blend_splits(p_instance->base);
  1885. cull.shadow_count = p_shadow_index + 1;
  1886. cull.shadows[p_shadow_index].cascade_count = splits;
  1887. cull.shadows[p_shadow_index].light_instance = light->instance;
  1888. for (int i = 0; i < splits; i++) {
  1889. RENDER_TIMESTAMP("Cull DirectionalLight3D, Split " + itos(i));
  1890. // setup a camera matrix for that range!
  1891. Projection camera_matrix;
  1892. real_t aspect = p_cam_projection.get_aspect();
  1893. if (p_cam_orthogonal) {
  1894. Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
  1895. camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
  1896. } else {
  1897. real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
  1898. camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
  1899. }
  1900. //obtain the frustum endpoints
  1901. Vector3 endpoints[8]; // frustum plane endpoints
  1902. bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
  1903. ERR_CONTINUE(!res);
  1904. // obtain the light frustum ranges (given endpoints)
  1905. Transform3D transform = light_transform; //discard scale and stabilize light
  1906. Vector3 x_vec = transform.basis.get_column(Vector3::AXIS_X).normalized();
  1907. Vector3 y_vec = transform.basis.get_column(Vector3::AXIS_Y).normalized();
  1908. Vector3 z_vec = transform.basis.get_column(Vector3::AXIS_Z).normalized();
  1909. //z_vec points against the camera, like in default opengl
  1910. real_t x_min = 0.f, x_max = 0.f;
  1911. real_t y_min = 0.f, y_max = 0.f;
  1912. real_t z_min = 0.f, z_max = 0.f;
  1913. // FIXME: z_max_cam is defined, computed, but not used below when setting up
  1914. // ortho_camera. Commented out for now to fix warnings but should be investigated.
  1915. real_t x_min_cam = 0.f, x_max_cam = 0.f;
  1916. real_t y_min_cam = 0.f, y_max_cam = 0.f;
  1917. real_t z_min_cam = 0.f;
  1918. //real_t z_max_cam = 0.f;
  1919. //real_t bias_scale = 1.0;
  1920. //real_t aspect_bias_scale = 1.0;
  1921. //used for culling
  1922. for (int j = 0; j < 8; j++) {
  1923. real_t d_x = x_vec.dot(endpoints[j]);
  1924. real_t d_y = y_vec.dot(endpoints[j]);
  1925. real_t d_z = z_vec.dot(endpoints[j]);
  1926. if (j == 0 || d_x < x_min) {
  1927. x_min = d_x;
  1928. }
  1929. if (j == 0 || d_x > x_max) {
  1930. x_max = d_x;
  1931. }
  1932. if (j == 0 || d_y < y_min) {
  1933. y_min = d_y;
  1934. }
  1935. if (j == 0 || d_y > y_max) {
  1936. y_max = d_y;
  1937. }
  1938. if (j == 0 || d_z < z_min) {
  1939. z_min = d_z;
  1940. }
  1941. if (j == 0 || d_z > z_max) {
  1942. z_max = d_z;
  1943. }
  1944. }
  1945. real_t radius = 0;
  1946. real_t soft_shadow_expand = 0;
  1947. Vector3 center;
  1948. {
  1949. //camera viewport stuff
  1950. for (int j = 0; j < 8; j++) {
  1951. center += endpoints[j];
  1952. }
  1953. center /= 8.0;
  1954. //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;
  1955. for (int j = 0; j < 8; j++) {
  1956. real_t d = center.distance_to(endpoints[j]);
  1957. if (d > radius) {
  1958. radius = d;
  1959. }
  1960. }
  1961. radius *= texture_size / (texture_size - 2.0); //add a texel by each side
  1962. z_min_cam = z_vec.dot(center) - radius;
  1963. {
  1964. float soft_shadow_angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
  1965. if (soft_shadow_angle > 0.0) {
  1966. float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
  1967. soft_shadow_expand = Math::tan(Math::deg_to_rad(soft_shadow_angle)) * z_range;
  1968. x_max += soft_shadow_expand;
  1969. y_max += soft_shadow_expand;
  1970. x_min -= soft_shadow_expand;
  1971. y_min -= soft_shadow_expand;
  1972. }
  1973. }
  1974. // This trick here is what stabilizes the shadow (make potential jaggies to not move)
  1975. // at the cost of some wasted resolution. Still, the quality increase is very well worth it.
  1976. const real_t unit = (radius + soft_shadow_expand) * 4.0 / texture_size;
  1977. x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit);
  1978. x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit);
  1979. y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit);
  1980. y_min_cam = Math::snapped(y_vec.dot(center) - radius - soft_shadow_expand, unit);
  1981. }
  1982. //now that we know all ranges, we can proceed to make the light frustum planes, for culling octree
  1983. Vector<Plane> light_frustum_planes;
  1984. light_frustum_planes.resize(6);
  1985. //right/left
  1986. light_frustum_planes.write[0] = Plane(x_vec, x_max);
  1987. light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
  1988. //top/bottom
  1989. light_frustum_planes.write[2] = Plane(y_vec, y_max);
  1990. light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
  1991. //near/far
  1992. light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
  1993. light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
  1994. // a pre pass will need to be needed to determine the actual z-near to be used
  1995. z_max = z_vec.dot(center) + radius + pancake_size;
  1996. {
  1997. Projection ortho_camera;
  1998. real_t half_x = (x_max_cam - x_min_cam) * 0.5;
  1999. real_t half_y = (y_max_cam - y_min_cam) * 0.5;
  2000. ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
  2001. Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
  2002. Transform3D ortho_transform;
  2003. ortho_transform.basis = transform.basis;
  2004. ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
  2005. cull.shadows[p_shadow_index].cascades[i].frustum = Frustum(light_frustum_planes);
  2006. cull.shadows[p_shadow_index].cascades[i].projection = ortho_camera;
  2007. cull.shadows[p_shadow_index].cascades[i].transform = ortho_transform;
  2008. cull.shadows[p_shadow_index].cascades[i].zfar = z_max - z_min_cam;
  2009. cull.shadows[p_shadow_index].cascades[i].split = distances[i + 1];
  2010. cull.shadows[p_shadow_index].cascades[i].shadow_texel_size = radius * 2.0 / texture_size;
  2011. cull.shadows[p_shadow_index].cascades[i].bias_scale = (z_max - z_min_cam);
  2012. cull.shadows[p_shadow_index].cascades[i].range_begin = z_max;
  2013. cull.shadows[p_shadow_index].cascades[i].uv_scale = uv_scale;
  2014. }
  2015. }
  2016. }
  2017. bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_mesh_lod_threshold, uint32_t p_visible_layers) {
  2018. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  2019. Transform3D light_transform = p_instance->transform;
  2020. light_transform.orthonormalize(); //scale does not count on lights
  2021. bool animated_material_found = false;
  2022. switch (RSG::light_storage->light_get_type(p_instance->base)) {
  2023. case RS::LIGHT_DIRECTIONAL: {
  2024. } break;
  2025. case RS::LIGHT_OMNI: {
  2026. RS::LightOmniShadowMode shadow_mode = RSG::light_storage->light_omni_get_shadow_mode(p_instance->base);
  2027. if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !RSG::light_storage->light_instances_can_render_shadow_cube()) {
  2028. if (max_shadows_used + 2 > MAX_UPDATE_SHADOWS) {
  2029. return true;
  2030. }
  2031. for (int i = 0; i < 2; i++) {
  2032. //using this one ensures that raster deferred will have it
  2033. RENDER_TIMESTAMP("Cull OmniLight3D Shadow Paraboloid, Half " + itos(i));
  2034. real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  2035. real_t z = i == 0 ? -1 : 1;
  2036. Vector<Plane> planes;
  2037. planes.resize(6);
  2038. planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
  2039. planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
  2040. planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
  2041. planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
  2042. planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
  2043. planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
  2044. instance_shadow_cull_result.clear();
  2045. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  2046. struct CullConvex {
  2047. PagedArray<Instance *> *result;
  2048. _FORCE_INLINE_ bool operator()(void *p_data) {
  2049. Instance *p_instance = (Instance *)p_data;
  2050. result->push_back(p_instance);
  2051. return false;
  2052. }
  2053. };
  2054. CullConvex cull_convex;
  2055. cull_convex.result = &instance_shadow_cull_result;
  2056. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  2057. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  2058. if (!light->is_shadow_update_full()) {
  2059. light_culler->cull_regular_light(instance_shadow_cull_result);
  2060. }
  2061. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  2062. Instance *instance = instance_shadow_cull_result[j];
  2063. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
  2064. continue;
  2065. } else {
  2066. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  2067. animated_material_found = true;
  2068. }
  2069. if (instance->mesh_instance.is_valid()) {
  2070. RSG::mesh_storage->mesh_instance_check_for_update(instance->mesh_instance);
  2071. }
  2072. }
  2073. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  2074. }
  2075. RSG::mesh_storage->update_mesh_instances();
  2076. RSG::light_storage->light_instance_set_shadow_transform(light->instance, Projection(), light_transform, radius, 0, i, 0);
  2077. shadow_data.light = light->instance;
  2078. shadow_data.pass = i;
  2079. }
  2080. } else { //shadow cube
  2081. if (max_shadows_used + 6 > MAX_UPDATE_SHADOWS) {
  2082. return true;
  2083. }
  2084. real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  2085. Projection cm;
  2086. cm.set_perspective(90, 1, radius * 0.005f, radius);
  2087. for (int i = 0; i < 6; i++) {
  2088. RENDER_TIMESTAMP("Cull OmniLight3D Shadow Cube, Side " + itos(i));
  2089. //using this one ensures that raster deferred will have it
  2090. static const Vector3 view_normals[6] = {
  2091. Vector3(+1, 0, 0),
  2092. Vector3(-1, 0, 0),
  2093. Vector3(0, -1, 0),
  2094. Vector3(0, +1, 0),
  2095. Vector3(0, 0, +1),
  2096. Vector3(0, 0, -1)
  2097. };
  2098. static const Vector3 view_up[6] = {
  2099. Vector3(0, -1, 0),
  2100. Vector3(0, -1, 0),
  2101. Vector3(0, 0, -1),
  2102. Vector3(0, 0, +1),
  2103. Vector3(0, -1, 0),
  2104. Vector3(0, -1, 0)
  2105. };
  2106. Transform3D xform = light_transform * Transform3D().looking_at(view_normals[i], view_up[i]);
  2107. Vector<Plane> planes = cm.get_projection_planes(xform);
  2108. instance_shadow_cull_result.clear();
  2109. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  2110. struct CullConvex {
  2111. PagedArray<Instance *> *result;
  2112. _FORCE_INLINE_ bool operator()(void *p_data) {
  2113. Instance *p_instance = (Instance *)p_data;
  2114. result->push_back(p_instance);
  2115. return false;
  2116. }
  2117. };
  2118. CullConvex cull_convex;
  2119. cull_convex.result = &instance_shadow_cull_result;
  2120. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  2121. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  2122. if (!light->is_shadow_update_full()) {
  2123. light_culler->cull_regular_light(instance_shadow_cull_result);
  2124. }
  2125. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  2126. Instance *instance = instance_shadow_cull_result[j];
  2127. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
  2128. continue;
  2129. } else {
  2130. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  2131. animated_material_found = true;
  2132. }
  2133. if (instance->mesh_instance.is_valid()) {
  2134. RSG::mesh_storage->mesh_instance_check_for_update(instance->mesh_instance);
  2135. }
  2136. }
  2137. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  2138. }
  2139. RSG::mesh_storage->update_mesh_instances();
  2140. RSG::light_storage->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
  2141. shadow_data.light = light->instance;
  2142. shadow_data.pass = i;
  2143. }
  2144. //restore the regular DP matrix
  2145. //RSG::light_storage->light_instance_set_shadow_transform(light->instance, Projection(), light_transform, radius, 0, 0, 0);
  2146. }
  2147. } break;
  2148. case RS::LIGHT_SPOT: {
  2149. RENDER_TIMESTAMP("Cull SpotLight3D Shadow");
  2150. if (max_shadows_used + 1 > MAX_UPDATE_SHADOWS) {
  2151. return true;
  2152. }
  2153. real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  2154. real_t angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2155. Projection cm;
  2156. cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
  2157. Vector<Plane> planes = cm.get_projection_planes(light_transform);
  2158. instance_shadow_cull_result.clear();
  2159. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  2160. struct CullConvex {
  2161. PagedArray<Instance *> *result;
  2162. _FORCE_INLINE_ bool operator()(void *p_data) {
  2163. Instance *p_instance = (Instance *)p_data;
  2164. result->push_back(p_instance);
  2165. return false;
  2166. }
  2167. };
  2168. CullConvex cull_convex;
  2169. cull_convex.result = &instance_shadow_cull_result;
  2170. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  2171. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  2172. if (!light->is_shadow_update_full()) {
  2173. light_culler->cull_regular_light(instance_shadow_cull_result);
  2174. }
  2175. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  2176. Instance *instance = instance_shadow_cull_result[j];
  2177. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
  2178. continue;
  2179. } else {
  2180. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  2181. animated_material_found = true;
  2182. }
  2183. if (instance->mesh_instance.is_valid()) {
  2184. RSG::mesh_storage->mesh_instance_check_for_update(instance->mesh_instance);
  2185. }
  2186. }
  2187. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  2188. }
  2189. RSG::mesh_storage->update_mesh_instances();
  2190. RSG::light_storage->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
  2191. shadow_data.light = light->instance;
  2192. shadow_data.pass = 0;
  2193. } break;
  2194. }
  2195. return animated_material_found;
  2196. }
  2197. void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, uint32_t p_jitter_phase_count, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) {
  2198. #ifndef _3D_DISABLED
  2199. Camera *camera = camera_owner.get_or_null(p_camera);
  2200. ERR_FAIL_NULL(camera);
  2201. Vector2 jitter;
  2202. if (p_jitter_phase_count > 0) {
  2203. uint32_t current_jitter_count = camera_jitter_array.size();
  2204. if (p_jitter_phase_count != current_jitter_count) {
  2205. // Resize the jitter array and fill it with the pre-computed Halton sequence.
  2206. camera_jitter_array.resize(p_jitter_phase_count);
  2207. for (uint32_t i = current_jitter_count; i < p_jitter_phase_count; i++) {
  2208. camera_jitter_array[i].x = get_halton_value(i, 2);
  2209. camera_jitter_array[i].y = get_halton_value(i, 3);
  2210. }
  2211. }
  2212. jitter = camera_jitter_array[RSG::rasterizer->get_frame_number() % p_jitter_phase_count] / p_viewport_size;
  2213. }
  2214. RendererSceneRender::CameraData camera_data;
  2215. // Setup Camera(s)
  2216. if (p_xr_interface.is_null()) {
  2217. // Normal camera
  2218. Transform3D transform = camera->transform;
  2219. Projection projection;
  2220. bool vaspect = camera->vaspect;
  2221. bool is_orthogonal = false;
  2222. switch (camera->type) {
  2223. case Camera::ORTHOGONAL: {
  2224. projection.set_orthogonal(
  2225. camera->size,
  2226. p_viewport_size.width / (float)p_viewport_size.height,
  2227. camera->znear,
  2228. camera->zfar,
  2229. camera->vaspect);
  2230. is_orthogonal = true;
  2231. } break;
  2232. case Camera::PERSPECTIVE: {
  2233. projection.set_perspective(
  2234. camera->fov,
  2235. p_viewport_size.width / (float)p_viewport_size.height,
  2236. camera->znear,
  2237. camera->zfar,
  2238. camera->vaspect);
  2239. } break;
  2240. case Camera::FRUSTUM: {
  2241. projection.set_frustum(
  2242. camera->size,
  2243. p_viewport_size.width / (float)p_viewport_size.height,
  2244. camera->offset,
  2245. camera->znear,
  2246. camera->zfar,
  2247. camera->vaspect);
  2248. } break;
  2249. }
  2250. camera_data.set_camera(transform, projection, is_orthogonal, vaspect, jitter, camera->visible_layers);
  2251. } else {
  2252. // Setup our camera for our XR interface.
  2253. // We can support multiple views here each with their own camera
  2254. Transform3D transforms[RendererSceneRender::MAX_RENDER_VIEWS];
  2255. Projection projections[RendererSceneRender::MAX_RENDER_VIEWS];
  2256. uint32_t view_count = p_xr_interface->get_view_count();
  2257. ERR_FAIL_COND_MSG(view_count == 0 || view_count > RendererSceneRender::MAX_RENDER_VIEWS, "Requested view count is not supported");
  2258. float aspect = p_viewport_size.width / (float)p_viewport_size.height;
  2259. Transform3D world_origin = XRServer::get_singleton()->get_world_origin();
  2260. // We ignore our camera position, it will have been positioned with a slightly old tracking position.
  2261. // Instead we take our origin point and have our XR interface add fresh tracking data! Whoohoo!
  2262. for (uint32_t v = 0; v < view_count; v++) {
  2263. transforms[v] = p_xr_interface->get_transform_for_view(v, world_origin);
  2264. projections[v] = p_xr_interface->get_projection_for_view(v, aspect, camera->znear, camera->zfar);
  2265. }
  2266. if (view_count == 1) {
  2267. camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect, jitter, camera->visible_layers);
  2268. } else if (view_count == 2) {
  2269. camera_data.set_multiview_camera(view_count, transforms, projections, false, camera->vaspect);
  2270. } else {
  2271. // 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...
  2272. }
  2273. }
  2274. RID environment = _render_get_environment(p_camera, p_scenario);
  2275. RID compositor = _render_get_compositor(p_camera, p_scenario);
  2276. RENDER_TIMESTAMP("Update Occlusion Buffer")
  2277. // For now just cull on the first camera
  2278. RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_orthogonal);
  2279. _render_scene(&camera_data, p_render_buffers, environment, camera->attributes, compositor, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_mesh_lod_threshold, true, r_render_info);
  2280. #endif
  2281. }
  2282. void RendererSceneCull::_visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data) {
  2283. uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
  2284. uint32_t bin_from = p_thread * cull_data->cull_count / total_threads;
  2285. uint32_t bin_to = (p_thread + 1 == total_threads) ? cull_data->cull_count : ((p_thread + 1) * cull_data->cull_count / total_threads);
  2286. _visibility_cull(*cull_data, cull_data->cull_offset + bin_from, cull_data->cull_offset + bin_to);
  2287. }
  2288. void RendererSceneCull::_visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to) {
  2289. Scenario *scenario = cull_data.scenario;
  2290. for (unsigned int i = p_from; i < p_to; i++) {
  2291. InstanceVisibilityData &vd = scenario->instance_visibility[i];
  2292. InstanceData &idata = scenario->instance_data[vd.array_index];
  2293. if (idata.parent_array_index >= 0) {
  2294. uint32_t parent_flags = scenario->instance_data[idata.parent_array_index].flags;
  2295. if ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN) || !(parent_flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN))) {
  2296. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2297. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2298. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2299. continue;
  2300. }
  2301. }
  2302. int range_check = _visibility_range_check<true>(vd, cull_data.camera_position, cull_data.viewport_mask);
  2303. if (range_check == -1) {
  2304. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2305. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2306. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2307. } else if (range_check == 1) {
  2308. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2309. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2310. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2311. } else {
  2312. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2313. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2314. if (range_check == 2) {
  2315. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2316. } else {
  2317. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2318. }
  2319. }
  2320. }
  2321. }
  2322. template <bool p_fade_check>
  2323. int RendererSceneCull::_visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask) {
  2324. float dist = p_camera_pos.distance_to(r_vis_data.position);
  2325. const RS::VisibilityRangeFadeMode &fade_mode = r_vis_data.fade_mode;
  2326. float begin_offset = -r_vis_data.range_begin_margin;
  2327. float end_offset = r_vis_data.range_end_margin;
  2328. if (fade_mode == RS::VISIBILITY_RANGE_FADE_DISABLED && !(p_viewport_mask & r_vis_data.viewport_state)) {
  2329. begin_offset = -begin_offset;
  2330. end_offset = -end_offset;
  2331. }
  2332. if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end + end_offset) {
  2333. r_vis_data.viewport_state &= ~p_viewport_mask;
  2334. return -1;
  2335. } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin + begin_offset) {
  2336. r_vis_data.viewport_state &= ~p_viewport_mask;
  2337. return 1;
  2338. } else {
  2339. r_vis_data.viewport_state |= p_viewport_mask;
  2340. if (p_fade_check) {
  2341. if (fade_mode != RS::VISIBILITY_RANGE_FADE_DISABLED) {
  2342. r_vis_data.children_fade_alpha = 1.0f;
  2343. if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end - end_offset) {
  2344. if (fade_mode == RS::VISIBILITY_RANGE_FADE_DEPENDENCIES) {
  2345. 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));
  2346. }
  2347. return 2;
  2348. } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin - begin_offset) {
  2349. if (fade_mode == RS::VISIBILITY_RANGE_FADE_DEPENDENCIES) {
  2350. 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));
  2351. }
  2352. return 2;
  2353. }
  2354. }
  2355. }
  2356. return 0;
  2357. }
  2358. }
  2359. bool RendererSceneCull::_visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data) {
  2360. if (p_instance_data.parent_array_index == -1) {
  2361. return true;
  2362. }
  2363. const uint32_t &parent_flags = p_cull_data.scenario->instance_data[p_instance_data.parent_array_index].flags;
  2364. return ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK) == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE) || (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN);
  2365. }
  2366. void RendererSceneCull::_scene_cull_threaded(uint32_t p_thread, CullData *cull_data) {
  2367. uint32_t cull_total = cull_data->scenario->instance_data.size();
  2368. uint32_t total_threads = WorkerThreadPool::get_singleton()->get_thread_count();
  2369. uint32_t cull_from = p_thread * cull_total / total_threads;
  2370. uint32_t cull_to = (p_thread + 1 == total_threads) ? cull_total : ((p_thread + 1) * cull_total / total_threads);
  2371. _scene_cull(*cull_data, scene_cull_result_threads[p_thread], cull_from, cull_to);
  2372. }
  2373. void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
  2374. uint64_t frame_number = RSG::rasterizer->get_frame_number();
  2375. float lightmap_probe_update_speed = RSG::light_storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
  2376. uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
  2377. uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
  2378. RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
  2379. Transform3D inv_cam_transform = cull_data.cam_transform.inverse();
  2380. float z_near = cull_data.camera_matrix->get_z_near();
  2381. for (uint64_t i = p_from; i < p_to; i++) {
  2382. bool mesh_visible = false;
  2383. InstanceData &idata = cull_data.scenario->instance_data[i];
  2384. uint32_t visibility_flags = idata.flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN | InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN);
  2385. int32_t visibility_check = -1;
  2386. #define HIDDEN_BY_VISIBILITY_CHECKS (visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE || visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN)
  2387. #define LAYER_CHECK (cull_data.visible_layers & idata.layer_mask)
  2388. #define IN_FRUSTUM(f) (cull_data.scenario->instance_aabbs[i].in_frustum(f))
  2389. #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)
  2390. #define VIS_PARENT_CHECK (_visibility_parent_check(cull_data, idata))
  2391. #define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check)
  2392. #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, cull_data.scenario->instance_data[i].occlusion_timeout))
  2393. if (!HIDDEN_BY_VISIBILITY_CHECKS) {
  2394. 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)) {
  2395. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2396. if (base_type == RS::INSTANCE_LIGHT) {
  2397. cull_result.lights.push_back(idata.instance);
  2398. cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
  2399. if (cull_data.shadow_atlas.is_valid() && RSG::light_storage->light_has_shadow(idata.base_rid)) {
  2400. RSG::light_storage->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
  2401. }
  2402. } else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
  2403. if (cull_data.render_reflection_probe != idata.instance) {
  2404. //avoid entering The Matrix
  2405. if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || RSG::light_storage->reflection_probe_instance_needs_redraw(RID::from_uint64(idata.instance_data_rid))) {
  2406. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
  2407. cull_data.cull->lock.lock();
  2408. if (!reflection_probe->update_list.in_list()) {
  2409. reflection_probe->render_step = 0;
  2410. reflection_probe_render_list.add_last(&reflection_probe->update_list);
  2411. }
  2412. cull_data.cull->lock.unlock();
  2413. idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
  2414. }
  2415. if (RSG::light_storage->reflection_probe_instance_has_reflection(RID::from_uint64(idata.instance_data_rid))) {
  2416. cull_result.reflections.push_back(RID::from_uint64(idata.instance_data_rid));
  2417. }
  2418. }
  2419. } else if (base_type == RS::INSTANCE_DECAL) {
  2420. cull_result.decals.push_back(RID::from_uint64(idata.instance_data_rid));
  2421. } else if (base_type == RS::INSTANCE_VOXEL_GI) {
  2422. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(idata.instance->base_data);
  2423. cull_data.cull->lock.lock();
  2424. if (!voxel_gi->update_element.in_list()) {
  2425. voxel_gi_update_list.add(&voxel_gi->update_element);
  2426. }
  2427. cull_data.cull->lock.unlock();
  2428. cull_result.voxel_gi_instances.push_back(RID::from_uint64(idata.instance_data_rid));
  2429. } else if (base_type == RS::INSTANCE_LIGHTMAP) {
  2430. cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid));
  2431. } else if (base_type == RS::INSTANCE_FOG_VOLUME) {
  2432. cull_result.fog_volumes.push_back(RID::from_uint64(idata.instance_data_rid));
  2433. } else if (base_type == RS::INSTANCE_VISIBLITY_NOTIFIER) {
  2434. InstanceVisibilityNotifierData *vnd = idata.visibility_notifier;
  2435. if (!vnd->list_element.in_list()) {
  2436. visible_notifier_list_lock.lock();
  2437. visible_notifier_list.add(&vnd->list_element);
  2438. visible_notifier_list_lock.unlock();
  2439. vnd->just_visible = true;
  2440. }
  2441. vnd->visible_in_frame = RSG::rasterizer->get_frame_number();
  2442. } else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
  2443. bool keep = true;
  2444. if (idata.flags & InstanceData::FLAG_REDRAW_IF_VISIBLE) {
  2445. RenderingServerDefault::redraw_request();
  2446. }
  2447. if (base_type == RS::INSTANCE_MESH) {
  2448. mesh_visible = true;
  2449. } else if (base_type == RS::INSTANCE_PARTICLES) {
  2450. //particles visible? process them
  2451. if (RSG::particles_storage->particles_is_inactive(idata.base_rid)) {
  2452. //but if nothing is going on, don't do it.
  2453. keep = false;
  2454. } else {
  2455. cull_data.cull->lock.lock();
  2456. RSG::particles_storage->particles_request_process(idata.base_rid);
  2457. cull_data.cull->lock.unlock();
  2458. RSG::particles_storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_column(2).normalized(), cull_data.cam_transform.basis.get_column(1).normalized());
  2459. //particles visible? request redraw
  2460. RenderingServerDefault::redraw_request();
  2461. }
  2462. }
  2463. if (idata.parent_array_index != -1) {
  2464. float fade = 1.0f;
  2465. const uint32_t &parent_flags = cull_data.scenario->instance_data[idata.parent_array_index].flags;
  2466. if (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN) {
  2467. const int32_t &parent_idx = cull_data.scenario->instance_data[idata.parent_array_index].visibility_index;
  2468. fade = cull_data.scenario->instance_visibility[parent_idx].children_fade_alpha;
  2469. }
  2470. idata.instance_geometry->set_parent_fade_alpha(fade);
  2471. }
  2472. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_LIGHT) && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
  2473. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2474. uint32_t idx = 0;
  2475. for (const Instance *E : geom->lights) {
  2476. InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
  2477. instance_pair_buffer[idx++] = light->instance;
  2478. if (idx == MAX_INSTANCE_PAIRS) {
  2479. break;
  2480. }
  2481. }
  2482. ERR_FAIL_NULL(geom->geometry_instance);
  2483. geom->geometry_instance->pair_light_instances(instance_pair_buffer, idx);
  2484. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
  2485. }
  2486. if (idata.flags & InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY) {
  2487. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2488. ERR_FAIL_NULL(geom->geometry_instance);
  2489. cull_data.cull->lock.lock();
  2490. geom->geometry_instance->set_softshadow_projector_pairing(geom->softshadow_count > 0, geom->projector_count > 0);
  2491. cull_data.cull->lock.unlock();
  2492. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY);
  2493. }
  2494. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
  2495. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2496. uint32_t idx = 0;
  2497. for (const Instance *E : geom->reflection_probes) {
  2498. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->base_data);
  2499. instance_pair_buffer[idx++] = reflection_probe->instance;
  2500. if (idx == MAX_INSTANCE_PAIRS) {
  2501. break;
  2502. }
  2503. }
  2504. ERR_FAIL_NULL(geom->geometry_instance);
  2505. geom->geometry_instance->pair_reflection_probe_instances(instance_pair_buffer, idx);
  2506. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_REFLECTION_DIRTY);
  2507. }
  2508. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
  2509. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2510. uint32_t idx = 0;
  2511. for (const Instance *E : geom->decals) {
  2512. InstanceDecalData *decal = static_cast<InstanceDecalData *>(E->base_data);
  2513. instance_pair_buffer[idx++] = decal->instance;
  2514. if (idx == MAX_INSTANCE_PAIRS) {
  2515. break;
  2516. }
  2517. }
  2518. ERR_FAIL_NULL(geom->geometry_instance);
  2519. geom->geometry_instance->pair_decal_instances(instance_pair_buffer, idx);
  2520. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
  2521. }
  2522. if (idata.flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY) {
  2523. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2524. uint32_t idx = 0;
  2525. for (const Instance *E : geom->voxel_gi_instances) {
  2526. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(E->base_data);
  2527. instance_pair_buffer[idx++] = voxel_gi->probe_instance;
  2528. if (idx == MAX_INSTANCE_PAIRS) {
  2529. break;
  2530. }
  2531. }
  2532. ERR_FAIL_NULL(geom->geometry_instance);
  2533. geom->geometry_instance->pair_voxel_gi_instances(instance_pair_buffer, idx);
  2534. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
  2535. }
  2536. 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()) {
  2537. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2538. Color *sh = idata.instance->lightmap_sh.ptrw();
  2539. const Color *target_sh = idata.instance->lightmap_target_sh.ptr();
  2540. for (uint32_t j = 0; j < 9; j++) {
  2541. sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
  2542. }
  2543. ERR_FAIL_NULL(geom->geometry_instance);
  2544. cull_data.cull->lock.lock();
  2545. geom->geometry_instance->set_lightmap_capture(sh);
  2546. cull_data.cull->lock.unlock();
  2547. idata.instance->last_frame_pass = frame_number;
  2548. }
  2549. if (keep) {
  2550. cull_result.geometry_instances.push_back(idata.instance_geometry);
  2551. }
  2552. }
  2553. }
  2554. for (uint32_t j = 0; j < cull_data.cull->shadow_count; j++) {
  2555. if (!light_culler->cull_directional_light(cull_data.scenario->instance_aabbs[i], j)) {
  2556. continue;
  2557. }
  2558. for (uint32_t k = 0; k < cull_data.cull->shadows[j].cascade_count; k++) {
  2559. if (IN_FRUSTUM(cull_data.cull->shadows[j].cascades[k].frustum) && VIS_CHECK) {
  2560. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2561. if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS && LAYER_CHECK) {
  2562. cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry);
  2563. mesh_visible = true;
  2564. }
  2565. }
  2566. }
  2567. }
  2568. }
  2569. #undef HIDDEN_BY_VISIBILITY_CHECKS
  2570. #undef LAYER_CHECK
  2571. #undef IN_FRUSTUM
  2572. #undef VIS_RANGE_CHECK
  2573. #undef VIS_PARENT_CHECK
  2574. #undef VIS_CHECK
  2575. #undef OCCLUSION_CULLED
  2576. for (uint32_t j = 0; j < cull_data.cull->sdfgi.region_count; j++) {
  2577. if (cull_data.scenario->instance_aabbs[i].in_aabb(cull_data.cull->sdfgi.region_aabb[j])) {
  2578. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2579. if (base_type == RS::INSTANCE_LIGHT) {
  2580. InstanceLightData *instance_light = (InstanceLightData *)idata.instance->base_data;
  2581. if (instance_light->bake_mode == RS::LIGHT_BAKE_STATIC && cull_data.cull->sdfgi.region_cascade[j] <= instance_light->max_sdfgi_cascade) {
  2582. if (sdfgi_last_light_index != i || sdfgi_last_light_cascade != cull_data.cull->sdfgi.region_cascade[j]) {
  2583. sdfgi_last_light_index = i;
  2584. sdfgi_last_light_cascade = cull_data.cull->sdfgi.region_cascade[j];
  2585. cull_result.sdfgi_cascade_lights[sdfgi_last_light_cascade].push_back(instance_light->instance);
  2586. }
  2587. }
  2588. } else if ((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  2589. if (idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) {
  2590. cull_result.sdfgi_region_geometry_instances[j].push_back(idata.instance_geometry);
  2591. mesh_visible = true;
  2592. }
  2593. }
  2594. }
  2595. }
  2596. if (mesh_visible && cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_USES_MESH_INSTANCE) {
  2597. cull_result.mesh_instances.push_back(cull_data.scenario->instance_data[i].instance->mesh_instance);
  2598. }
  2599. }
  2600. }
  2601. void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, RID p_compositor, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows, RenderingMethod::RenderInfo *r_render_info) {
  2602. Instance *render_reflection_probe = instance_owner.get_or_null(p_reflection_probe); //if null, not rendering to it
  2603. // Prepare the light - camera volume culling system.
  2604. light_culler->prepare_camera(p_camera_data->main_transform, p_camera_data->main_projection);
  2605. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2606. Vector3 camera_position = p_camera_data->main_transform.origin;
  2607. ERR_FAIL_COND(p_render_buffers.is_null());
  2608. render_pass++;
  2609. scene_render->set_scene_pass(render_pass);
  2610. if (p_reflection_probe.is_null()) {
  2611. //no rendering code here, this is only to set up what needs to be done, request regions, etc.
  2612. scene_render->sdfgi_update(p_render_buffers, p_environment, camera_position); //update conditions for SDFGI (whether its used or not)
  2613. }
  2614. RENDER_TIMESTAMP("Update Visibility Dependencies");
  2615. if (scenario->instance_visibility.get_bin_count() > 0) {
  2616. if (!scenario->viewport_visibility_masks.has(p_viewport)) {
  2617. scenario_add_viewport_visibility_mask(scenario->self, p_viewport);
  2618. }
  2619. VisibilityCullData visibility_cull_data;
  2620. visibility_cull_data.scenario = scenario;
  2621. visibility_cull_data.viewport_mask = scenario->viewport_visibility_masks[p_viewport];
  2622. visibility_cull_data.camera_position = camera_position;
  2623. for (int i = scenario->instance_visibility.get_bin_count() - 1; i > 0; i--) { // We skip bin 0
  2624. visibility_cull_data.cull_offset = scenario->instance_visibility.get_bin_start(i);
  2625. visibility_cull_data.cull_count = scenario->instance_visibility.get_bin_size(i);
  2626. if (visibility_cull_data.cull_count == 0) {
  2627. continue;
  2628. }
  2629. if (visibility_cull_data.cull_count > thread_cull_threshold) {
  2630. WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RendererSceneCull::_visibility_cull_threaded, &visibility_cull_data, WorkerThreadPool::get_singleton()->get_thread_count(), -1, true, SNAME("VisibilityCullInstances"));
  2631. WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
  2632. } else {
  2633. _visibility_cull(visibility_cull_data, visibility_cull_data.cull_offset, visibility_cull_data.cull_offset + visibility_cull_data.cull_count);
  2634. }
  2635. }
  2636. }
  2637. RENDER_TIMESTAMP("Cull 3D Scene");
  2638. //rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_orthogonal);
  2639. /* STEP 2 - CULL */
  2640. Vector<Plane> planes = p_camera_data->main_projection.get_projection_planes(p_camera_data->main_transform);
  2641. cull.frustum = Frustum(planes);
  2642. Vector<RID> directional_lights;
  2643. // directional lights
  2644. {
  2645. cull.shadow_count = 0;
  2646. Vector<Instance *> lights_with_shadow;
  2647. for (Instance *E : scenario->directional_lights) {
  2648. if (!E->visible) {
  2649. continue;
  2650. }
  2651. if (directional_lights.size() > RendererSceneRender::MAX_DIRECTIONAL_LIGHTS) {
  2652. break;
  2653. }
  2654. InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
  2655. //check shadow..
  2656. if (light) {
  2657. if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::light_storage->light_has_shadow(E->base) && !(RSG::light_storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::light_storage->light_directional_get_sky_mode(E->base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY)) {
  2658. lights_with_shadow.push_back(E);
  2659. }
  2660. //add to list
  2661. directional_lights.push_back(light->instance);
  2662. }
  2663. }
  2664. RSG::light_storage->set_directional_shadow_count(lights_with_shadow.size());
  2665. for (int i = 0; i < lights_with_shadow.size(); i++) {
  2666. _light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_orthogonal, p_camera_data->vaspect);
  2667. }
  2668. }
  2669. { //sdfgi
  2670. cull.sdfgi.region_count = 0;
  2671. if (p_reflection_probe.is_null()) {
  2672. cull.sdfgi.cascade_light_count = 0;
  2673. uint32_t prev_cascade = 0xFFFFFFFF;
  2674. uint32_t pending_region_count = scene_render->sdfgi_get_pending_region_count(p_render_buffers);
  2675. for (uint32_t i = 0; i < pending_region_count; i++) {
  2676. cull.sdfgi.region_aabb[i] = scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
  2677. uint32_t region_cascade = scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
  2678. cull.sdfgi.region_cascade[i] = region_cascade;
  2679. if (region_cascade != prev_cascade) {
  2680. cull.sdfgi.cascade_light_index[cull.sdfgi.cascade_light_count] = region_cascade;
  2681. cull.sdfgi.cascade_light_count++;
  2682. prev_cascade = region_cascade;
  2683. }
  2684. }
  2685. cull.sdfgi.region_count = pending_region_count;
  2686. }
  2687. }
  2688. scene_cull_result.clear();
  2689. {
  2690. uint64_t cull_from = 0;
  2691. uint64_t cull_to = scenario->instance_data.size();
  2692. CullData cull_data;
  2693. //prepare for eventual thread usage
  2694. cull_data.cull = &cull;
  2695. cull_data.scenario = scenario;
  2696. cull_data.shadow_atlas = p_shadow_atlas;
  2697. cull_data.cam_transform = p_camera_data->main_transform;
  2698. cull_data.visible_layers = p_visible_layers;
  2699. cull_data.render_reflection_probe = render_reflection_probe;
  2700. cull_data.occlusion_buffer = RendererSceneOcclusionCull::get_singleton()->buffer_get_ptr(p_viewport);
  2701. cull_data.camera_matrix = &p_camera_data->main_projection;
  2702. cull_data.visibility_viewport_mask = scenario->viewport_visibility_masks.has(p_viewport) ? scenario->viewport_visibility_masks[p_viewport] : 0;
  2703. //#define DEBUG_CULL_TIME
  2704. #ifdef DEBUG_CULL_TIME
  2705. uint64_t time_from = OS::get_singleton()->get_ticks_usec();
  2706. #endif
  2707. if (cull_to > thread_cull_threshold) {
  2708. //multiple threads
  2709. for (InstanceCullResult &thread : scene_cull_result_threads) {
  2710. thread.clear();
  2711. }
  2712. WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RendererSceneCull::_scene_cull_threaded, &cull_data, scene_cull_result_threads.size(), -1, true, SNAME("RenderCullInstances"));
  2713. WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
  2714. for (InstanceCullResult &thread : scene_cull_result_threads) {
  2715. scene_cull_result.append_from(thread);
  2716. }
  2717. } else {
  2718. //single threaded
  2719. _scene_cull(cull_data, scene_cull_result, cull_from, cull_to);
  2720. }
  2721. #ifdef DEBUG_CULL_TIME
  2722. static float time_avg = 0;
  2723. static uint32_t time_count = 0;
  2724. time_avg += double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0;
  2725. time_count++;
  2726. print_line("time taken: " + rtos(time_avg / time_count));
  2727. #endif
  2728. if (scene_cull_result.mesh_instances.size()) {
  2729. for (uint64_t i = 0; i < scene_cull_result.mesh_instances.size(); i++) {
  2730. RSG::mesh_storage->mesh_instance_check_for_update(scene_cull_result.mesh_instances[i]);
  2731. }
  2732. RSG::mesh_storage->update_mesh_instances();
  2733. }
  2734. }
  2735. //render shadows
  2736. max_shadows_used = 0;
  2737. if (p_using_shadows) { //setup shadow maps
  2738. // Directional Shadows
  2739. for (uint32_t i = 0; i < cull.shadow_count; i++) {
  2740. for (uint32_t j = 0; j < cull.shadows[i].cascade_count; j++) {
  2741. const Cull::Shadow::Cascade &c = cull.shadows[i].cascades[j];
  2742. // print_line("shadow " + itos(i) + " cascade " + itos(j) + " elements: " + itos(c.cull_result.size()));
  2743. RSG::light_storage->light_instance_set_shadow_transform(cull.shadows[i].light_instance, c.projection, c.transform, c.zfar, c.split, j, c.shadow_texel_size, c.bias_scale, c.range_begin, c.uv_scale);
  2744. if (max_shadows_used == MAX_UPDATE_SHADOWS) {
  2745. continue;
  2746. }
  2747. render_shadow_data[max_shadows_used].light = cull.shadows[i].light_instance;
  2748. render_shadow_data[max_shadows_used].pass = j;
  2749. render_shadow_data[max_shadows_used].instances.merge_unordered(scene_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
  2750. max_shadows_used++;
  2751. }
  2752. }
  2753. // Positional Shadows
  2754. for (uint32_t i = 0; i < (uint32_t)scene_cull_result.lights.size(); i++) {
  2755. Instance *ins = scene_cull_result.lights[i];
  2756. if (!p_shadow_atlas.is_valid()) {
  2757. continue;
  2758. }
  2759. InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
  2760. if (!RSG::light_storage->light_instance_is_shadow_visible_at_position(light->instance, camera_position)) {
  2761. continue;
  2762. }
  2763. float coverage = 0.f;
  2764. { //compute coverage
  2765. Transform3D cam_xf = p_camera_data->main_transform;
  2766. float zn = p_camera_data->main_projection.get_z_near();
  2767. Plane p(-cam_xf.basis.get_column(2), cam_xf.origin + cam_xf.basis.get_column(2) * -zn); //camera near plane
  2768. // near plane half width and height
  2769. Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents();
  2770. switch (RSG::light_storage->light_get_type(ins->base)) {
  2771. case RS::LIGHT_OMNI: {
  2772. float radius = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
  2773. //get two points parallel to near plane
  2774. Vector3 points[2] = {
  2775. ins->transform.origin,
  2776. ins->transform.origin + cam_xf.basis.get_column(0) * radius
  2777. };
  2778. if (!p_camera_data->is_orthogonal) {
  2779. //if using perspetive, map them to near plane
  2780. for (int j = 0; j < 2; j++) {
  2781. if (p.distance_to(points[j]) < 0) {
  2782. points[j].z = -zn; //small hack to keep size constant when hitting the screen
  2783. }
  2784. p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
  2785. }
  2786. }
  2787. float screen_diameter = points[0].distance_to(points[1]) * 2;
  2788. coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
  2789. } break;
  2790. case RS::LIGHT_SPOT: {
  2791. float radius = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
  2792. float angle = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2793. float w = radius * Math::sin(Math::deg_to_rad(angle));
  2794. float d = radius * Math::cos(Math::deg_to_rad(angle));
  2795. Vector3 base = ins->transform.origin - ins->transform.basis.get_column(2).normalized() * d;
  2796. Vector3 points[2] = {
  2797. base,
  2798. base + cam_xf.basis.get_column(0) * w
  2799. };
  2800. if (!p_camera_data->is_orthogonal) {
  2801. //if using perspetive, map them to near plane
  2802. for (int j = 0; j < 2; j++) {
  2803. if (p.distance_to(points[j]) < 0) {
  2804. points[j].z = -zn; //small hack to keep size constant when hitting the screen
  2805. }
  2806. p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
  2807. }
  2808. }
  2809. float screen_diameter = points[0].distance_to(points[1]) * 2;
  2810. coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
  2811. } break;
  2812. default: {
  2813. ERR_PRINT("Invalid Light Type");
  2814. }
  2815. }
  2816. }
  2817. // We can detect whether multiple cameras are hitting this light, whether or not the shadow is dirty,
  2818. // so that we can turn off tighter caster culling.
  2819. light->detect_light_intersects_multiple_cameras(Engine::get_singleton()->get_frames_drawn());
  2820. if (light->is_shadow_dirty()) {
  2821. // Dirty shadows have no need to be drawn if
  2822. // the light volume doesn't intersect the camera frustum.
  2823. // Returns false if the entire light can be culled.
  2824. bool allow_redraw = light_culler->prepare_regular_light(*ins);
  2825. // Directional lights aren't handled here, _light_instance_update_shadow is called from elsewhere.
  2826. // Checking for this in case this changes, as this is assumed.
  2827. DEV_CHECK_ONCE(RSG::light_storage->light_get_type(ins->base) != RS::LIGHT_DIRECTIONAL);
  2828. // Tighter caster culling to the camera frustum should work correctly with multiple viewports + cameras.
  2829. // The first camera will cull tightly, but if the light is present on more than 1 camera, the second will
  2830. // do a full render, and mark the light as non-dirty.
  2831. // There is however a cost to tighter shadow culling in this situation (2 shadow updates in 1 frame),
  2832. // so we should detect this and switch off tighter caster culling automatically.
  2833. // This is done in the logic for `decrement_shadow_dirty()`.
  2834. if (allow_redraw) {
  2835. light->last_version++;
  2836. light->decrement_shadow_dirty();
  2837. }
  2838. }
  2839. bool redraw = RSG::light_storage->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
  2840. if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
  2841. //must redraw!
  2842. RENDER_TIMESTAMP("> Render Light3D " + itos(i));
  2843. if (_light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_orthogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold, p_visible_layers)) {
  2844. light->make_shadow_dirty();
  2845. }
  2846. RENDER_TIMESTAMP("< Render Light3D " + itos(i));
  2847. } else {
  2848. if (redraw) {
  2849. light->make_shadow_dirty();
  2850. }
  2851. }
  2852. }
  2853. }
  2854. //render SDFGI
  2855. {
  2856. // Q: Should this whole block be skipped if we're rendering our reflection probe?
  2857. sdfgi_update_data.update_static = false;
  2858. if (cull.sdfgi.region_count > 0) {
  2859. //update regions
  2860. for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
  2861. render_sdfgi_data[i].instances.merge_unordered(scene_cull_result.sdfgi_region_geometry_instances[i]);
  2862. render_sdfgi_data[i].region = i;
  2863. }
  2864. //check if static lights were culled
  2865. bool static_lights_culled = false;
  2866. for (uint32_t i = 0; i < cull.sdfgi.cascade_light_count; i++) {
  2867. if (scene_cull_result.sdfgi_cascade_lights[i].size()) {
  2868. static_lights_culled = true;
  2869. break;
  2870. }
  2871. }
  2872. if (static_lights_culled) {
  2873. sdfgi_update_data.static_cascade_count = cull.sdfgi.cascade_light_count;
  2874. sdfgi_update_data.static_cascade_indices = cull.sdfgi.cascade_light_index;
  2875. sdfgi_update_data.static_positional_lights = scene_cull_result.sdfgi_cascade_lights;
  2876. sdfgi_update_data.update_static = true;
  2877. }
  2878. }
  2879. if (p_reflection_probe.is_null()) {
  2880. sdfgi_update_data.directional_lights = &directional_lights;
  2881. sdfgi_update_data.positional_light_instances = scenario->dynamic_lights.ptr();
  2882. sdfgi_update_data.positional_light_count = scenario->dynamic_lights.size();
  2883. }
  2884. }
  2885. //append the directional lights to the lights culled
  2886. for (int i = 0; i < directional_lights.size(); i++) {
  2887. scene_cull_result.light_instances.push_back(directional_lights[i]);
  2888. }
  2889. RID camera_attributes;
  2890. if (p_force_camera_attributes.is_valid()) {
  2891. camera_attributes = p_force_camera_attributes;
  2892. } else {
  2893. camera_attributes = scenario->camera_attributes;
  2894. }
  2895. /* PROCESS GEOMETRY AND DRAW SCENE */
  2896. RID occluders_tex;
  2897. const RendererSceneRender::CameraData *prev_camera_data = p_camera_data;
  2898. if (p_viewport.is_valid()) {
  2899. occluders_tex = RSG::viewport->viewport_get_occluder_debug_texture(p_viewport);
  2900. prev_camera_data = RSG::viewport->viewport_get_prev_camera_data(p_viewport);
  2901. }
  2902. RENDER_TIMESTAMP("Render 3D Scene");
  2903. scene_render->render_scene(p_render_buffers, p_camera_data, prev_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_attributes, p_compositor, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_mesh_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
  2904. if (p_viewport.is_valid()) {
  2905. RSG::viewport->viewport_set_prev_camera_data(p_viewport, p_camera_data);
  2906. }
  2907. for (uint32_t i = 0; i < max_shadows_used; i++) {
  2908. render_shadow_data[i].instances.clear();
  2909. }
  2910. max_shadows_used = 0;
  2911. for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
  2912. render_sdfgi_data[i].instances.clear();
  2913. }
  2914. }
  2915. RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
  2916. Camera *camera = camera_owner.get_or_null(p_camera);
  2917. if (camera && scene_render->is_environment(camera->env)) {
  2918. return camera->env;
  2919. }
  2920. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2921. if (!scenario) {
  2922. return RID();
  2923. }
  2924. if (scene_render->is_environment(scenario->environment)) {
  2925. return scenario->environment;
  2926. }
  2927. if (scene_render->is_environment(scenario->fallback_environment)) {
  2928. return scenario->fallback_environment;
  2929. }
  2930. return RID();
  2931. }
  2932. RID RendererSceneCull::_render_get_compositor(RID p_camera, RID p_scenario) {
  2933. Camera *camera = camera_owner.get_or_null(p_camera);
  2934. if (camera && scene_render->is_compositor(camera->compositor)) {
  2935. return camera->compositor;
  2936. }
  2937. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2938. if (scenario && scene_render->is_compositor(scenario->compositor)) {
  2939. return scenario->compositor;
  2940. }
  2941. return RID();
  2942. }
  2943. void RendererSceneCull::render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
  2944. #ifndef _3D_DISABLED
  2945. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2946. RID environment;
  2947. if (scenario->environment.is_valid()) {
  2948. environment = scenario->environment;
  2949. } else {
  2950. environment = scenario->fallback_environment;
  2951. }
  2952. RID compositor = scenario->compositor;
  2953. RENDER_TIMESTAMP("Render Empty 3D Scene");
  2954. RendererSceneRender::CameraData camera_data;
  2955. camera_data.set_camera(Transform3D(), Projection(), true, false);
  2956. scene_render->render_scene(p_render_buffers, &camera_data, &camera_data, PagedArray<RenderGeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), environment, RID(), compositor, p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
  2957. #endif
  2958. }
  2959. bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int p_step) {
  2960. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
  2961. Scenario *scenario = p_instance->scenario;
  2962. ERR_FAIL_NULL_V(scenario, true);
  2963. RenderingServerDefault::redraw_request(); //update, so it updates in editor
  2964. if (p_step == 0) {
  2965. if (!RSG::light_storage->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
  2966. return true; // All full, no atlas entry to render to.
  2967. }
  2968. } else if (!RSG::light_storage->reflection_probe_has_atlas_index(reflection_probe->instance)) {
  2969. // We don't have an atlas to render to, just round off.
  2970. // This is likely due to the atlas being reset.
  2971. // If so the probe will be marked as dirty and start over.
  2972. return true;
  2973. }
  2974. if (p_step >= 0 && p_step < 6) {
  2975. static const Vector3 view_normals[6] = {
  2976. Vector3(+1, 0, 0),
  2977. Vector3(-1, 0, 0),
  2978. Vector3(0, +1, 0),
  2979. Vector3(0, -1, 0),
  2980. Vector3(0, 0, +1),
  2981. Vector3(0, 0, -1)
  2982. };
  2983. static const Vector3 view_up[6] = {
  2984. Vector3(0, -1, 0),
  2985. Vector3(0, -1, 0),
  2986. Vector3(0, 0, +1),
  2987. Vector3(0, 0, -1),
  2988. Vector3(0, -1, 0),
  2989. Vector3(0, -1, 0)
  2990. };
  2991. Vector3 probe_size = RSG::light_storage->reflection_probe_get_size(p_instance->base);
  2992. Vector3 origin_offset = RSG::light_storage->reflection_probe_get_origin_offset(p_instance->base);
  2993. float max_distance = RSG::light_storage->reflection_probe_get_origin_max_distance(p_instance->base);
  2994. float atlas_size = RSG::light_storage->reflection_atlas_get_size(scenario->reflection_atlas);
  2995. float mesh_lod_threshold = RSG::light_storage->reflection_probe_get_mesh_lod_threshold(p_instance->base) / atlas_size;
  2996. Vector3 edge = view_normals[p_step] * probe_size / 2;
  2997. 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
  2998. max_distance = MAX(max_distance, distance);
  2999. //render cubemap side
  3000. Projection cm;
  3001. cm.set_perspective(90, 1, 0.01, max_distance);
  3002. Transform3D local_view;
  3003. local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]);
  3004. Transform3D xform = p_instance->transform * local_view;
  3005. RID shadow_atlas;
  3006. bool use_shadows = RSG::light_storage->reflection_probe_renders_shadows(p_instance->base);
  3007. if (use_shadows) {
  3008. shadow_atlas = scenario->reflection_probe_shadow_atlas;
  3009. }
  3010. RID environment;
  3011. if (scenario->environment.is_valid()) {
  3012. environment = scenario->environment;
  3013. } else {
  3014. environment = scenario->fallback_environment;
  3015. }
  3016. RENDER_TIMESTAMP("Render ReflectionProbe, Step " + itos(p_step));
  3017. RendererSceneRender::CameraData camera_data;
  3018. camera_data.set_camera(xform, cm, false, false);
  3019. Ref<RenderSceneBuffers> render_buffers = RSG::light_storage->reflection_probe_atlas_get_render_buffers(scenario->reflection_atlas);
  3020. _render_scene(&camera_data, render_buffers, environment, RID(), RID(), RSG::light_storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows);
  3021. } else {
  3022. //do roughness postprocess step until it believes it's done
  3023. RENDER_TIMESTAMP("Post-Process ReflectionProbe, Step " + itos(p_step));
  3024. return RSG::light_storage->reflection_probe_instance_postprocess_step(reflection_probe->instance);
  3025. }
  3026. return false;
  3027. }
  3028. void RendererSceneCull::render_probes() {
  3029. /* REFLECTION PROBES */
  3030. SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
  3031. Vector<SelfList<InstanceReflectionProbeData> *> done_list;
  3032. bool busy = false;
  3033. if (ref_probe) {
  3034. RENDER_TIMESTAMP("Render ReflectionProbes");
  3035. while (ref_probe) {
  3036. SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
  3037. RID base = ref_probe->self()->owner->base;
  3038. switch (RSG::light_storage->reflection_probe_get_update_mode(base)) {
  3039. case RS::REFLECTION_PROBE_UPDATE_ONCE: {
  3040. if (busy) { // Already rendering something.
  3041. break;
  3042. }
  3043. bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step);
  3044. if (done) {
  3045. done_list.push_back(ref_probe);
  3046. } else {
  3047. ref_probe->self()->render_step++;
  3048. }
  3049. busy = true; // Do not render another one of this kind.
  3050. } break;
  3051. case RS::REFLECTION_PROBE_UPDATE_ALWAYS: {
  3052. int step = 0;
  3053. bool done = false;
  3054. while (!done) {
  3055. done = _render_reflection_probe_step(ref_probe->self()->owner, step);
  3056. step++;
  3057. }
  3058. done_list.push_back(ref_probe);
  3059. } break;
  3060. }
  3061. ref_probe = next;
  3062. }
  3063. // Now remove from our list
  3064. for (SelfList<InstanceReflectionProbeData> *rp : done_list) {
  3065. reflection_probe_render_list.remove(rp);
  3066. }
  3067. }
  3068. /* VOXEL GIS */
  3069. SelfList<InstanceVoxelGIData> *voxel_gi = voxel_gi_update_list.first();
  3070. if (voxel_gi) {
  3071. RENDER_TIMESTAMP("Render VoxelGI");
  3072. }
  3073. while (voxel_gi) {
  3074. SelfList<InstanceVoxelGIData> *next = voxel_gi->next();
  3075. InstanceVoxelGIData *probe = voxel_gi->self();
  3076. //Instance *instance_probe = probe->owner;
  3077. //check if probe must be setup, but don't do if on the lighting thread
  3078. bool cache_dirty = false;
  3079. int cache_count = 0;
  3080. {
  3081. int light_cache_size = probe->light_cache.size();
  3082. const InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptr();
  3083. const RID *instance_caches = probe->light_instances.ptr();
  3084. int idx = 0; //must count visible lights
  3085. for (Instance *E : probe->lights) {
  3086. Instance *instance = E;
  3087. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  3088. if (!instance->visible) {
  3089. continue;
  3090. }
  3091. if (cache_dirty) {
  3092. //do nothing, since idx must count all visible lights anyway
  3093. } else if (idx >= light_cache_size) {
  3094. cache_dirty = true;
  3095. } else {
  3096. const InstanceVoxelGIData::LightCache *cache = &caches[idx];
  3097. if (
  3098. instance_caches[idx] != instance_light->instance ||
  3099. cache->has_shadow != RSG::light_storage->light_has_shadow(instance->base) ||
  3100. cache->type != RSG::light_storage->light_get_type(instance->base) ||
  3101. cache->transform != instance->transform ||
  3102. cache->color != RSG::light_storage->light_get_color(instance->base) ||
  3103. cache->energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
  3104. cache->intensity != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INTENSITY) ||
  3105. cache->bake_energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
  3106. cache->radius != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
  3107. cache->attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
  3108. cache->spot_angle != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
  3109. cache->spot_attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
  3110. cache_dirty = true;
  3111. }
  3112. }
  3113. idx++;
  3114. }
  3115. for (const Instance *instance : probe->owner->scenario->directional_lights) {
  3116. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  3117. if (!instance->visible) {
  3118. continue;
  3119. }
  3120. if (cache_dirty) {
  3121. //do nothing, since idx must count all visible lights anyway
  3122. } else if (idx >= light_cache_size) {
  3123. cache_dirty = true;
  3124. } else {
  3125. const InstanceVoxelGIData::LightCache *cache = &caches[idx];
  3126. if (
  3127. instance_caches[idx] != instance_light->instance ||
  3128. cache->has_shadow != RSG::light_storage->light_has_shadow(instance->base) ||
  3129. cache->type != RSG::light_storage->light_get_type(instance->base) ||
  3130. cache->transform != instance->transform ||
  3131. cache->color != RSG::light_storage->light_get_color(instance->base) ||
  3132. cache->energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
  3133. cache->intensity != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INTENSITY) ||
  3134. cache->bake_energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
  3135. cache->radius != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
  3136. cache->attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
  3137. cache->spot_angle != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
  3138. cache->spot_attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
  3139. cache->sky_mode != RSG::light_storage->light_directional_get_sky_mode(instance->base)) {
  3140. cache_dirty = true;
  3141. }
  3142. }
  3143. idx++;
  3144. }
  3145. if (idx != light_cache_size) {
  3146. cache_dirty = true;
  3147. }
  3148. cache_count = idx;
  3149. }
  3150. bool update_lights = scene_render->voxel_gi_needs_update(probe->probe_instance);
  3151. if (cache_dirty) {
  3152. probe->light_cache.resize(cache_count);
  3153. probe->light_instances.resize(cache_count);
  3154. if (cache_count) {
  3155. InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptrw();
  3156. RID *instance_caches = probe->light_instances.ptrw();
  3157. int idx = 0; //must count visible lights
  3158. for (Instance *E : probe->lights) {
  3159. Instance *instance = E;
  3160. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  3161. if (!instance->visible) {
  3162. continue;
  3163. }
  3164. InstanceVoxelGIData::LightCache *cache = &caches[idx];
  3165. instance_caches[idx] = instance_light->instance;
  3166. cache->has_shadow = RSG::light_storage->light_has_shadow(instance->base);
  3167. cache->type = RSG::light_storage->light_get_type(instance->base);
  3168. cache->transform = instance->transform;
  3169. cache->color = RSG::light_storage->light_get_color(instance->base);
  3170. cache->energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
  3171. cache->intensity = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INTENSITY);
  3172. cache->bake_energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  3173. cache->radius = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
  3174. cache->attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
  3175. cache->spot_angle = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  3176. cache->spot_attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  3177. idx++;
  3178. }
  3179. for (const Instance *instance : probe->owner->scenario->directional_lights) {
  3180. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  3181. if (!instance->visible) {
  3182. continue;
  3183. }
  3184. InstanceVoxelGIData::LightCache *cache = &caches[idx];
  3185. instance_caches[idx] = instance_light->instance;
  3186. cache->has_shadow = RSG::light_storage->light_has_shadow(instance->base);
  3187. cache->type = RSG::light_storage->light_get_type(instance->base);
  3188. cache->transform = instance->transform;
  3189. cache->color = RSG::light_storage->light_get_color(instance->base);
  3190. cache->energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
  3191. cache->intensity = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INTENSITY);
  3192. cache->bake_energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  3193. cache->radius = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
  3194. cache->attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
  3195. cache->spot_angle = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  3196. cache->spot_attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  3197. cache->sky_mode = RSG::light_storage->light_directional_get_sky_mode(instance->base);
  3198. idx++;
  3199. }
  3200. }
  3201. update_lights = true;
  3202. }
  3203. scene_cull_result.geometry_instances.clear();
  3204. RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
  3205. for (Instance *E : probe->dynamic_geometries) {
  3206. Instance *ins = E;
  3207. if (!ins->visible) {
  3208. continue;
  3209. }
  3210. InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
  3211. if (ins->scenario && ins->array_index >= 0 && (ins->scenario->instance_data[ins->array_index].flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY)) {
  3212. uint32_t idx = 0;
  3213. for (const Instance *F : geom->voxel_gi_instances) {
  3214. InstanceVoxelGIData *voxel_gi2 = static_cast<InstanceVoxelGIData *>(F->base_data);
  3215. instance_pair_buffer[idx++] = voxel_gi2->probe_instance;
  3216. if (idx == MAX_INSTANCE_PAIRS) {
  3217. break;
  3218. }
  3219. }
  3220. ERR_FAIL_NULL(geom->geometry_instance);
  3221. geom->geometry_instance->pair_voxel_gi_instances(instance_pair_buffer, idx);
  3222. ins->scenario->instance_data[ins->array_index].flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
  3223. }
  3224. ERR_FAIL_NULL(geom->geometry_instance);
  3225. scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
  3226. }
  3227. scene_render->voxel_gi_update(probe->probe_instance, update_lights, probe->light_instances, scene_cull_result.geometry_instances);
  3228. voxel_gi_update_list.remove(voxel_gi);
  3229. voxel_gi = next;
  3230. }
  3231. }
  3232. void RendererSceneCull::render_particle_colliders() {
  3233. while (heightfield_particle_colliders_update_list.begin()) {
  3234. Instance *hfpc = *heightfield_particle_colliders_update_list.begin();
  3235. if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::particles_storage->particles_collision_is_heightfield(hfpc->base)) {
  3236. //update heightfield
  3237. instance_cull_result.clear();
  3238. scene_cull_result.geometry_instances.clear();
  3239. struct CullAABB {
  3240. PagedArray<Instance *> *result;
  3241. _FORCE_INLINE_ bool operator()(void *p_data) {
  3242. Instance *p_instance = (Instance *)p_data;
  3243. result->push_back(p_instance);
  3244. return false;
  3245. }
  3246. };
  3247. CullAABB cull_aabb;
  3248. cull_aabb.result = &instance_cull_result;
  3249. hfpc->scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(hfpc->transformed_aabb, cull_aabb);
  3250. hfpc->scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(hfpc->transformed_aabb, cull_aabb);
  3251. for (int i = 0; i < (int)instance_cull_result.size(); i++) {
  3252. Instance *instance = instance_cull_result[i];
  3253. if (!instance || !((1 << instance->base_type) & (RS::INSTANCE_GEOMETRY_MASK & (~(1 << RS::INSTANCE_PARTICLES))))) { //all but particles to avoid self collision
  3254. continue;
  3255. }
  3256. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  3257. ERR_FAIL_NULL(geom->geometry_instance);
  3258. scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
  3259. }
  3260. scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, scene_cull_result.geometry_instances);
  3261. }
  3262. heightfield_particle_colliders_update_list.remove(heightfield_particle_colliders_update_list.begin());
  3263. }
  3264. }
  3265. void RendererSceneCull::_update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
  3266. List<RendererMaterialStorage::InstanceShaderParam> plist;
  3267. RSG::material_storage->material_get_instance_shader_parameters(p_material, &plist);
  3268. for (const RendererMaterialStorage::InstanceShaderParam &E : plist) {
  3269. StringName name = E.info.name;
  3270. if (isparams.has(name)) {
  3271. if (isparams[name].info.type != E.info.type) {
  3272. 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.");
  3273. }
  3274. if (isparams[name].index != E.index) {
  3275. 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.");
  3276. }
  3277. continue; //first one found always has priority
  3278. }
  3279. Instance::InstanceShaderParameter isp;
  3280. isp.index = E.index;
  3281. isp.info = E.info;
  3282. isp.default_value = E.default_value;
  3283. if (existing_isparams.has(name)) {
  3284. isp.value = existing_isparams[name].value;
  3285. } else {
  3286. isp.value = E.default_value;
  3287. }
  3288. isparams[name] = isp;
  3289. }
  3290. }
  3291. void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
  3292. if (p_instance->update_aabb) {
  3293. _update_instance_aabb(p_instance);
  3294. }
  3295. if (p_instance->update_dependencies) {
  3296. p_instance->dependency_tracker.update_begin();
  3297. if (p_instance->base.is_valid()) {
  3298. RSG::utilities->base_update_dependency(p_instance->base, &p_instance->dependency_tracker);
  3299. }
  3300. if (p_instance->material_override.is_valid()) {
  3301. RSG::material_storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker);
  3302. }
  3303. if (p_instance->material_overlay.is_valid()) {
  3304. RSG::material_storage->material_update_dependency(p_instance->material_overlay, &p_instance->dependency_tracker);
  3305. }
  3306. if (p_instance->base_type == RS::INSTANCE_MESH) {
  3307. //remove materials no longer used and un-own them
  3308. int new_mat_count = RSG::mesh_storage->mesh_get_surface_count(p_instance->base);
  3309. p_instance->materials.resize(new_mat_count);
  3310. _instance_update_mesh_instance(p_instance);
  3311. }
  3312. if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  3313. // update the process material dependency
  3314. RID particle_material = RSG::particles_storage->particles_get_process_material(p_instance->base);
  3315. if (particle_material.is_valid()) {
  3316. RSG::material_storage->material_update_dependency(particle_material, &p_instance->dependency_tracker);
  3317. }
  3318. }
  3319. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  3320. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  3321. bool can_cast_shadows = true;
  3322. bool is_animated = false;
  3323. HashMap<StringName, Instance::InstanceShaderParameter> isparams;
  3324. if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
  3325. can_cast_shadows = false;
  3326. }
  3327. if (p_instance->material_override.is_valid()) {
  3328. if (!RSG::material_storage->material_casts_shadows(p_instance->material_override)) {
  3329. can_cast_shadows = false;
  3330. }
  3331. is_animated = RSG::material_storage->material_is_animated(p_instance->material_override);
  3332. _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_override);
  3333. } else {
  3334. if (p_instance->base_type == RS::INSTANCE_MESH) {
  3335. RID mesh = p_instance->base;
  3336. if (mesh.is_valid()) {
  3337. bool cast_shadows = false;
  3338. for (int i = 0; i < p_instance->materials.size(); i++) {
  3339. RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : RSG::mesh_storage->mesh_surface_get_material(mesh, i);
  3340. if (!mat.is_valid()) {
  3341. cast_shadows = true;
  3342. } else {
  3343. if (RSG::material_storage->material_casts_shadows(mat)) {
  3344. cast_shadows = true;
  3345. }
  3346. if (RSG::material_storage->material_is_animated(mat)) {
  3347. is_animated = true;
  3348. }
  3349. _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
  3350. RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  3351. }
  3352. }
  3353. if (!cast_shadows) {
  3354. can_cast_shadows = false;
  3355. }
  3356. }
  3357. } else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
  3358. RID mesh = RSG::mesh_storage->multimesh_get_mesh(p_instance->base);
  3359. if (mesh.is_valid()) {
  3360. bool cast_shadows = false;
  3361. int sc = RSG::mesh_storage->mesh_get_surface_count(mesh);
  3362. for (int i = 0; i < sc; i++) {
  3363. RID mat = RSG::mesh_storage->mesh_surface_get_material(mesh, i);
  3364. if (!mat.is_valid()) {
  3365. cast_shadows = true;
  3366. } else {
  3367. if (RSG::material_storage->material_casts_shadows(mat)) {
  3368. cast_shadows = true;
  3369. }
  3370. if (RSG::material_storage->material_is_animated(mat)) {
  3371. is_animated = true;
  3372. }
  3373. _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
  3374. RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  3375. }
  3376. }
  3377. if (!cast_shadows) {
  3378. can_cast_shadows = false;
  3379. }
  3380. RSG::utilities->base_update_dependency(mesh, &p_instance->dependency_tracker);
  3381. }
  3382. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  3383. bool cast_shadows = false;
  3384. int dp = RSG::particles_storage->particles_get_draw_passes(p_instance->base);
  3385. for (int i = 0; i < dp; i++) {
  3386. RID mesh = RSG::particles_storage->particles_get_draw_pass_mesh(p_instance->base, i);
  3387. if (!mesh.is_valid()) {
  3388. continue;
  3389. }
  3390. int sc = RSG::mesh_storage->mesh_get_surface_count(mesh);
  3391. for (int j = 0; j < sc; j++) {
  3392. RID mat = RSG::mesh_storage->mesh_surface_get_material(mesh, j);
  3393. if (!mat.is_valid()) {
  3394. cast_shadows = true;
  3395. } else {
  3396. if (RSG::material_storage->material_casts_shadows(mat)) {
  3397. cast_shadows = true;
  3398. }
  3399. if (RSG::material_storage->material_is_animated(mat)) {
  3400. is_animated = true;
  3401. }
  3402. _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
  3403. RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  3404. }
  3405. }
  3406. }
  3407. if (!cast_shadows) {
  3408. can_cast_shadows = false;
  3409. }
  3410. }
  3411. }
  3412. if (p_instance->material_overlay.is_valid()) {
  3413. can_cast_shadows = can_cast_shadows && RSG::material_storage->material_casts_shadows(p_instance->material_overlay);
  3414. is_animated = is_animated || RSG::material_storage->material_is_animated(p_instance->material_overlay);
  3415. _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_overlay);
  3416. }
  3417. if (can_cast_shadows != geom->can_cast_shadows) {
  3418. //ability to cast shadows change, let lights now
  3419. for (const Instance *E : geom->lights) {
  3420. InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
  3421. light->make_shadow_dirty();
  3422. }
  3423. geom->can_cast_shadows = can_cast_shadows;
  3424. }
  3425. geom->material_is_animated = is_animated;
  3426. p_instance->instance_shader_uniforms = isparams;
  3427. if (p_instance->instance_allocated_shader_uniforms != (p_instance->instance_shader_uniforms.size() > 0)) {
  3428. p_instance->instance_allocated_shader_uniforms = (p_instance->instance_shader_uniforms.size() > 0);
  3429. if (p_instance->instance_allocated_shader_uniforms) {
  3430. p_instance->instance_allocated_shader_uniforms_offset = RSG::material_storage->global_shader_parameters_instance_allocate(p_instance->self);
  3431. ERR_FAIL_NULL(geom->geometry_instance);
  3432. geom->geometry_instance->set_instance_shader_uniforms_offset(p_instance->instance_allocated_shader_uniforms_offset);
  3433. for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_uniforms) {
  3434. if (E.value.value.get_type() != Variant::NIL) {
  3435. int flags_count = 0;
  3436. if (E.value.info.hint == PROPERTY_HINT_FLAGS) {
  3437. // A small hack to detect boolean flags count and prevent overhead.
  3438. switch (E.value.info.hint_string.length()) {
  3439. case 3: // "x,y"
  3440. flags_count = 1;
  3441. break;
  3442. case 5: // "x,y,z"
  3443. flags_count = 2;
  3444. break;
  3445. case 7: // "x,y,z,w"
  3446. flags_count = 3;
  3447. break;
  3448. }
  3449. }
  3450. RSG::material_storage->global_shader_parameters_instance_update(p_instance->self, E.value.index, E.value.value, flags_count);
  3451. }
  3452. }
  3453. } else {
  3454. RSG::material_storage->global_shader_parameters_instance_free(p_instance->self);
  3455. p_instance->instance_allocated_shader_uniforms_offset = -1;
  3456. ERR_FAIL_NULL(geom->geometry_instance);
  3457. geom->geometry_instance->set_instance_shader_uniforms_offset(-1);
  3458. }
  3459. }
  3460. }
  3461. if (p_instance->skeleton.is_valid()) {
  3462. RSG::mesh_storage->skeleton_update_dependency(p_instance->skeleton, &p_instance->dependency_tracker);
  3463. }
  3464. p_instance->dependency_tracker.update_end();
  3465. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  3466. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  3467. ERR_FAIL_NULL(geom->geometry_instance);
  3468. geom->geometry_instance->set_surface_materials(p_instance->materials);
  3469. }
  3470. }
  3471. _instance_update_list.remove(&p_instance->update_item);
  3472. _update_instance(p_instance);
  3473. p_instance->update_aabb = false;
  3474. p_instance->update_dependencies = false;
  3475. }
  3476. void RendererSceneCull::update_dirty_instances() {
  3477. while (_instance_update_list.first()) {
  3478. _update_dirty_instance(_instance_update_list.first()->self());
  3479. }
  3480. // Update dirty resources after dirty instances as instance updates may affect resources.
  3481. RSG::utilities->update_dirty_resources();
  3482. }
  3483. void RendererSceneCull::update() {
  3484. //optimize bvhs
  3485. uint32_t rid_count = scenario_owner.get_rid_count();
  3486. RID *rids = (RID *)alloca(sizeof(RID) * rid_count);
  3487. scenario_owner.fill_owned_buffer(rids);
  3488. for (uint32_t i = 0; i < rid_count; i++) {
  3489. Scenario *s = scenario_owner.get_or_null(rids[i]);
  3490. s->indexers[Scenario::INDEXER_GEOMETRY].optimize_incremental(indexer_update_iterations);
  3491. s->indexers[Scenario::INDEXER_VOLUMES].optimize_incremental(indexer_update_iterations);
  3492. }
  3493. scene_render->update();
  3494. update_dirty_instances();
  3495. render_particle_colliders();
  3496. }
  3497. bool RendererSceneCull::free(RID p_rid) {
  3498. if (p_rid.is_null()) {
  3499. return true;
  3500. }
  3501. if (scene_render->free(p_rid)) {
  3502. return true;
  3503. }
  3504. if (camera_owner.owns(p_rid)) {
  3505. camera_owner.free(p_rid);
  3506. } else if (scenario_owner.owns(p_rid)) {
  3507. Scenario *scenario = scenario_owner.get_or_null(p_rid);
  3508. while (scenario->instances.first()) {
  3509. instance_set_scenario(scenario->instances.first()->self()->self, RID());
  3510. }
  3511. scenario->instance_aabbs.reset();
  3512. scenario->instance_data.reset();
  3513. scenario->instance_visibility.reset();
  3514. RSG::light_storage->shadow_atlas_free(scenario->reflection_probe_shadow_atlas);
  3515. RSG::light_storage->reflection_atlas_free(scenario->reflection_atlas);
  3516. scenario_owner.free(p_rid);
  3517. RendererSceneOcclusionCull::get_singleton()->remove_scenario(p_rid);
  3518. } else if (RendererSceneOcclusionCull::get_singleton() && RendererSceneOcclusionCull::get_singleton()->is_occluder(p_rid)) {
  3519. RendererSceneOcclusionCull::get_singleton()->free_occluder(p_rid);
  3520. } else if (instance_owner.owns(p_rid)) {
  3521. // delete the instance
  3522. update_dirty_instances();
  3523. Instance *instance = instance_owner.get_or_null(p_rid);
  3524. _interpolation_data.notify_free_instance(p_rid, *instance);
  3525. instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
  3526. instance_set_scenario(p_rid, RID());
  3527. instance_set_base(p_rid, RID());
  3528. instance_geometry_set_material_override(p_rid, RID());
  3529. instance_geometry_set_material_overlay(p_rid, RID());
  3530. instance_attach_skeleton(p_rid, RID());
  3531. if (instance->instance_allocated_shader_uniforms) {
  3532. //free the used shader parameters
  3533. RSG::material_storage->global_shader_parameters_instance_free(instance->self);
  3534. }
  3535. update_dirty_instances(); //in case something changed this
  3536. instance_owner.free(p_rid);
  3537. } else {
  3538. return false;
  3539. }
  3540. return true;
  3541. }
  3542. TypedArray<Image> RendererSceneCull::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
  3543. return scene_render->bake_render_uv2(p_base, p_material_overrides, p_image_size);
  3544. }
  3545. void RendererSceneCull::update_visibility_notifiers() {
  3546. SelfList<InstanceVisibilityNotifierData> *E = visible_notifier_list.first();
  3547. while (E) {
  3548. SelfList<InstanceVisibilityNotifierData> *N = E->next();
  3549. InstanceVisibilityNotifierData *visibility_notifier = E->self();
  3550. if (visibility_notifier->just_visible) {
  3551. visibility_notifier->just_visible = false;
  3552. RSG::utilities->visibility_notifier_call(visibility_notifier->base, true, RSG::threaded);
  3553. } else {
  3554. if (visibility_notifier->visible_in_frame != RSG::rasterizer->get_frame_number()) {
  3555. visible_notifier_list.remove(E);
  3556. RSG::utilities->visibility_notifier_call(visibility_notifier->base, false, RSG::threaded);
  3557. }
  3558. }
  3559. E = N;
  3560. }
  3561. }
  3562. /*******************************/
  3563. /* Passthrough to Scene Render */
  3564. /*******************************/
  3565. /* ENVIRONMENT API */
  3566. RendererSceneCull *RendererSceneCull::singleton = nullptr;
  3567. void RendererSceneCull::set_scene_render(RendererSceneRender *p_scene_render) {
  3568. scene_render = p_scene_render;
  3569. geometry_instance_pair_mask = scene_render->geometry_instance_get_pair_mask();
  3570. }
  3571. /* INTERPOLATION API */
  3572. void RendererSceneCull::update_interpolation_tick(bool p_process) {
  3573. // TODO (MultiMesh): Update interpolation in storage.
  3574. // INSTANCES
  3575. // Detect any that were on the previous transform list that are no longer active;
  3576. // we should remove them from the interpolate list.
  3577. for (const RID &rid : *_interpolation_data.instance_transform_update_list_prev) {
  3578. Instance *instance = instance_owner.get_or_null(rid);
  3579. bool active = true;
  3580. // No longer active? (Either the instance deleted or no longer being transformed.)
  3581. if (instance && !instance->on_interpolate_transform_list) {
  3582. active = false;
  3583. instance->on_interpolate_list = false;
  3584. // Make sure the most recent transform is set...
  3585. instance->transform = instance->transform_curr;
  3586. // ... and that both prev and current are the same, just in case of any interpolations.
  3587. instance->transform_prev = instance->transform_curr;
  3588. // Make sure instances are updated one more time to ensure the AABBs are correct.
  3589. _instance_queue_update(instance, true);
  3590. }
  3591. if (!instance) {
  3592. active = false;
  3593. }
  3594. if (!active) {
  3595. _interpolation_data.instance_interpolate_update_list.erase(rid);
  3596. }
  3597. }
  3598. // Now for any in the transform list (being actively interpolated), keep the previous transform
  3599. // value up to date, ready for the next tick.
  3600. if (p_process) {
  3601. for (const RID &rid : *_interpolation_data.instance_transform_update_list_curr) {
  3602. Instance *instance = instance_owner.get_or_null(rid);
  3603. if (instance) {
  3604. instance->transform_prev = instance->transform_curr;
  3605. instance->transform_checksum_prev = instance->transform_checksum_curr;
  3606. instance->on_interpolate_transform_list = false;
  3607. }
  3608. }
  3609. }
  3610. // We maintain a mirror list for the transform updates, so we can detect when an instance
  3611. // is no longer being transformed, and remove it from the interpolate list.
  3612. SWAP(_interpolation_data.instance_transform_update_list_curr, _interpolation_data.instance_transform_update_list_prev);
  3613. // Prepare for the next iteration.
  3614. _interpolation_data.instance_transform_update_list_curr->clear();
  3615. }
  3616. void RendererSceneCull::update_interpolation_frame(bool p_process) {
  3617. // TODO (MultiMesh): Update interpolation in storage.
  3618. if (p_process) {
  3619. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  3620. for (const RID &rid : _interpolation_data.instance_interpolate_update_list) {
  3621. Instance *instance = instance_owner.get_or_null(rid);
  3622. if (instance) {
  3623. TransformInterpolator::interpolate_transform_3d_via_method(instance->transform_prev, instance->transform_curr, instance->transform, f, instance->interpolation_method);
  3624. #ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
  3625. print_line("\t\tinterpolated: " + rtos(instance->transform.origin.x) + "\t( prev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x) + " ) on tick " + itos(Engine::get_singleton()->get_physics_frames()));
  3626. #endif
  3627. // Make sure AABBs are constantly up to date through the interpolation.
  3628. _instance_queue_update(instance, true);
  3629. }
  3630. }
  3631. }
  3632. }
  3633. void RendererSceneCull::set_physics_interpolation_enabled(bool p_enabled) {
  3634. _interpolation_data.interpolation_enabled = p_enabled;
  3635. }
  3636. void RendererSceneCull::InterpolationData::notify_free_instance(RID p_rid, Instance &r_instance) {
  3637. r_instance.on_interpolate_list = false;
  3638. r_instance.on_interpolate_transform_list = false;
  3639. if (!interpolation_enabled) {
  3640. return;
  3641. }
  3642. // If the instance was on any of the lists, remove.
  3643. instance_interpolate_update_list.erase_multiple_unordered(p_rid);
  3644. instance_transform_update_list_curr->erase_multiple_unordered(p_rid);
  3645. instance_transform_update_list_prev->erase_multiple_unordered(p_rid);
  3646. }
  3647. RendererSceneCull::RendererSceneCull() {
  3648. render_pass = 1;
  3649. singleton = this;
  3650. instance_cull_result.set_page_pool(&instance_cull_page_pool);
  3651. instance_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
  3652. for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
  3653. render_shadow_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
  3654. }
  3655. for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  3656. render_sdfgi_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
  3657. }
  3658. scene_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
  3659. scene_cull_result_threads.resize(WorkerThreadPool::get_singleton()->get_thread_count());
  3660. for (InstanceCullResult &thread : scene_cull_result_threads) {
  3661. thread.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
  3662. }
  3663. indexer_update_iterations = GLOBAL_GET("rendering/limits/spatial_indexer/update_iterations_per_frame");
  3664. thread_cull_threshold = GLOBAL_GET("rendering/limits/spatial_indexer/threaded_cull_minimum_instances");
  3665. thread_cull_threshold = MAX(thread_cull_threshold, (uint32_t)WorkerThreadPool::get_singleton()->get_thread_count()); //make sure there is at least one thread per CPU
  3666. RendererSceneOcclusionCull::HZBuffer::occlusion_jitter_enabled = GLOBAL_GET("rendering/occlusion_culling/jitter_projection");
  3667. dummy_occlusion_culling = memnew(RendererSceneOcclusionCull);
  3668. light_culler = memnew(RenderingLightCuller);
  3669. bool tighter_caster_culling = GLOBAL_DEF("rendering/lights_and_shadows/tighter_shadow_caster_culling", true);
  3670. light_culler->set_caster_culling_active(tighter_caster_culling);
  3671. light_culler->set_light_culling_active(tighter_caster_culling);
  3672. }
  3673. RendererSceneCull::~RendererSceneCull() {
  3674. instance_cull_result.reset();
  3675. instance_shadow_cull_result.reset();
  3676. for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
  3677. render_shadow_data[i].instances.reset();
  3678. }
  3679. for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  3680. render_sdfgi_data[i].instances.reset();
  3681. }
  3682. scene_cull_result.reset();
  3683. for (InstanceCullResult &thread : scene_cull_result_threads) {
  3684. thread.reset();
  3685. }
  3686. scene_cull_result_threads.clear();
  3687. if (dummy_occlusion_culling) {
  3688. memdelete(dummy_occlusion_culling);
  3689. }
  3690. if (light_culler) {
  3691. memdelete(light_culler);
  3692. light_culler = nullptr;
  3693. }
  3694. }