renderer_scene_cull.cpp 159 KB

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