renderer_scene_cull.cpp 152 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_cull.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_cull.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "rendering_server_default.h"
  34. #include "rendering_server_globals.h"
  35. #include <new>
  36. /* CAMERA API */
  37. RID RendererSceneCull::camera_allocate() {
  38. return camera_owner.allocate_rid();
  39. }
  40. void RendererSceneCull::camera_initialize(RID p_rid) {
  41. camera_owner.initialize_rid(p_rid);
  42. }
  43. void RendererSceneCull::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
  44. Camera *camera = camera_owner.getornull(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.getornull(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.getornull(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.getornull(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.getornull(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.getornull(p_camera);
  80. ERR_FAIL_COND(!camera);
  81. camera->env = p_env;
  82. }
  83. void RendererSceneCull::camera_set_camera_effects(RID p_camera, RID p_fx) {
  84. Camera *camera = camera_owner.getornull(p_camera);
  85. ERR_FAIL_COND(!camera);
  86. camera->effects = p_fx;
  87. }
  88. void RendererSceneCull::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
  89. Camera *camera = camera_owner.getornull(p_camera);
  90. ERR_FAIL_COND(!camera);
  91. camera->vaspect = p_enable;
  92. }
  93. bool RendererSceneCull::is_camera(RID p_camera) const {
  94. return camera_owner.owns(p_camera);
  95. }
  96. /* OCCLUDER API */
  97. RID RendererSceneCull::occluder_allocate() {
  98. return RendererSceneOcclusionCull::get_singleton()->occluder_allocate();
  99. }
  100. void RendererSceneCull::occluder_initialize(RID p_rid) {
  101. RendererSceneOcclusionCull::get_singleton()->occluder_initialize(p_rid);
  102. }
  103. void RendererSceneCull::occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {
  104. RendererSceneOcclusionCull::get_singleton()->occluder_set_mesh(p_occluder, p_vertices, p_indices);
  105. }
  106. /* SCENARIO API */
  107. void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
  108. RendererSceneCull *self = (RendererSceneCull *)singleton;
  109. Instance *A = p_A;
  110. Instance *B = p_B;
  111. //instance indices are designed so greater always contains lesser
  112. if (A->base_type > B->base_type) {
  113. SWAP(A, B); //lesser always first
  114. }
  115. if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  116. InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
  117. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  118. geom->lights.insert(B);
  119. light->geometries.insert(A);
  120. if (geom->can_cast_shadows) {
  121. light->shadow_dirty = true;
  122. }
  123. if (A->scenario && A->array_index >= 0) {
  124. InstanceData &idata = A->scenario->instance_data[A->array_index];
  125. idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
  126. }
  127. if (light->uses_projector) {
  128. geom->projector_count++;
  129. if (geom->projector_count == 1) {
  130. InstanceData &idata = A->scenario->instance_data[A->array_index];
  131. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  132. }
  133. }
  134. if (light->uses_softshadow) {
  135. geom->softshadow_count++;
  136. if (geom->softshadow_count == 1) {
  137. InstanceData &idata = A->scenario->instance_data[A->array_index];
  138. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  139. }
  140. }
  141. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  142. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
  143. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  144. geom->reflection_probes.insert(B);
  145. reflection_probe->geometries.insert(A);
  146. if (A->scenario && A->array_index >= 0) {
  147. InstanceData &idata = A->scenario->instance_data[A->array_index];
  148. idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
  149. }
  150. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  151. InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
  152. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  153. geom->decals.insert(B);
  154. decal->geometries.insert(A);
  155. if (A->scenario && A->array_index >= 0) {
  156. InstanceData &idata = A->scenario->instance_data[A->array_index];
  157. idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
  158. }
  159. } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  160. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
  161. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  162. if (A->dynamic_gi) {
  163. geom->lightmap_captures.insert(A);
  164. lightmap_data->geometries.insert(B);
  165. if (A->scenario && A->array_index >= 0) {
  166. InstanceData &idata = A->scenario->instance_data[A->array_index];
  167. idata.flags |= InstanceData::FLAG_LIGHTMAP_CAPTURE;
  168. }
  169. ((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
  170. }
  171. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_VOXEL_GI) && B->base_type == RS::INSTANCE_VOXEL_GI && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  172. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  173. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  174. geom->voxel_gi_instances.insert(B);
  175. if (A->dynamic_gi) {
  176. voxel_gi->dynamic_geometries.insert(A);
  177. } else {
  178. voxel_gi->geometries.insert(A);
  179. }
  180. if (A->scenario && A->array_index >= 0) {
  181. InstanceData &idata = A->scenario->instance_data[A->array_index];
  182. idata.flags |= InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY;
  183. }
  184. } else if (B->base_type == RS::INSTANCE_VOXEL_GI && A->base_type == RS::INSTANCE_LIGHT) {
  185. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  186. voxel_gi->lights.insert(A);
  187. } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
  188. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
  189. RSG::storage->particles_add_collision(A->base, collision->instance);
  190. }
  191. }
  192. void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
  193. RendererSceneCull *self = (RendererSceneCull *)singleton;
  194. Instance *A = p_A;
  195. Instance *B = p_B;
  196. //instance indices are designed so greater always contains lesser
  197. if (A->base_type > B->base_type) {
  198. SWAP(A, B); //lesser always first
  199. }
  200. if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  201. InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
  202. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  203. geom->lights.erase(B);
  204. light->geometries.erase(A);
  205. if (geom->can_cast_shadows) {
  206. light->shadow_dirty = true;
  207. }
  208. if (A->scenario && A->array_index >= 0) {
  209. InstanceData &idata = A->scenario->instance_data[A->array_index];
  210. idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
  211. }
  212. if (light->uses_projector) {
  213. #ifdef DEBUG_ENABLED
  214. if (geom->projector_count == 0) {
  215. ERR_PRINT("geom->projector_count==0 - BUG!");
  216. }
  217. #endif
  218. geom->projector_count--;
  219. if (geom->projector_count == 0) {
  220. InstanceData &idata = A->scenario->instance_data[A->array_index];
  221. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  222. }
  223. }
  224. if (light->uses_softshadow) {
  225. #ifdef DEBUG_ENABLED
  226. if (geom->softshadow_count == 0) {
  227. ERR_PRINT("geom->softshadow_count==0 - BUG!");
  228. }
  229. #endif
  230. geom->softshadow_count--;
  231. if (geom->softshadow_count == 0) {
  232. InstanceData &idata = A->scenario->instance_data[A->array_index];
  233. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  234. }
  235. }
  236. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  237. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
  238. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  239. geom->reflection_probes.erase(B);
  240. reflection_probe->geometries.erase(A);
  241. if (A->scenario && A->array_index >= 0) {
  242. InstanceData &idata = A->scenario->instance_data[A->array_index];
  243. idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
  244. }
  245. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  246. InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
  247. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  248. geom->decals.erase(B);
  249. decal->geometries.erase(A);
  250. if (A->scenario && A->array_index >= 0) {
  251. InstanceData &idata = A->scenario->instance_data[A->array_index];
  252. idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
  253. }
  254. } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  255. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
  256. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  257. if (A->dynamic_gi) {
  258. geom->lightmap_captures.erase(B);
  259. if (geom->lightmap_captures.is_empty() && A->scenario && A->array_index >= 0) {
  260. InstanceData &idata = A->scenario->instance_data[A->array_index];
  261. idata.flags &= ~uint32_t(InstanceData::FLAG_LIGHTMAP_CAPTURE);
  262. }
  263. lightmap_data->geometries.erase(A);
  264. ((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
  265. }
  266. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_VOXEL_GI) && B->base_type == RS::INSTANCE_VOXEL_GI && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  267. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  268. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  269. geom->voxel_gi_instances.erase(B);
  270. if (A->dynamic_gi) {
  271. voxel_gi->dynamic_geometries.erase(A);
  272. } else {
  273. voxel_gi->geometries.erase(A);
  274. }
  275. if (A->scenario && A->array_index >= 0) {
  276. InstanceData &idata = A->scenario->instance_data[A->array_index];
  277. idata.flags |= InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY;
  278. }
  279. } else if (B->base_type == RS::INSTANCE_VOXEL_GI && A->base_type == RS::INSTANCE_LIGHT) {
  280. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  281. voxel_gi->lights.erase(A);
  282. } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
  283. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
  284. RSG::storage->particles_remove_collision(A->base, collision->instance);
  285. }
  286. }
  287. RID RendererSceneCull::scenario_allocate() {
  288. return scenario_owner.allocate_rid();
  289. }
  290. void RendererSceneCull::scenario_initialize(RID p_rid) {
  291. scenario_owner.initialize_rid(p_rid);
  292. Scenario *scenario = scenario_owner.getornull(p_rid);
  293. scenario->self = p_rid;
  294. scenario->reflection_probe_shadow_atlas = scene_render->shadow_atlas_create();
  295. scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
  296. scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
  297. scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
  298. scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
  299. scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
  300. scenario->reflection_atlas = scene_render->reflection_atlas_create();
  301. scenario->instance_aabbs.set_page_pool(&instance_aabb_page_pool);
  302. scenario->instance_data.set_page_pool(&instance_data_page_pool);
  303. scenario->instance_visibility.set_page_pool(&instance_visibility_data_page_pool);
  304. RendererSceneOcclusionCull::get_singleton()->add_scenario(p_rid);
  305. }
  306. void RendererSceneCull::scenario_set_environment(RID p_scenario, RID p_environment) {
  307. Scenario *scenario = scenario_owner.getornull(p_scenario);
  308. ERR_FAIL_COND(!scenario);
  309. scenario->environment = p_environment;
  310. }
  311. void RendererSceneCull::scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) {
  312. Scenario *scenario = scenario_owner.getornull(p_scenario);
  313. ERR_FAIL_COND(!scenario);
  314. scenario->camera_effects = p_camera_effects;
  315. }
  316. void RendererSceneCull::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
  317. Scenario *scenario = scenario_owner.getornull(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.getornull(p_scenario);
  323. ERR_FAIL_COND(!scenario);
  324. scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_reflection_size, p_reflection_count);
  325. }
  326. bool RendererSceneCull::is_scenario(RID p_scenario) const {
  327. return scenario_owner.owns(p_scenario);
  328. }
  329. RID RendererSceneCull::scenario_get_environment(RID p_scenario) {
  330. Scenario *scenario = scenario_owner.getornull(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.getornull(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.getornull(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.getornull(p_rid);
  378. instance->self = p_rid;
  379. }
  380. void RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
  381. bool needs_instance = RSG::storage->mesh_needs_instance(p_instance->base, p_instance->skeleton.is_valid());
  382. if (needs_instance != p_instance->mesh_instance.is_valid()) {
  383. if (needs_instance) {
  384. p_instance->mesh_instance = RSG::storage->mesh_instance_create(p_instance->base);
  385. } else {
  386. RSG::storage->free(p_instance->mesh_instance);
  387. p_instance->mesh_instance = RID();
  388. }
  389. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  390. scene_render->geometry_instance_set_mesh_instance(geom->geometry_instance, p_instance->mesh_instance);
  391. if (p_instance->scenario && p_instance->array_index >= 0) {
  392. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  393. if (p_instance->mesh_instance.is_valid()) {
  394. idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
  395. } else {
  396. idata.flags &= ~uint32_t(InstanceData::FLAG_USES_MESH_INSTANCE);
  397. }
  398. }
  399. }
  400. if (p_instance->mesh_instance.is_valid()) {
  401. RSG::storage->mesh_instance_set_skeleton(p_instance->mesh_instance, p_instance->skeleton);
  402. }
  403. }
  404. void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
  405. Instance *instance = instance_owner.getornull(p_instance);
  406. ERR_FAIL_COND(!instance);
  407. Scenario *scenario = instance->scenario;
  408. if (instance->base_type != RS::INSTANCE_NONE) {
  409. //free anything related to that base
  410. if (scenario && instance->indexer_id.is_valid()) {
  411. _unpair_instance(instance);
  412. }
  413. if (instance->mesh_instance.is_valid()) {
  414. RSG::storage->free(instance->mesh_instance);
  415. instance->mesh_instance = RID();
  416. // no need to set instance data flag here, as it was freed above
  417. }
  418. switch (instance->base_type) {
  419. case RS::INSTANCE_MESH:
  420. case RS::INSTANCE_MULTIMESH:
  421. case RS::INSTANCE_PARTICLES: {
  422. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  423. scene_render->geometry_instance_free(geom->geometry_instance);
  424. } break;
  425. case RS::INSTANCE_LIGHT: {
  426. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  427. if (scenario && instance->visible && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  428. scenario->dynamic_lights.erase(light->instance);
  429. }
  430. #ifdef DEBUG_ENABLED
  431. if (light->geometries.size()) {
  432. ERR_PRINT("BUG, indexing did not unpair geometries from light.");
  433. }
  434. #endif
  435. if (scenario && light->D) {
  436. scenario->directional_lights.erase(light->D);
  437. light->D = nullptr;
  438. }
  439. scene_render->free(light->instance);
  440. } break;
  441. case RS::INSTANCE_PARTICLES_COLLISION: {
  442. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
  443. RSG::storage->free(collision->instance);
  444. } break;
  445. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  446. //none
  447. } break;
  448. case RS::INSTANCE_REFLECTION_PROBE: {
  449. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
  450. scene_render->free(reflection_probe->instance);
  451. if (reflection_probe->update_list.in_list()) {
  452. reflection_probe_render_list.remove(&reflection_probe->update_list);
  453. }
  454. } break;
  455. case RS::INSTANCE_DECAL: {
  456. InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
  457. scene_render->free(decal->instance);
  458. } break;
  459. case RS::INSTANCE_LIGHTMAP: {
  460. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(instance->base_data);
  461. //erase dependencies, since no longer a lightmap
  462. while (lightmap_data->users.front()) {
  463. instance_geometry_set_lightmap(lightmap_data->users.front()->get()->self, RID(), Rect2(), 0);
  464. }
  465. scene_render->free(lightmap_data->instance);
  466. } break;
  467. case RS::INSTANCE_VOXEL_GI: {
  468. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  469. #ifdef DEBUG_ENABLED
  470. if (voxel_gi->geometries.size()) {
  471. ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
  472. }
  473. #endif
  474. #ifdef DEBUG_ENABLED
  475. if (voxel_gi->lights.size()) {
  476. ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
  477. }
  478. #endif
  479. if (voxel_gi->update_element.in_list()) {
  480. voxel_gi_update_list.remove(&voxel_gi->update_element);
  481. }
  482. scene_render->free(voxel_gi->probe_instance);
  483. } break;
  484. case RS::INSTANCE_OCCLUDER: {
  485. if (scenario && instance->visible) {
  486. RendererSceneOcclusionCull::get_singleton()->scenario_remove_instance(instance->scenario->self, p_instance);
  487. }
  488. } break;
  489. default: {
  490. }
  491. }
  492. if (instance->base_data) {
  493. memdelete(instance->base_data);
  494. instance->base_data = nullptr;
  495. }
  496. instance->materials.clear();
  497. }
  498. instance->base_type = RS::INSTANCE_NONE;
  499. instance->base = RID();
  500. if (p_base.is_valid()) {
  501. instance->base_type = RSG::storage->get_base_type(p_base);
  502. if (instance->base_type == RS::INSTANCE_NONE && RendererSceneOcclusionCull::get_singleton()->is_occluder(p_base)) {
  503. instance->base_type = RS::INSTANCE_OCCLUDER;
  504. }
  505. ERR_FAIL_COND(instance->base_type == RS::INSTANCE_NONE);
  506. switch (instance->base_type) {
  507. case RS::INSTANCE_LIGHT: {
  508. InstanceLightData *light = memnew(InstanceLightData);
  509. if (scenario && RSG::storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
  510. light->D = scenario->directional_lights.push_back(instance);
  511. }
  512. light->instance = scene_render->light_instance_create(p_base);
  513. instance->base_data = light;
  514. } break;
  515. case RS::INSTANCE_MESH:
  516. case RS::INSTANCE_MULTIMESH:
  517. case RS::INSTANCE_PARTICLES: {
  518. InstanceGeometryData *geom = memnew(InstanceGeometryData);
  519. instance->base_data = geom;
  520. geom->geometry_instance = scene_render->geometry_instance_create(p_base);
  521. scene_render->geometry_instance_set_skeleton(geom->geometry_instance, instance->skeleton);
  522. scene_render->geometry_instance_set_material_override(geom->geometry_instance, instance->material_override);
  523. scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, instance->materials);
  524. scene_render->geometry_instance_set_transform(geom->geometry_instance, instance->transform, instance->aabb, instance->transformed_aabb);
  525. scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, instance->layer_mask);
  526. scene_render->geometry_instance_set_lod_bias(geom->geometry_instance, instance->lod_bias);
  527. scene_render->geometry_instance_set_use_baked_light(geom->geometry_instance, instance->baked_light);
  528. scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, instance->dynamic_gi);
  529. scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  530. scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, RID(), instance->lightmap_uv_scale, instance->lightmap_slice_index);
  531. if (instance->lightmap_sh.size() == 9) {
  532. scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, instance->lightmap_sh.ptr());
  533. }
  534. } break;
  535. case RS::INSTANCE_PARTICLES_COLLISION: {
  536. InstanceParticlesCollisionData *collision = memnew(InstanceParticlesCollisionData);
  537. collision->instance = RSG::storage->particles_collision_instance_create(p_base);
  538. RSG::storage->particles_collision_instance_set_active(collision->instance, instance->visible);
  539. instance->base_data = collision;
  540. } break;
  541. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  542. InstanceVisibilityNotifierData *vnd = memnew(InstanceVisibilityNotifierData);
  543. vnd->base = p_base;
  544. instance->base_data = vnd;
  545. } break;
  546. case RS::INSTANCE_REFLECTION_PROBE: {
  547. InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
  548. reflection_probe->owner = instance;
  549. instance->base_data = reflection_probe;
  550. reflection_probe->instance = scene_render->reflection_probe_instance_create(p_base);
  551. } break;
  552. case RS::INSTANCE_DECAL: {
  553. InstanceDecalData *decal = memnew(InstanceDecalData);
  554. decal->owner = instance;
  555. instance->base_data = decal;
  556. decal->instance = scene_render->decal_instance_create(p_base);
  557. } break;
  558. case RS::INSTANCE_LIGHTMAP: {
  559. InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
  560. instance->base_data = lightmap_data;
  561. lightmap_data->instance = scene_render->lightmap_instance_create(p_base);
  562. } break;
  563. case RS::INSTANCE_VOXEL_GI: {
  564. InstanceVoxelGIData *voxel_gi = memnew(InstanceVoxelGIData);
  565. instance->base_data = voxel_gi;
  566. voxel_gi->owner = instance;
  567. if (scenario && !voxel_gi->update_element.in_list()) {
  568. voxel_gi_update_list.add(&voxel_gi->update_element);
  569. }
  570. voxel_gi->probe_instance = scene_render->voxel_gi_instance_create(p_base);
  571. } break;
  572. case RS::INSTANCE_OCCLUDER: {
  573. if (scenario) {
  574. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(scenario->self, p_instance, p_base, instance->transform, instance->visible);
  575. }
  576. } break;
  577. default: {
  578. }
  579. }
  580. instance->base = p_base;
  581. if (instance->base_type == RS::INSTANCE_MESH) {
  582. _instance_update_mesh_instance(instance);
  583. }
  584. //forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
  585. RSG::storage->base_update_dependency(p_base, &instance->dependency_tracker);
  586. }
  587. _instance_queue_update(instance, true, true);
  588. }
  589. void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
  590. Instance *instance = instance_owner.getornull(p_instance);
  591. ERR_FAIL_COND(!instance);
  592. if (instance->scenario) {
  593. instance->scenario->instances.remove(&instance->scenario_item);
  594. if (instance->indexer_id.is_valid()) {
  595. _unpair_instance(instance);
  596. }
  597. switch (instance->base_type) {
  598. case RS::INSTANCE_LIGHT: {
  599. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  600. #ifdef DEBUG_ENABLED
  601. if (light->geometries.size()) {
  602. ERR_PRINT("BUG, indexing did not unpair geometries from light.");
  603. }
  604. #endif
  605. if (light->D) {
  606. instance->scenario->directional_lights.erase(light->D);
  607. light->D = nullptr;
  608. }
  609. } break;
  610. case RS::INSTANCE_REFLECTION_PROBE: {
  611. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
  612. scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
  613. } break;
  614. case RS::INSTANCE_PARTICLES_COLLISION: {
  615. heightfield_particle_colliders_update_list.erase(instance);
  616. } break;
  617. case RS::INSTANCE_VOXEL_GI: {
  618. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  619. #ifdef DEBUG_ENABLED
  620. if (voxel_gi->geometries.size()) {
  621. ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
  622. }
  623. #endif
  624. #ifdef DEBUG_ENABLED
  625. if (voxel_gi->lights.size()) {
  626. ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
  627. }
  628. #endif
  629. if (voxel_gi->update_element.in_list()) {
  630. voxel_gi_update_list.remove(&voxel_gi->update_element);
  631. }
  632. } break;
  633. case RS::INSTANCE_OCCLUDER: {
  634. if (instance->visible) {
  635. RendererSceneOcclusionCull::get_singleton()->scenario_remove_instance(instance->scenario->self, p_instance);
  636. }
  637. } break;
  638. default: {
  639. }
  640. }
  641. instance->scenario = nullptr;
  642. }
  643. if (p_scenario.is_valid()) {
  644. Scenario *scenario = scenario_owner.getornull(p_scenario);
  645. ERR_FAIL_COND(!scenario);
  646. instance->scenario = scenario;
  647. scenario->instances.add(&instance->scenario_item);
  648. switch (instance->base_type) {
  649. case RS::INSTANCE_LIGHT: {
  650. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  651. if (RSG::storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
  652. light->D = scenario->directional_lights.push_back(instance);
  653. }
  654. } break;
  655. case RS::INSTANCE_VOXEL_GI: {
  656. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  657. if (!voxel_gi->update_element.in_list()) {
  658. voxel_gi_update_list.add(&voxel_gi->update_element);
  659. }
  660. } break;
  661. case RS::INSTANCE_OCCLUDER: {
  662. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(scenario->self, p_instance, instance->base, instance->transform, instance->visible);
  663. } break;
  664. default: {
  665. }
  666. }
  667. _instance_queue_update(instance, true, true);
  668. }
  669. }
  670. void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
  671. Instance *instance = instance_owner.getornull(p_instance);
  672. ERR_FAIL_COND(!instance);
  673. instance->layer_mask = p_mask;
  674. if (instance->scenario && instance->array_index >= 0) {
  675. instance->scenario->instance_data[instance->array_index].layer_mask = p_mask;
  676. }
  677. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  678. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  679. scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, p_mask);
  680. }
  681. }
  682. void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  683. Instance *instance = instance_owner.getornull(p_instance);
  684. ERR_FAIL_COND(!instance);
  685. if (instance->transform == p_transform) {
  686. return; //must be checked to avoid worst evil
  687. }
  688. #ifdef DEBUG_ENABLED
  689. for (int i = 0; i < 4; i++) {
  690. const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin;
  691. ERR_FAIL_COND(Math::is_inf(v.x));
  692. ERR_FAIL_COND(Math::is_nan(v.x));
  693. ERR_FAIL_COND(Math::is_inf(v.y));
  694. ERR_FAIL_COND(Math::is_nan(v.y));
  695. ERR_FAIL_COND(Math::is_inf(v.z));
  696. ERR_FAIL_COND(Math::is_nan(v.z));
  697. }
  698. #endif
  699. instance->transform = p_transform;
  700. _instance_queue_update(instance, true);
  701. }
  702. void RendererSceneCull::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
  703. Instance *instance = instance_owner.getornull(p_instance);
  704. ERR_FAIL_COND(!instance);
  705. instance->object_id = p_id;
  706. }
  707. void RendererSceneCull::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
  708. Instance *instance = instance_owner.getornull(p_instance);
  709. ERR_FAIL_COND(!instance);
  710. if (instance->update_item.in_list()) {
  711. _update_dirty_instance(instance);
  712. }
  713. if (instance->mesh_instance.is_valid()) {
  714. RSG::storage->mesh_instance_set_blend_shape_weight(instance->mesh_instance, p_shape, p_weight);
  715. }
  716. }
  717. void RendererSceneCull::instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) {
  718. Instance *instance = instance_owner.getornull(p_instance);
  719. ERR_FAIL_COND(!instance);
  720. if (instance->base_type == RS::INSTANCE_MESH) {
  721. //may not have been updated yet, may also have not been set yet. When updated will be correcte, worst case
  722. instance->materials.resize(MAX(p_surface + 1, RSG::storage->mesh_get_surface_count(instance->base)));
  723. }
  724. ERR_FAIL_INDEX(p_surface, instance->materials.size());
  725. instance->materials.write[p_surface] = p_material;
  726. _instance_queue_update(instance, false, true);
  727. }
  728. void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
  729. Instance *instance = instance_owner.getornull(p_instance);
  730. ERR_FAIL_COND(!instance);
  731. if (instance->visible == p_visible) {
  732. return;
  733. }
  734. instance->visible = p_visible;
  735. if (p_visible) {
  736. if (instance->scenario != nullptr) {
  737. _instance_queue_update(instance, true, false);
  738. }
  739. } else if (instance->indexer_id.is_valid()) {
  740. _unpair_instance(instance);
  741. }
  742. if (instance->base_type == RS::INSTANCE_LIGHT) {
  743. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  744. if (instance->scenario && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  745. if (p_visible) {
  746. instance->scenario->dynamic_lights.push_back(light->instance);
  747. } else {
  748. instance->scenario->dynamic_lights.erase(light->instance);
  749. }
  750. }
  751. }
  752. if (instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  753. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
  754. RSG::storage->particles_collision_instance_set_active(collision->instance, p_visible);
  755. }
  756. if (instance->base_type == RS::INSTANCE_OCCLUDER) {
  757. if (instance->scenario) {
  758. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(instance->scenario->self, p_instance, instance->base, instance->transform, p_visible);
  759. }
  760. }
  761. }
  762. inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
  763. return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES;
  764. }
  765. void RendererSceneCull::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
  766. Instance *instance = instance_owner.getornull(p_instance);
  767. ERR_FAIL_COND(!instance);
  768. ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
  769. if (p_aabb != AABB()) {
  770. // Set custom AABB
  771. if (instance->custom_aabb == nullptr) {
  772. instance->custom_aabb = memnew(AABB);
  773. }
  774. *instance->custom_aabb = p_aabb;
  775. } else {
  776. // Clear custom AABB
  777. if (instance->custom_aabb != nullptr) {
  778. memdelete(instance->custom_aabb);
  779. instance->custom_aabb = nullptr;
  780. }
  781. }
  782. if (instance->scenario) {
  783. _instance_queue_update(instance, true, false);
  784. }
  785. }
  786. void RendererSceneCull::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
  787. Instance *instance = instance_owner.getornull(p_instance);
  788. ERR_FAIL_COND(!instance);
  789. if (instance->skeleton == p_skeleton) {
  790. return;
  791. }
  792. instance->skeleton = p_skeleton;
  793. if (p_skeleton.is_valid()) {
  794. //update the dependency now, so if cleared, we remove it
  795. RSG::storage->skeleton_update_dependency(p_skeleton, &instance->dependency_tracker);
  796. }
  797. _instance_queue_update(instance, true, true);
  798. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  799. _instance_update_mesh_instance(instance);
  800. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  801. scene_render->geometry_instance_set_skeleton(geom->geometry_instance, p_skeleton);
  802. }
  803. }
  804. void RendererSceneCull::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
  805. Instance *instance = instance_owner.getornull(p_instance);
  806. ERR_FAIL_COND(!instance);
  807. instance->extra_margin = p_margin;
  808. _instance_queue_update(instance, true, false);
  809. }
  810. Vector<ObjectID> RendererSceneCull::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
  811. Vector<ObjectID> instances;
  812. Scenario *scenario = scenario_owner.getornull(p_scenario);
  813. ERR_FAIL_COND_V(!scenario, instances);
  814. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  815. struct CullAABB {
  816. Vector<ObjectID> instances;
  817. _FORCE_INLINE_ bool operator()(void *p_data) {
  818. Instance *p_instance = (Instance *)p_data;
  819. if (!p_instance->object_id.is_null()) {
  820. instances.push_back(p_instance->object_id);
  821. }
  822. return false;
  823. }
  824. };
  825. CullAABB cull_aabb;
  826. scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(p_aabb, cull_aabb);
  827. scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(p_aabb, cull_aabb);
  828. return cull_aabb.instances;
  829. }
  830. Vector<ObjectID> RendererSceneCull::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
  831. Vector<ObjectID> instances;
  832. Scenario *scenario = scenario_owner.getornull(p_scenario);
  833. ERR_FAIL_COND_V(!scenario, instances);
  834. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  835. struct CullRay {
  836. Vector<ObjectID> instances;
  837. _FORCE_INLINE_ bool operator()(void *p_data) {
  838. Instance *p_instance = (Instance *)p_data;
  839. if (!p_instance->object_id.is_null()) {
  840. instances.push_back(p_instance->object_id);
  841. }
  842. return false;
  843. }
  844. };
  845. CullRay cull_ray;
  846. scenario->indexers[Scenario::INDEXER_GEOMETRY].ray_query(p_from, p_to, cull_ray);
  847. scenario->indexers[Scenario::INDEXER_VOLUMES].ray_query(p_from, p_to, cull_ray);
  848. return cull_ray.instances;
  849. }
  850. Vector<ObjectID> RendererSceneCull::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
  851. Vector<ObjectID> instances;
  852. Scenario *scenario = scenario_owner.getornull(p_scenario);
  853. ERR_FAIL_COND_V(!scenario, instances);
  854. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  855. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&p_convex[0], p_convex.size());
  856. struct CullConvex {
  857. Vector<ObjectID> instances;
  858. _FORCE_INLINE_ bool operator()(void *p_data) {
  859. Instance *p_instance = (Instance *)p_data;
  860. if (!p_instance->object_id.is_null()) {
  861. instances.push_back(p_instance->object_id);
  862. }
  863. return false;
  864. }
  865. };
  866. CullConvex cull_convex;
  867. scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
  868. scenario->indexers[Scenario::INDEXER_VOLUMES].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
  869. return cull_convex.instances;
  870. }
  871. void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) {
  872. Instance *instance = instance_owner.getornull(p_instance);
  873. ERR_FAIL_COND(!instance);
  874. //ERR_FAIL_COND(((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK));
  875. switch (p_flags) {
  876. case RS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
  877. instance->baked_light = p_enabled;
  878. if (instance->scenario && instance->array_index >= 0) {
  879. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  880. if (instance->baked_light) {
  881. idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
  882. } else {
  883. idata.flags &= ~uint32_t(InstanceData::FLAG_USES_BAKED_LIGHT);
  884. }
  885. }
  886. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  887. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  888. scene_render->geometry_instance_set_use_baked_light(geom->geometry_instance, p_enabled);
  889. }
  890. } break;
  891. case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
  892. if (p_enabled == instance->dynamic_gi) {
  893. //bye, redundant
  894. return;
  895. }
  896. if (instance->indexer_id.is_valid()) {
  897. _unpair_instance(instance);
  898. _instance_queue_update(instance, true, true);
  899. }
  900. //once out of octree, can be changed
  901. instance->dynamic_gi = p_enabled;
  902. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  903. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  904. scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, p_enabled);
  905. }
  906. } break;
  907. case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
  908. instance->redraw_if_visible = p_enabled;
  909. if (instance->scenario && instance->array_index >= 0) {
  910. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  911. if (instance->redraw_if_visible) {
  912. idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
  913. } else {
  914. idata.flags &= ~uint32_t(InstanceData::FLAG_REDRAW_IF_VISIBLE);
  915. }
  916. }
  917. } break;
  918. case RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING: {
  919. instance->ignore_occlusion_culling = p_enabled;
  920. if (instance->scenario && instance->array_index >= 0) {
  921. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  922. if (instance->ignore_occlusion_culling) {
  923. idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
  924. } else {
  925. idata.flags &= ~uint32_t(InstanceData::FLAG_IGNORE_OCCLUSION_CULLING);
  926. }
  927. }
  928. } break;
  929. default: {
  930. }
  931. }
  932. }
  933. void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) {
  934. Instance *instance = instance_owner.getornull(p_instance);
  935. ERR_FAIL_COND(!instance);
  936. instance->cast_shadows = p_shadow_casting_setting;
  937. if (instance->scenario && instance->array_index >= 0) {
  938. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  939. if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  940. idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
  941. } else {
  942. idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS);
  943. }
  944. if (instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  945. idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
  946. } else {
  947. idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS_ONLY);
  948. }
  949. }
  950. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  951. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  952. scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  953. }
  954. _instance_queue_update(instance, false, true);
  955. }
  956. void RendererSceneCull::instance_geometry_set_material_override(RID p_instance, RID p_material) {
  957. Instance *instance = instance_owner.getornull(p_instance);
  958. ERR_FAIL_COND(!instance);
  959. instance->material_override = p_material;
  960. _instance_queue_update(instance, false, true);
  961. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  962. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  963. scene_render->geometry_instance_set_material_override(geom->geometry_instance, p_material);
  964. }
  965. }
  966. void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
  967. Instance *instance = instance_owner.getornull(p_instance);
  968. ERR_FAIL_COND(!instance);
  969. instance->visibility_range_begin = p_min;
  970. instance->visibility_range_end = p_max;
  971. instance->visibility_range_begin_margin = p_min_margin;
  972. instance->visibility_range_end_margin = p_max_margin;
  973. _update_instance_visibility_dependencies(instance);
  974. if (instance->scenario && instance->visibility_index != -1) {
  975. InstanceVisibilityData &vd = instance->scenario->instance_visibility[instance->visibility_index];
  976. vd.range_begin = instance->visibility_range_begin;
  977. vd.range_end = instance->visibility_range_end;
  978. vd.range_begin_margin = instance->visibility_range_begin_margin;
  979. vd.range_end_margin = instance->visibility_range_end_margin;
  980. }
  981. }
  982. void RendererSceneCull::instance_set_visibility_parent(RID p_instance, RID p_parent_instance) {
  983. Instance *instance = instance_owner.getornull(p_instance);
  984. ERR_FAIL_COND(!instance);
  985. Instance *old_parent = instance->visibility_parent;
  986. if (old_parent) {
  987. if ((1 << old_parent->base_type) & RS::INSTANCE_GEOMETRY_MASK && old_parent->base_data) {
  988. InstanceGeometryData *old_parent_geom = static_cast<InstanceGeometryData *>(old_parent->base_data);
  989. old_parent_geom->visibility_dependencies.erase(instance);
  990. _update_instance_visibility_depth(old_parent);
  991. }
  992. instance->visibility_parent = nullptr;
  993. }
  994. Instance *parent = instance_owner.getornull(p_parent_instance);
  995. ERR_FAIL_COND(p_parent_instance.is_valid() && !parent);
  996. if (parent) {
  997. if ((1 << parent->base_type) & RS::INSTANCE_GEOMETRY_MASK && parent->base_data) {
  998. InstanceGeometryData *parent_geom = static_cast<InstanceGeometryData *>(parent->base_data);
  999. parent_geom->visibility_dependencies.insert(instance);
  1000. _update_instance_visibility_depth(parent);
  1001. }
  1002. instance->visibility_parent = parent;
  1003. }
  1004. _update_instance_visibility_dependencies(instance);
  1005. }
  1006. void RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance) {
  1007. bool cycle_detected = false;
  1008. Set<Instance *> traversed_nodes;
  1009. {
  1010. Instance *instance = p_instance;
  1011. while (instance && ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) && instance->base_data) {
  1012. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1013. if (!geom->visibility_dependencies.is_empty()) {
  1014. uint32_t depth = 0;
  1015. for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
  1016. if (((1 << E->get()->base_type) & RS::INSTANCE_GEOMETRY_MASK) == 0 || !E->get()->base_data) {
  1017. continue;
  1018. }
  1019. InstanceGeometryData *child_geom = static_cast<InstanceGeometryData *>(E->get()->base_data);
  1020. depth = MAX(depth, child_geom->visibility_dependencies_depth);
  1021. }
  1022. geom->visibility_dependencies_depth = depth + 1;
  1023. } else {
  1024. geom->visibility_dependencies_depth = 0;
  1025. }
  1026. if (instance->scenario && instance->visibility_index != -1) {
  1027. instance->scenario->instance_visibility.move(instance->visibility_index, geom->visibility_dependencies_depth);
  1028. }
  1029. traversed_nodes.insert(instance);
  1030. instance = instance->visibility_parent;
  1031. if (traversed_nodes.has(instance)) {
  1032. cycle_detected = true;
  1033. break;
  1034. }
  1035. }
  1036. }
  1037. if (cycle_detected) {
  1038. ERR_PRINT("Cycle detected in the visibility dependencies tree.");
  1039. for (Set<Instance *>::Element *E = traversed_nodes.front(); E; E = E->next()) {
  1040. Instance *instance = E->get();
  1041. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1042. geom->visibility_dependencies_depth = 0;
  1043. if (instance->scenario && instance->visibility_index != -1) {
  1044. instance->scenario->instance_visibility.move(instance->visibility_index, geom->visibility_dependencies_depth);
  1045. }
  1046. }
  1047. }
  1048. }
  1049. void RendererSceneCull::_update_instance_visibility_dependencies(Instance *p_instance) {
  1050. bool is_geometry_instance = ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) && p_instance->base_data;
  1051. bool has_visibility_range = p_instance->visibility_range_begin > 0.0 || p_instance->visibility_range_end > 0.0;
  1052. bool needs_visibility_cull = has_visibility_range && is_geometry_instance && p_instance->array_index != -1;
  1053. if (!needs_visibility_cull && p_instance->visibility_index != -1) {
  1054. p_instance->scenario->instance_visibility.remove(p_instance->visibility_index);
  1055. p_instance->visibility_index = -1;
  1056. } else if (needs_visibility_cull && p_instance->visibility_index == -1) {
  1057. InstanceVisibilityData vd;
  1058. vd.instance = p_instance;
  1059. vd.range_begin = p_instance->visibility_range_begin;
  1060. vd.range_end = p_instance->visibility_range_end;
  1061. vd.range_begin_margin = p_instance->visibility_range_begin_margin;
  1062. vd.range_end_margin = p_instance->visibility_range_end_margin;
  1063. vd.position = p_instance->transformed_aabb.get_position() + p_instance->transformed_aabb.get_size() / 2.0f;
  1064. vd.array_index = p_instance->array_index;
  1065. InstanceGeometryData *geom_data = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1066. p_instance->scenario->instance_visibility.insert(vd, geom_data->visibility_dependencies_depth);
  1067. }
  1068. if (p_instance->scenario && p_instance->array_index != -1) {
  1069. p_instance->scenario->instance_data[p_instance->array_index].visibility_index = p_instance->visibility_index;
  1070. InstanceGeometryData *geom_data = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1071. if ((has_visibility_range || p_instance->visibility_parent) && (p_instance->visibility_index == -1 || (geom_data && geom_data->visibility_dependencies_depth == 0))) {
  1072. p_instance->scenario->instance_data[p_instance->array_index].flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
  1073. } else {
  1074. p_instance->scenario->instance_data[p_instance->array_index].flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
  1075. }
  1076. if (p_instance->visibility_parent) {
  1077. p_instance->scenario->instance_data[p_instance->array_index].parent_array_index = p_instance->visibility_parent->array_index;
  1078. } else {
  1079. p_instance->scenario->instance_data[p_instance->array_index].parent_array_index = -1;
  1080. }
  1081. }
  1082. }
  1083. void RendererSceneCull::instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) {
  1084. Instance *instance = instance_owner.getornull(p_instance);
  1085. ERR_FAIL_COND(!instance);
  1086. if (instance->lightmap) {
  1087. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(((Instance *)instance->lightmap)->base_data);
  1088. lightmap_data->users.erase(instance);
  1089. instance->lightmap = nullptr;
  1090. }
  1091. Instance *lightmap_instance = instance_owner.getornull(p_lightmap);
  1092. instance->lightmap = lightmap_instance;
  1093. instance->lightmap_uv_scale = p_lightmap_uv_scale;
  1094. instance->lightmap_slice_index = p_slice_index;
  1095. RID lightmap_instance_rid;
  1096. if (lightmap_instance) {
  1097. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(lightmap_instance->base_data);
  1098. lightmap_data->users.insert(instance);
  1099. lightmap_instance_rid = lightmap_data->instance;
  1100. }
  1101. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1102. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1103. scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, lightmap_instance_rid, p_lightmap_uv_scale, p_slice_index);
  1104. }
  1105. }
  1106. void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) {
  1107. Instance *instance = instance_owner.getornull(p_instance);
  1108. ERR_FAIL_COND(!instance);
  1109. instance->lod_bias = p_lod_bias;
  1110. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1111. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1112. scene_render->geometry_instance_set_lod_bias(geom->geometry_instance, p_lod_bias);
  1113. }
  1114. }
  1115. void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
  1116. Instance *instance = instance_owner.getornull(p_instance);
  1117. ERR_FAIL_COND(!instance);
  1118. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
  1119. Map<StringName, Instance::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
  1120. if (!E) {
  1121. Instance::InstanceShaderParameter isp;
  1122. isp.index = -1;
  1123. isp.info = PropertyInfo();
  1124. isp.value = p_value;
  1125. instance->instance_shader_parameters[p_parameter] = isp;
  1126. } else {
  1127. E->get().value = p_value;
  1128. if (E->get().index >= 0 && instance->instance_allocated_shader_parameters) {
  1129. //update directly
  1130. RSG::storage->global_variables_instance_update(p_instance, E->get().index, p_value);
  1131. }
  1132. }
  1133. }
  1134. Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
  1135. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.getornull(p_instance);
  1136. ERR_FAIL_COND_V(!instance, Variant());
  1137. if (instance->instance_shader_parameters.has(p_parameter)) {
  1138. return instance->instance_shader_parameters[p_parameter].value;
  1139. }
  1140. return Variant();
  1141. }
  1142. Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
  1143. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.getornull(p_instance);
  1144. ERR_FAIL_COND_V(!instance, Variant());
  1145. if (instance->instance_shader_parameters.has(p_parameter)) {
  1146. return instance->instance_shader_parameters[p_parameter].default_value;
  1147. }
  1148. return Variant();
  1149. }
  1150. void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
  1151. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.getornull(p_instance);
  1152. ERR_FAIL_COND(!instance);
  1153. const_cast<RendererSceneCull *>(this)->update_dirty_instances();
  1154. Vector<StringName> names;
  1155. for (Map<StringName, Instance::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.front(); E; E = E->next()) {
  1156. names.push_back(E->key());
  1157. }
  1158. names.sort_custom<StringName::AlphCompare>();
  1159. for (int i = 0; i < names.size(); i++) {
  1160. PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
  1161. p_parameters->push_back(pinfo);
  1162. }
  1163. }
  1164. void RendererSceneCull::_update_instance(Instance *p_instance) {
  1165. p_instance->version++;
  1166. if (p_instance->base_type == RS::INSTANCE_LIGHT) {
  1167. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1168. scene_render->light_instance_set_transform(light->instance, p_instance->transform);
  1169. scene_render->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb));
  1170. light->shadow_dirty = true;
  1171. RS::LightBakeMode bake_mode = RSG::storage->light_get_bake_mode(p_instance->base);
  1172. if (RSG::storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
  1173. if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  1174. p_instance->scenario->dynamic_lights.erase(light->instance);
  1175. }
  1176. light->bake_mode = bake_mode;
  1177. if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  1178. p_instance->scenario->dynamic_lights.push_back(light->instance);
  1179. }
  1180. }
  1181. uint32_t max_sdfgi_cascade = RSG::storage->light_get_max_sdfgi_cascade(p_instance->base);
  1182. if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
  1183. light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
  1184. }
  1185. } else if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
  1186. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
  1187. scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform);
  1188. if (p_instance->scenario && p_instance->array_index >= 0) {
  1189. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  1190. idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
  1191. }
  1192. } else if (p_instance->base_type == RS::INSTANCE_DECAL) {
  1193. InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
  1194. scene_render->decal_instance_set_transform(decal->instance, p_instance->transform);
  1195. } else if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
  1196. InstanceLightmapData *lightmap = static_cast<InstanceLightmapData *>(p_instance->base_data);
  1197. scene_render->lightmap_instance_set_transform(lightmap->instance, p_instance->transform);
  1198. } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
  1199. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(p_instance->base_data);
  1200. scene_render->voxel_gi_instance_set_transform_to_data(voxel_gi->probe_instance, p_instance->transform);
  1201. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  1202. RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
  1203. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  1204. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(p_instance->base_data);
  1205. //remove materials no longer used and un-own them
  1206. if (RSG::storage->particles_collision_is_heightfield(p_instance->base)) {
  1207. heightfield_particle_colliders_update_list.insert(p_instance);
  1208. }
  1209. RSG::storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
  1210. } else if (p_instance->base_type == RS::INSTANCE_OCCLUDER) {
  1211. if (p_instance->scenario) {
  1212. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(p_instance->scenario->self, p_instance->self, p_instance->base, p_instance->transform, p_instance->visible);
  1213. }
  1214. }
  1215. if (p_instance->aabb.has_no_surface()) {
  1216. return;
  1217. }
  1218. if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
  1219. //if this moved, update the captured objects
  1220. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
  1221. //erase dependencies, since no longer a lightmap
  1222. for (Set<Instance *>::Element *E = lightmap_data->geometries.front(); E; E = E->next()) {
  1223. Instance *geom = E->get();
  1224. _instance_queue_update(geom, true, false);
  1225. }
  1226. }
  1227. AABB new_aabb;
  1228. new_aabb = p_instance->transform.xform(p_instance->aabb);
  1229. p_instance->transformed_aabb = new_aabb;
  1230. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1231. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1232. //make sure lights are updated if it casts shadow
  1233. if (geom->can_cast_shadows) {
  1234. for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
  1235. InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
  1236. light->shadow_dirty = true;
  1237. }
  1238. }
  1239. if (!p_instance->lightmap && geom->lightmap_captures.size()) {
  1240. //affected by lightmap captures, must update capture info!
  1241. _update_instance_lightmap_captures(p_instance);
  1242. } else {
  1243. if (!p_instance->lightmap_sh.is_empty()) {
  1244. p_instance->lightmap_sh.clear(); //don't need SH
  1245. p_instance->lightmap_target_sh.clear(); //don't need SH
  1246. scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, nullptr);
  1247. }
  1248. }
  1249. scene_render->geometry_instance_set_transform(geom->geometry_instance, p_instance->transform, p_instance->aabb, p_instance->transformed_aabb);
  1250. }
  1251. // 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.
  1252. if (p_instance->scenario == nullptr || !p_instance->visible || p_instance->transform.basis.determinant() == 0) {
  1253. p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
  1254. return;
  1255. }
  1256. //quantize to improve moving object performance
  1257. AABB bvh_aabb = p_instance->transformed_aabb;
  1258. if (p_instance->indexer_id.is_valid() && bvh_aabb != p_instance->prev_transformed_aabb) {
  1259. //assume motion, see if bounds need to be quantized
  1260. AABB motion_aabb = bvh_aabb.merge(p_instance->prev_transformed_aabb);
  1261. float motion_longest_axis = motion_aabb.get_longest_axis_size();
  1262. float longest_axis = p_instance->transformed_aabb.get_longest_axis_size();
  1263. if (motion_longest_axis < longest_axis * 2) {
  1264. //moved but not a lot, use motion aabb quantizing
  1265. float quantize_size = Math::pow(2.0, Math::ceil(Math::log(motion_longest_axis) / Math::log(2.0))) * 0.5; //one fifth
  1266. bvh_aabb.quantize(quantize_size);
  1267. }
  1268. }
  1269. if (!p_instance->indexer_id.is_valid()) {
  1270. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1271. p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].insert(bvh_aabb, p_instance);
  1272. } else {
  1273. p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].insert(bvh_aabb, p_instance);
  1274. }
  1275. p_instance->array_index = p_instance->scenario->instance_data.size();
  1276. InstanceData idata;
  1277. idata.instance = p_instance;
  1278. idata.layer_mask = p_instance->layer_mask;
  1279. idata.flags = p_instance->base_type; //changing it means de-indexing, so this never needs to be changed later
  1280. idata.base_rid = p_instance->base;
  1281. idata.parent_array_index = p_instance->visibility_parent ? p_instance->visibility_parent->array_index : -1;
  1282. idata.visibility_index = p_instance->visibility_index;
  1283. switch (p_instance->base_type) {
  1284. case RS::INSTANCE_MESH:
  1285. case RS::INSTANCE_MULTIMESH:
  1286. case RS::INSTANCE_PARTICLES: {
  1287. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1288. idata.instance_geometry = geom->geometry_instance;
  1289. for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
  1290. Instance *dep_instance = E->get();
  1291. if (dep_instance->array_index != -1) {
  1292. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = p_instance->array_index;
  1293. }
  1294. }
  1295. } break;
  1296. case RS::INSTANCE_LIGHT: {
  1297. InstanceLightData *light_data = static_cast<InstanceLightData *>(p_instance->base_data);
  1298. idata.instance_data_rid = light_data->instance.get_id();
  1299. light_data->uses_projector = RSG::storage->light_has_projector(p_instance->base);
  1300. light_data->uses_softshadow = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE) > CMP_EPSILON;
  1301. } break;
  1302. case RS::INSTANCE_REFLECTION_PROBE: {
  1303. idata.instance_data_rid = static_cast<InstanceReflectionProbeData *>(p_instance->base_data)->instance.get_id();
  1304. } break;
  1305. case RS::INSTANCE_DECAL: {
  1306. idata.instance_data_rid = static_cast<InstanceDecalData *>(p_instance->base_data)->instance.get_id();
  1307. } break;
  1308. case RS::INSTANCE_LIGHTMAP: {
  1309. idata.instance_data_rid = static_cast<InstanceLightmapData *>(p_instance->base_data)->instance.get_id();
  1310. } break;
  1311. case RS::INSTANCE_VOXEL_GI: {
  1312. idata.instance_data_rid = static_cast<InstanceVoxelGIData *>(p_instance->base_data)->probe_instance.get_id();
  1313. } break;
  1314. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  1315. idata.visibility_notifier = static_cast<InstanceVisibilityNotifierData *>(p_instance->base_data);
  1316. } break;
  1317. default: {
  1318. }
  1319. }
  1320. if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
  1321. //always dirty when added
  1322. idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
  1323. }
  1324. if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  1325. idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
  1326. }
  1327. if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  1328. idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
  1329. }
  1330. if (p_instance->redraw_if_visible) {
  1331. idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
  1332. }
  1333. // dirty flags should not be set here, since no pairing has happened
  1334. if (p_instance->baked_light) {
  1335. idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
  1336. }
  1337. if (p_instance->mesh_instance.is_valid()) {
  1338. idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
  1339. }
  1340. if (p_instance->ignore_occlusion_culling) {
  1341. idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
  1342. }
  1343. p_instance->scenario->instance_data.push_back(idata);
  1344. p_instance->scenario->instance_aabbs.push_back(InstanceBounds(p_instance->transformed_aabb));
  1345. _update_instance_visibility_dependencies(p_instance);
  1346. } else {
  1347. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1348. p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].update(p_instance->indexer_id, bvh_aabb);
  1349. } else {
  1350. p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].update(p_instance->indexer_id, bvh_aabb);
  1351. }
  1352. p_instance->scenario->instance_aabbs[p_instance->array_index] = InstanceBounds(p_instance->transformed_aabb);
  1353. }
  1354. if (p_instance->visibility_index != -1) {
  1355. p_instance->scenario->instance_visibility[p_instance->visibility_index].position = p_instance->transformed_aabb.get_position() + p_instance->transformed_aabb.get_size() / 2.0f;
  1356. }
  1357. //move instance and repair
  1358. pair_pass++;
  1359. PairInstances pair;
  1360. pair.instance = p_instance;
  1361. pair.pair_allocator = &pair_allocator;
  1362. pair.pair_pass = pair_pass;
  1363. pair.pair_mask = 0;
  1364. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1365. pair.pair_mask |= 1 << RS::INSTANCE_LIGHT;
  1366. pair.pair_mask |= 1 << RS::INSTANCE_VOXEL_GI;
  1367. pair.pair_mask |= 1 << RS::INSTANCE_LIGHTMAP;
  1368. if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  1369. pair.pair_mask |= 1 << RS::INSTANCE_PARTICLES_COLLISION;
  1370. }
  1371. pair.pair_mask |= geometry_instance_pair_mask;
  1372. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1373. } else if (p_instance->base_type == RS::INSTANCE_LIGHT) {
  1374. pair.pair_mask |= RS::INSTANCE_GEOMETRY_MASK;
  1375. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1376. if (RSG::storage->light_get_bake_mode(p_instance->base) == RS::LIGHT_BAKE_DYNAMIC) {
  1377. pair.pair_mask |= (1 << RS::INSTANCE_VOXEL_GI);
  1378. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1379. }
  1380. } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE)) {
  1381. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
  1382. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1383. } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (p_instance->base_type == RS::INSTANCE_DECAL)) {
  1384. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
  1385. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1386. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  1387. pair.pair_mask = (1 << RS::INSTANCE_PARTICLES);
  1388. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1389. } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
  1390. //lights and geometries
  1391. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT);
  1392. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1393. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1394. }
  1395. pair.pair();
  1396. p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
  1397. }
  1398. void RendererSceneCull::_unpair_instance(Instance *p_instance) {
  1399. if (!p_instance->indexer_id.is_valid()) {
  1400. return; //nothing to do
  1401. }
  1402. while (p_instance->pairs.first()) {
  1403. InstancePair *pair = p_instance->pairs.first()->self();
  1404. Instance *other_instance = p_instance == pair->a ? pair->b : pair->a;
  1405. _instance_unpair(p_instance, other_instance);
  1406. pair_allocator.free(pair);
  1407. }
  1408. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1409. p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].remove(p_instance->indexer_id);
  1410. } else {
  1411. p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].remove(p_instance->indexer_id);
  1412. }
  1413. p_instance->indexer_id = DynamicBVH::ID();
  1414. //replace this by last
  1415. int32_t swap_with_index = p_instance->scenario->instance_data.size() - 1;
  1416. if (swap_with_index != p_instance->array_index) {
  1417. Instance *swapped_instance = p_instance->scenario->instance_data[swap_with_index].instance;
  1418. swapped_instance->array_index = p_instance->array_index; //swap
  1419. p_instance->scenario->instance_data[p_instance->array_index] = p_instance->scenario->instance_data[swap_with_index];
  1420. p_instance->scenario->instance_aabbs[p_instance->array_index] = p_instance->scenario->instance_aabbs[swap_with_index];
  1421. if (swapped_instance->visibility_index != -1) {
  1422. swapped_instance->scenario->instance_visibility[swapped_instance->visibility_index].array_index = swapped_instance->array_index;
  1423. }
  1424. if ((1 << swapped_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1425. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(swapped_instance->base_data);
  1426. for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
  1427. Instance *dep_instance = E->get();
  1428. if (dep_instance != p_instance && dep_instance->array_index != -1) {
  1429. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = swapped_instance->array_index;
  1430. }
  1431. }
  1432. }
  1433. }
  1434. // pop last
  1435. p_instance->scenario->instance_data.pop_back();
  1436. p_instance->scenario->instance_aabbs.pop_back();
  1437. //uninitialize
  1438. p_instance->array_index = -1;
  1439. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1440. // Clear these now because the InstanceData containing the dirty flags is gone
  1441. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1442. scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, nullptr, 0);
  1443. scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, nullptr, 0);
  1444. scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, nullptr, 0);
  1445. scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, nullptr, 0);
  1446. for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
  1447. Instance *dep_instance = E->get();
  1448. if (dep_instance->array_index != -1) {
  1449. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = -1;
  1450. }
  1451. }
  1452. }
  1453. _update_instance_visibility_dependencies(p_instance);
  1454. }
  1455. void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
  1456. AABB new_aabb;
  1457. ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_NONE && !p_instance->base.is_valid());
  1458. switch (p_instance->base_type) {
  1459. case RenderingServer::INSTANCE_NONE: {
  1460. // do nothing
  1461. } break;
  1462. case RenderingServer::INSTANCE_MESH: {
  1463. if (p_instance->custom_aabb) {
  1464. new_aabb = *p_instance->custom_aabb;
  1465. } else {
  1466. new_aabb = RSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
  1467. }
  1468. } break;
  1469. case RenderingServer::INSTANCE_MULTIMESH: {
  1470. if (p_instance->custom_aabb) {
  1471. new_aabb = *p_instance->custom_aabb;
  1472. } else {
  1473. new_aabb = RSG::storage->multimesh_get_aabb(p_instance->base);
  1474. }
  1475. } break;
  1476. case RenderingServer::INSTANCE_PARTICLES: {
  1477. if (p_instance->custom_aabb) {
  1478. new_aabb = *p_instance->custom_aabb;
  1479. } else {
  1480. new_aabb = RSG::storage->particles_get_aabb(p_instance->base);
  1481. }
  1482. } break;
  1483. case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
  1484. new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base);
  1485. } break;
  1486. case RenderingServer::INSTANCE_VISIBLITY_NOTIFIER: {
  1487. new_aabb = RSG::storage->visibility_notifier_get_aabb(p_instance->base);
  1488. } break;
  1489. case RenderingServer::INSTANCE_LIGHT: {
  1490. new_aabb = RSG::storage->light_get_aabb(p_instance->base);
  1491. } break;
  1492. case RenderingServer::INSTANCE_REFLECTION_PROBE: {
  1493. new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
  1494. } break;
  1495. case RenderingServer::INSTANCE_DECAL: {
  1496. new_aabb = RSG::storage->decal_get_aabb(p_instance->base);
  1497. } break;
  1498. case RenderingServer::INSTANCE_VOXEL_GI: {
  1499. new_aabb = RSG::storage->voxel_gi_get_bounds(p_instance->base);
  1500. } break;
  1501. case RenderingServer::INSTANCE_LIGHTMAP: {
  1502. new_aabb = RSG::storage->lightmap_get_aabb(p_instance->base);
  1503. } break;
  1504. default: {
  1505. }
  1506. }
  1507. // <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
  1508. if (p_instance->extra_margin) {
  1509. new_aabb.grow_by(p_instance->extra_margin);
  1510. }
  1511. p_instance->aabb = new_aabb;
  1512. }
  1513. void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance) {
  1514. bool first_set = p_instance->lightmap_sh.size() == 0;
  1515. p_instance->lightmap_sh.resize(9); //using SH
  1516. p_instance->lightmap_target_sh.resize(9); //using SH
  1517. Color *instance_sh = p_instance->lightmap_target_sh.ptrw();
  1518. bool inside = false;
  1519. Color accum_sh[9];
  1520. float accum_blend = 0.0;
  1521. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1522. for (Set<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
  1523. Instance *lightmap = E->get();
  1524. bool interior = RSG::storage->lightmap_is_interior(lightmap->base);
  1525. if (inside && !interior) {
  1526. continue; //we are inside, ignore exteriors
  1527. }
  1528. Transform3D to_bounds = lightmap->transform.affine_inverse();
  1529. Vector3 center = p_instance->transform.xform(p_instance->aabb.position + p_instance->aabb.size * 0.5); //use aabb center
  1530. Vector3 lm_pos = to_bounds.xform(center);
  1531. AABB bounds = RSG::storage->lightmap_get_aabb(lightmap->base);
  1532. if (!bounds.has_point(lm_pos)) {
  1533. continue; //not in this lightmap
  1534. }
  1535. Color sh[9];
  1536. RSG::storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
  1537. //rotate it
  1538. Basis rot = lightmap->transform.basis.orthonormalized();
  1539. for (int i = 0; i < 3; i++) {
  1540. real_t csh[9];
  1541. for (int j = 0; j < 9; j++) {
  1542. csh[j] = sh[j][i];
  1543. }
  1544. rot.rotate_sh(csh);
  1545. for (int j = 0; j < 9; j++) {
  1546. sh[j][i] = csh[j];
  1547. }
  1548. }
  1549. Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
  1550. real_t blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
  1551. //make blend more rounded
  1552. blend = Math::lerp(inner_pos.length(), blend, blend);
  1553. blend *= blend;
  1554. blend = MAX(0.0, 1.0 - blend);
  1555. if (interior && !inside) {
  1556. //do not blend, just replace
  1557. for (int j = 0; j < 9; j++) {
  1558. accum_sh[j] = sh[j] * blend;
  1559. }
  1560. accum_blend = blend;
  1561. inside = true;
  1562. } else {
  1563. for (int j = 0; j < 9; j++) {
  1564. accum_sh[j] += sh[j] * blend;
  1565. }
  1566. accum_blend += blend;
  1567. }
  1568. }
  1569. if (accum_blend > 0.0) {
  1570. for (int j = 0; j < 9; j++) {
  1571. instance_sh[j] = accum_sh[j] / accum_blend;
  1572. if (first_set) {
  1573. p_instance->lightmap_sh.write[j] = instance_sh[j];
  1574. }
  1575. }
  1576. }
  1577. scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, p_instance->lightmap_sh.ptr());
  1578. }
  1579. void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect) {
  1580. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1581. Transform3D light_transform = p_instance->transform;
  1582. light_transform.orthonormalize(); //scale does not count on lights
  1583. real_t max_distance = p_cam_projection.get_z_far();
  1584. real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
  1585. if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
  1586. max_distance = MIN(shadow_max, max_distance);
  1587. }
  1588. max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
  1589. real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
  1590. real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
  1591. real_t range = max_distance - min_distance;
  1592. int splits = 0;
  1593. switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
  1594. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  1595. splits = 1;
  1596. break;
  1597. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  1598. splits = 2;
  1599. break;
  1600. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  1601. splits = 4;
  1602. break;
  1603. }
  1604. real_t distances[5];
  1605. distances[0] = min_distance;
  1606. for (int i = 0; i < splits; i++) {
  1607. distances[i + 1] = min_distance + RSG::storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
  1608. };
  1609. distances[splits] = max_distance;
  1610. real_t texture_size = scene_render->get_directional_light_shadow_size(light->instance);
  1611. bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
  1612. real_t first_radius = 0.0;
  1613. real_t min_distance_bias_scale = distances[1];
  1614. cull.shadow_count = p_shadow_index + 1;
  1615. cull.shadows[p_shadow_index].cascade_count = splits;
  1616. cull.shadows[p_shadow_index].light_instance = light->instance;
  1617. for (int i = 0; i < splits; i++) {
  1618. RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
  1619. // setup a camera matrix for that range!
  1620. CameraMatrix camera_matrix;
  1621. real_t aspect = p_cam_projection.get_aspect();
  1622. if (p_cam_orthogonal) {
  1623. Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
  1624. camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
  1625. } else {
  1626. real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
  1627. camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
  1628. }
  1629. //obtain the frustum endpoints
  1630. Vector3 endpoints[8]; // frustum plane endpoints
  1631. bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
  1632. ERR_CONTINUE(!res);
  1633. // obtain the light frustum ranges (given endpoints)
  1634. Transform3D transform = light_transform; //discard scale and stabilize light
  1635. Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
  1636. Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
  1637. Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
  1638. //z_vec points against the camera, like in default opengl
  1639. real_t x_min = 0.f, x_max = 0.f;
  1640. real_t y_min = 0.f, y_max = 0.f;
  1641. real_t z_min = 0.f, z_max = 0.f;
  1642. // FIXME: z_max_cam is defined, computed, but not used below when setting up
  1643. // ortho_camera. Commented out for now to fix warnings but should be investigated.
  1644. real_t x_min_cam = 0.f, x_max_cam = 0.f;
  1645. real_t y_min_cam = 0.f, y_max_cam = 0.f;
  1646. real_t z_min_cam = 0.f;
  1647. //real_t z_max_cam = 0.f;
  1648. real_t bias_scale = 1.0;
  1649. real_t aspect_bias_scale = 1.0;
  1650. //used for culling
  1651. for (int j = 0; j < 8; j++) {
  1652. real_t d_x = x_vec.dot(endpoints[j]);
  1653. real_t d_y = y_vec.dot(endpoints[j]);
  1654. real_t d_z = z_vec.dot(endpoints[j]);
  1655. if (j == 0 || d_x < x_min) {
  1656. x_min = d_x;
  1657. }
  1658. if (j == 0 || d_x > x_max) {
  1659. x_max = d_x;
  1660. }
  1661. if (j == 0 || d_y < y_min) {
  1662. y_min = d_y;
  1663. }
  1664. if (j == 0 || d_y > y_max) {
  1665. y_max = d_y;
  1666. }
  1667. if (j == 0 || d_z < z_min) {
  1668. z_min = d_z;
  1669. }
  1670. if (j == 0 || d_z > z_max) {
  1671. z_max = d_z;
  1672. }
  1673. }
  1674. real_t radius = 0;
  1675. real_t soft_shadow_expand = 0;
  1676. Vector3 center;
  1677. {
  1678. //camera viewport stuff
  1679. for (int j = 0; j < 8; j++) {
  1680. center += endpoints[j];
  1681. }
  1682. center /= 8.0;
  1683. //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;
  1684. for (int j = 0; j < 8; j++) {
  1685. real_t d = center.distance_to(endpoints[j]);
  1686. if (d > radius) {
  1687. radius = d;
  1688. }
  1689. }
  1690. radius *= texture_size / (texture_size - 2.0); //add a texel by each side
  1691. if (i == 0) {
  1692. first_radius = radius;
  1693. } else {
  1694. bias_scale = radius / first_radius;
  1695. }
  1696. z_min_cam = z_vec.dot(center) - radius;
  1697. {
  1698. float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
  1699. if (soft_shadow_angle > 0.0) {
  1700. float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
  1701. soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
  1702. x_max += soft_shadow_expand;
  1703. y_max += soft_shadow_expand;
  1704. x_min -= soft_shadow_expand;
  1705. y_min -= soft_shadow_expand;
  1706. }
  1707. }
  1708. // This trick here is what stabilizes the shadow (make potential jaggies to not move)
  1709. // at the cost of some wasted resolution. Still, the quality increase is very well worth it.
  1710. const real_t unit = radius * 2.0 / texture_size;
  1711. x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit);
  1712. x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit);
  1713. y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit);
  1714. y_min_cam = Math::snapped(y_vec.dot(center) - radius - soft_shadow_expand, unit);
  1715. }
  1716. //now that we know all ranges, we can proceed to make the light frustum planes, for culling octree
  1717. Vector<Plane> light_frustum_planes;
  1718. light_frustum_planes.resize(6);
  1719. //right/left
  1720. light_frustum_planes.write[0] = Plane(x_vec, x_max);
  1721. light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
  1722. //top/bottom
  1723. light_frustum_planes.write[2] = Plane(y_vec, y_max);
  1724. light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
  1725. //near/far
  1726. light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
  1727. light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
  1728. // a pre pass will need to be needed to determine the actual z-near to be used
  1729. if (pancake_size > 0) {
  1730. z_max = z_vec.dot(center) + radius + pancake_size;
  1731. }
  1732. if (aspect != 1.0) {
  1733. // if the aspect is different, then the radius will become larger.
  1734. // if this happens, then bias needs to be adjusted too, as depth will increase
  1735. // to do this, compare the depth of one that would have resulted from a square frustum
  1736. CameraMatrix camera_matrix_square;
  1737. if (p_cam_orthogonal) {
  1738. Vector2 vp_he = camera_matrix.get_viewport_half_extents();
  1739. if (p_cam_vaspect) {
  1740. camera_matrix_square.set_orthogonal(vp_he.x * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
  1741. } else {
  1742. camera_matrix_square.set_orthogonal(vp_he.y * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
  1743. }
  1744. } else {
  1745. Vector2 vp_he = camera_matrix.get_viewport_half_extents();
  1746. if (p_cam_vaspect) {
  1747. camera_matrix_square.set_frustum(vp_he.x * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
  1748. } else {
  1749. camera_matrix_square.set_frustum(vp_he.y * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
  1750. }
  1751. }
  1752. Vector3 endpoints_square[8]; // frustum plane endpoints
  1753. res = camera_matrix_square.get_endpoints(p_cam_transform, endpoints_square);
  1754. ERR_CONTINUE(!res);
  1755. Vector3 center_square;
  1756. for (int j = 0; j < 8; j++) {
  1757. center_square += endpoints_square[j];
  1758. }
  1759. center_square /= 8.0;
  1760. real_t radius_square = 0;
  1761. for (int j = 0; j < 8; j++) {
  1762. real_t d = center_square.distance_to(endpoints_square[j]);
  1763. if (d > radius_square) {
  1764. radius_square = d;
  1765. }
  1766. }
  1767. radius_square *= texture_size / (texture_size - 2.0); //add a texel by each side
  1768. float z_max_square = z_vec.dot(center_square) + radius_square + pancake_size;
  1769. real_t z_min_cam_square = z_vec.dot(center_square) - radius_square;
  1770. aspect_bias_scale = (z_max - z_min_cam) / (z_max_square - z_min_cam_square);
  1771. // this is not entirely perfect, because the cull-adjusted z-max may be different
  1772. // but at least it's warranted that it results in a greater bias, so no acne should be present either way.
  1773. // pancaking also helps with this.
  1774. }
  1775. {
  1776. CameraMatrix ortho_camera;
  1777. real_t half_x = (x_max_cam - x_min_cam) * 0.5;
  1778. real_t half_y = (y_max_cam - y_min_cam) * 0.5;
  1779. ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
  1780. Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
  1781. Transform3D ortho_transform;
  1782. ortho_transform.basis = transform.basis;
  1783. ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
  1784. cull.shadows[p_shadow_index].cascades[i].frustum = Frustum(light_frustum_planes);
  1785. cull.shadows[p_shadow_index].cascades[i].projection = ortho_camera;
  1786. cull.shadows[p_shadow_index].cascades[i].transform = ortho_transform;
  1787. cull.shadows[p_shadow_index].cascades[i].zfar = z_max - z_min_cam;
  1788. cull.shadows[p_shadow_index].cascades[i].split = distances[i + 1];
  1789. cull.shadows[p_shadow_index].cascades[i].shadow_texel_size = radius * 2.0 / texture_size;
  1790. cull.shadows[p_shadow_index].cascades[i].bias_scale = bias_scale * aspect_bias_scale * min_distance_bias_scale;
  1791. cull.shadows[p_shadow_index].cascades[i].range_begin = z_max;
  1792. cull.shadows[p_shadow_index].cascades[i].uv_scale = uv_scale;
  1793. }
  1794. }
  1795. }
  1796. bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_lod_threshold) {
  1797. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1798. Transform3D light_transform = p_instance->transform;
  1799. light_transform.orthonormalize(); //scale does not count on lights
  1800. bool animated_material_found = false;
  1801. switch (RSG::storage->light_get_type(p_instance->base)) {
  1802. case RS::LIGHT_DIRECTIONAL: {
  1803. } break;
  1804. case RS::LIGHT_OMNI: {
  1805. RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
  1806. if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !scene_render->light_instances_can_render_shadow_cube()) {
  1807. if (max_shadows_used + 2 > MAX_UPDATE_SHADOWS) {
  1808. return true;
  1809. }
  1810. for (int i = 0; i < 2; i++) {
  1811. //using this one ensures that raster deferred will have it
  1812. RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
  1813. real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  1814. real_t z = i == 0 ? -1 : 1;
  1815. Vector<Plane> planes;
  1816. planes.resize(6);
  1817. planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
  1818. planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
  1819. planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
  1820. planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
  1821. planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
  1822. planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
  1823. instance_shadow_cull_result.clear();
  1824. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  1825. struct CullConvex {
  1826. PagedArray<Instance *> *result;
  1827. _FORCE_INLINE_ bool operator()(void *p_data) {
  1828. Instance *p_instance = (Instance *)p_data;
  1829. result->push_back(p_instance);
  1830. return false;
  1831. }
  1832. };
  1833. CullConvex cull_convex;
  1834. cull_convex.result = &instance_shadow_cull_result;
  1835. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  1836. Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
  1837. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  1838. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  1839. Instance *instance = instance_shadow_cull_result[j];
  1840. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
  1841. continue;
  1842. } else {
  1843. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  1844. animated_material_found = true;
  1845. }
  1846. if (instance->mesh_instance.is_valid()) {
  1847. RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
  1848. }
  1849. }
  1850. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  1851. }
  1852. RSG::storage->update_mesh_instances();
  1853. scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
  1854. shadow_data.light = light->instance;
  1855. shadow_data.pass = i;
  1856. }
  1857. } else { //shadow cube
  1858. if (max_shadows_used + 6 > MAX_UPDATE_SHADOWS) {
  1859. return true;
  1860. }
  1861. real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  1862. CameraMatrix cm;
  1863. cm.set_perspective(90, 1, 0.01, radius);
  1864. for (int i = 0; i < 6; i++) {
  1865. RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i));
  1866. //using this one ensures that raster deferred will have it
  1867. static const Vector3 view_normals[6] = {
  1868. Vector3(+1, 0, 0),
  1869. Vector3(-1, 0, 0),
  1870. Vector3(0, -1, 0),
  1871. Vector3(0, +1, 0),
  1872. Vector3(0, 0, +1),
  1873. Vector3(0, 0, -1)
  1874. };
  1875. static const Vector3 view_up[6] = {
  1876. Vector3(0, -1, 0),
  1877. Vector3(0, -1, 0),
  1878. Vector3(0, 0, -1),
  1879. Vector3(0, 0, +1),
  1880. Vector3(0, -1, 0),
  1881. Vector3(0, -1, 0)
  1882. };
  1883. Transform3D xform = light_transform * Transform3D().looking_at(view_normals[i], view_up[i]);
  1884. Vector<Plane> planes = cm.get_projection_planes(xform);
  1885. instance_shadow_cull_result.clear();
  1886. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  1887. struct CullConvex {
  1888. PagedArray<Instance *> *result;
  1889. _FORCE_INLINE_ bool operator()(void *p_data) {
  1890. Instance *p_instance = (Instance *)p_data;
  1891. result->push_back(p_instance);
  1892. return false;
  1893. }
  1894. };
  1895. CullConvex cull_convex;
  1896. cull_convex.result = &instance_shadow_cull_result;
  1897. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  1898. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  1899. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  1900. Instance *instance = instance_shadow_cull_result[j];
  1901. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
  1902. continue;
  1903. } else {
  1904. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  1905. animated_material_found = true;
  1906. }
  1907. if (instance->mesh_instance.is_valid()) {
  1908. RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
  1909. }
  1910. }
  1911. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  1912. }
  1913. RSG::storage->update_mesh_instances();
  1914. scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
  1915. shadow_data.light = light->instance;
  1916. shadow_data.pass = i;
  1917. }
  1918. //restore the regular DP matrix
  1919. //scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
  1920. }
  1921. } break;
  1922. case RS::LIGHT_SPOT: {
  1923. RENDER_TIMESTAMP("Culling Spot Light");
  1924. if (max_shadows_used + 1 > MAX_UPDATE_SHADOWS) {
  1925. return true;
  1926. }
  1927. real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  1928. real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  1929. CameraMatrix cm;
  1930. cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
  1931. Vector<Plane> planes = cm.get_projection_planes(light_transform);
  1932. instance_shadow_cull_result.clear();
  1933. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  1934. struct CullConvex {
  1935. PagedArray<Instance *> *result;
  1936. _FORCE_INLINE_ bool operator()(void *p_data) {
  1937. Instance *p_instance = (Instance *)p_data;
  1938. result->push_back(p_instance);
  1939. return false;
  1940. }
  1941. };
  1942. CullConvex cull_convex;
  1943. cull_convex.result = &instance_shadow_cull_result;
  1944. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  1945. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  1946. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  1947. Instance *instance = instance_shadow_cull_result[j];
  1948. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
  1949. continue;
  1950. } else {
  1951. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  1952. animated_material_found = true;
  1953. }
  1954. if (instance->mesh_instance.is_valid()) {
  1955. RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
  1956. }
  1957. }
  1958. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  1959. }
  1960. RSG::storage->update_mesh_instances();
  1961. scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
  1962. shadow_data.light = light->instance;
  1963. shadow_data.pass = 0;
  1964. } break;
  1965. }
  1966. return animated_material_found;
  1967. }
  1968. void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) {
  1969. #ifndef _3D_DISABLED
  1970. Camera *camera = camera_owner.getornull(p_camera);
  1971. ERR_FAIL_COND(!camera);
  1972. RendererSceneRender::CameraData camera_data;
  1973. // Setup Camera(s)
  1974. if (p_xr_interface.is_null()) {
  1975. // Normal camera
  1976. Transform3D transform = camera->transform;
  1977. CameraMatrix projection;
  1978. bool vaspect = camera->vaspect;
  1979. bool is_ortogonal = false;
  1980. switch (camera->type) {
  1981. case Camera::ORTHOGONAL: {
  1982. projection.set_orthogonal(
  1983. camera->size,
  1984. p_viewport_size.width / (float)p_viewport_size.height,
  1985. camera->znear,
  1986. camera->zfar,
  1987. camera->vaspect);
  1988. is_ortogonal = true;
  1989. } break;
  1990. case Camera::PERSPECTIVE: {
  1991. projection.set_perspective(
  1992. camera->fov,
  1993. p_viewport_size.width / (float)p_viewport_size.height,
  1994. camera->znear,
  1995. camera->zfar,
  1996. camera->vaspect);
  1997. } break;
  1998. case Camera::FRUSTUM: {
  1999. projection.set_frustum(
  2000. camera->size,
  2001. p_viewport_size.width / (float)p_viewport_size.height,
  2002. camera->offset,
  2003. camera->znear,
  2004. camera->zfar,
  2005. camera->vaspect);
  2006. } break;
  2007. }
  2008. camera_data.set_camera(transform, projection, is_ortogonal, vaspect);
  2009. } else {
  2010. // Setup our camera for our XR interface.
  2011. // We can support multiple views here each with their own camera
  2012. Transform3D transforms[RendererSceneRender::MAX_RENDER_VIEWS];
  2013. CameraMatrix projections[RendererSceneRender::MAX_RENDER_VIEWS];
  2014. uint32_t view_count = p_xr_interface->get_view_count();
  2015. ERR_FAIL_COND_MSG(view_count > RendererSceneRender::MAX_RENDER_VIEWS, "Requested view count is not supported");
  2016. float aspect = p_viewport_size.width / (float)p_viewport_size.height;
  2017. Transform3D world_origin = XRServer::get_singleton()->get_world_origin();
  2018. // We ignore our camera position, it will have been positioned with a slightly old tracking position.
  2019. // Instead we take our origin point and have our XR interface add fresh tracking data! Whoohoo!
  2020. for (uint32_t v = 0; v < view_count; v++) {
  2021. transforms[v] = p_xr_interface->get_transform_for_view(v, world_origin);
  2022. projections[v] = p_xr_interface->get_projection_for_view(v, aspect, camera->znear, camera->zfar);
  2023. }
  2024. if (view_count == 1) {
  2025. camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect);
  2026. } else if (view_count == 2) {
  2027. camera_data.set_multiview_camera(view_count, transforms, projections, false, camera->vaspect);
  2028. } else {
  2029. // 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...
  2030. }
  2031. }
  2032. RID environment = _render_get_environment(p_camera, p_scenario);
  2033. RENDER_TIMESTAMP("Update occlusion buffer")
  2034. // For now just cull on the first camera
  2035. RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool);
  2036. _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_lod_threshold, true, r_render_info);
  2037. #endif
  2038. }
  2039. void RendererSceneCull::_visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data) {
  2040. uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
  2041. uint32_t bin_from = p_thread * cull_data->cull_count / total_threads;
  2042. uint32_t bin_to = (p_thread + 1 == total_threads) ? cull_data->cull_count : ((p_thread + 1) * cull_data->cull_count / total_threads);
  2043. _visibility_cull(*cull_data, cull_data->cull_offset + bin_from, cull_data->cull_offset + bin_to);
  2044. }
  2045. void RendererSceneCull::_visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to) {
  2046. Scenario *scenario = cull_data.scenario;
  2047. for (unsigned int i = p_from; i < p_to; i++) {
  2048. InstanceVisibilityData &vd = scenario->instance_visibility[i];
  2049. InstanceData &idata = scenario->instance_data[vd.array_index];
  2050. if (idata.parent_array_index >= 0) {
  2051. uint32_t parent_flags = scenario->instance_data[idata.parent_array_index].flags;
  2052. if ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN) || (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE) == 0) {
  2053. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2054. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2055. continue;
  2056. }
  2057. }
  2058. int range_check = _visibility_range_check(vd, cull_data.camera_position, cull_data.viewport_mask);
  2059. if (range_check == -1) {
  2060. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2061. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2062. } else if (range_check == 1) {
  2063. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2064. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2065. } else {
  2066. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2067. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2068. }
  2069. }
  2070. }
  2071. int RendererSceneCull::_visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask) {
  2072. float dist = p_camera_pos.distance_to(r_vis_data.position);
  2073. bool in_range_last_frame = p_viewport_mask & r_vis_data.viewport_state;
  2074. float begin_offset = in_range_last_frame ? -r_vis_data.range_begin_margin : r_vis_data.range_begin_margin;
  2075. float end_offset = in_range_last_frame ? r_vis_data.range_end_margin : -r_vis_data.range_end_margin;
  2076. if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end + end_offset) {
  2077. r_vis_data.viewport_state &= ~p_viewport_mask;
  2078. return -1;
  2079. } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin + begin_offset) {
  2080. r_vis_data.viewport_state &= ~p_viewport_mask;
  2081. return 1;
  2082. } else {
  2083. r_vis_data.viewport_state |= p_viewport_mask;
  2084. return 0;
  2085. }
  2086. }
  2087. void RendererSceneCull::_scene_cull_threaded(uint32_t p_thread, CullData *cull_data) {
  2088. uint32_t cull_total = cull_data->scenario->instance_data.size();
  2089. uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
  2090. uint32_t cull_from = p_thread * cull_total / total_threads;
  2091. uint32_t cull_to = (p_thread + 1 == total_threads) ? cull_total : ((p_thread + 1) * cull_total / total_threads);
  2092. _scene_cull(*cull_data, scene_cull_result_threads[p_thread], cull_from, cull_to);
  2093. }
  2094. void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
  2095. uint64_t frame_number = RSG::rasterizer->get_frame_number();
  2096. float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
  2097. uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
  2098. uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
  2099. RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
  2100. Transform3D inv_cam_transform = cull_data.cam_transform.inverse();
  2101. float z_near = cull_data.camera_matrix->get_z_near();
  2102. for (uint64_t i = p_from; i < p_to; i++) {
  2103. bool mesh_visible = false;
  2104. InstanceData &idata = cull_data.scenario->instance_data[i];
  2105. uint32_t visibility_flags = idata.flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN);
  2106. int32_t visibility_check = -1;
  2107. #define HIDDEN_BY_VISIBILITY_CHECKS (visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE || visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN)
  2108. #define LAYER_CHECK (cull_data.visible_layers & idata.layer_mask)
  2109. #define IN_FRUSTUM(f) (cull_data.scenario->instance_aabbs[i].in_frustum(f))
  2110. #define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_viewport_mask) == 0)
  2111. #define VIS_PARENT_CHECK ((idata.parent_array_index == -1) || ((cull_data.scenario->instance_data[idata.parent_array_index].flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK) == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE))
  2112. #define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check)
  2113. #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))
  2114. if (!HIDDEN_BY_VISIBILITY_CHECKS) {
  2115. if (LAYER_CHECK && IN_FRUSTUM(cull_data.cull->frustum) && VIS_CHECK && !OCCLUSION_CULLED) {
  2116. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2117. if (base_type == RS::INSTANCE_LIGHT) {
  2118. cull_result.lights.push_back(idata.instance);
  2119. cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
  2120. if (cull_data.shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
  2121. scene_render->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
  2122. }
  2123. } else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
  2124. if (cull_data.render_reflection_probe != idata.instance) {
  2125. //avoid entering The Matrix
  2126. if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || scene_render->reflection_probe_instance_needs_redraw(RID::from_uint64(idata.instance_data_rid))) {
  2127. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
  2128. cull_data.cull->lock.lock();
  2129. if (!reflection_probe->update_list.in_list()) {
  2130. reflection_probe->render_step = 0;
  2131. reflection_probe_render_list.add_last(&reflection_probe->update_list);
  2132. }
  2133. cull_data.cull->lock.unlock();
  2134. idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
  2135. }
  2136. if (scene_render->reflection_probe_instance_has_reflection(RID::from_uint64(idata.instance_data_rid))) {
  2137. cull_result.reflections.push_back(RID::from_uint64(idata.instance_data_rid));
  2138. }
  2139. }
  2140. } else if (base_type == RS::INSTANCE_DECAL) {
  2141. cull_result.decals.push_back(RID::from_uint64(idata.instance_data_rid));
  2142. } else if (base_type == RS::INSTANCE_VOXEL_GI) {
  2143. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(idata.instance->base_data);
  2144. cull_data.cull->lock.lock();
  2145. if (!voxel_gi->update_element.in_list()) {
  2146. voxel_gi_update_list.add(&voxel_gi->update_element);
  2147. }
  2148. cull_data.cull->lock.unlock();
  2149. cull_result.voxel_gi_instances.push_back(RID::from_uint64(idata.instance_data_rid));
  2150. } else if (base_type == RS::INSTANCE_LIGHTMAP) {
  2151. cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid));
  2152. } else if (base_type == RS::INSTANCE_VISIBLITY_NOTIFIER) {
  2153. InstanceVisibilityNotifierData *vnd = idata.visibility_notifier;
  2154. if (!vnd->list_element.in_list()) {
  2155. visible_notifier_list_lock.lock();
  2156. visible_notifier_list.add(&vnd->list_element);
  2157. visible_notifier_list_lock.unlock();
  2158. vnd->just_visible = true;
  2159. }
  2160. vnd->visible_in_frame = RSG::rasterizer->get_frame_number();
  2161. } else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
  2162. bool keep = true;
  2163. if (idata.flags & InstanceData::FLAG_REDRAW_IF_VISIBLE) {
  2164. RenderingServerDefault::redraw_request();
  2165. }
  2166. if (base_type == RS::INSTANCE_MESH) {
  2167. mesh_visible = true;
  2168. } else if (base_type == RS::INSTANCE_PARTICLES) {
  2169. //particles visible? process them
  2170. if (RSG::storage->particles_is_inactive(idata.base_rid)) {
  2171. //but if nothing is going on, don't do it.
  2172. keep = false;
  2173. } else {
  2174. cull_data.cull->lock.lock();
  2175. RSG::storage->particles_request_process(idata.base_rid);
  2176. cull_data.cull->lock.unlock();
  2177. RSG::storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized(), cull_data.cam_transform.basis.get_axis(1).normalized());
  2178. //particles visible? request redraw
  2179. RenderingServerDefault::redraw_request();
  2180. }
  2181. }
  2182. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_LIGHT) && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
  2183. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2184. uint32_t idx = 0;
  2185. for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
  2186. InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
  2187. instance_pair_buffer[idx++] = light->instance;
  2188. if (idx == MAX_INSTANCE_PAIRS) {
  2189. break;
  2190. }
  2191. }
  2192. scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2193. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
  2194. }
  2195. if (idata.flags & InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY) {
  2196. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2197. scene_render->geometry_instance_set_softshadow_projector_pairing(geom->geometry_instance, geom->softshadow_count > 0, geom->projector_count > 0);
  2198. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY);
  2199. }
  2200. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
  2201. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2202. uint32_t idx = 0;
  2203. for (Set<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
  2204. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
  2205. instance_pair_buffer[idx++] = reflection_probe->instance;
  2206. if (idx == MAX_INSTANCE_PAIRS) {
  2207. break;
  2208. }
  2209. }
  2210. scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2211. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_REFLECTION_DIRTY);
  2212. }
  2213. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
  2214. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2215. uint32_t idx = 0;
  2216. for (Set<Instance *>::Element *E = geom->decals.front(); E; E = E->next()) {
  2217. InstanceDecalData *decal = static_cast<InstanceDecalData *>(E->get()->base_data);
  2218. instance_pair_buffer[idx++] = decal->instance;
  2219. if (idx == MAX_INSTANCE_PAIRS) {
  2220. break;
  2221. }
  2222. }
  2223. scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2224. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
  2225. }
  2226. if (idata.flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY) {
  2227. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2228. uint32_t idx = 0;
  2229. for (Set<Instance *>::Element *E = geom->voxel_gi_instances.front(); E; E = E->next()) {
  2230. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(E->get()->base_data);
  2231. instance_pair_buffer[idx++] = voxel_gi->probe_instance;
  2232. if (idx == MAX_INSTANCE_PAIRS) {
  2233. break;
  2234. }
  2235. }
  2236. scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2237. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
  2238. }
  2239. 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()) {
  2240. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2241. Color *sh = idata.instance->lightmap_sh.ptrw();
  2242. const Color *target_sh = idata.instance->lightmap_target_sh.ptr();
  2243. for (uint32_t j = 0; j < 9; j++) {
  2244. sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
  2245. }
  2246. scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, sh);
  2247. idata.instance->last_frame_pass = frame_number;
  2248. }
  2249. if (keep) {
  2250. cull_result.geometry_instances.push_back(idata.instance_geometry);
  2251. }
  2252. }
  2253. }
  2254. for (uint32_t j = 0; j < cull_data.cull->shadow_count; j++) {
  2255. for (uint32_t k = 0; k < cull_data.cull->shadows[j].cascade_count; k++) {
  2256. if (IN_FRUSTUM(cull_data.cull->shadows[j].cascades[k].frustum) && VIS_CHECK) {
  2257. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2258. if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) {
  2259. cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry);
  2260. mesh_visible = true;
  2261. }
  2262. }
  2263. }
  2264. }
  2265. }
  2266. #undef HIDDEN_BY_VISIBILITY_CHECKS
  2267. #undef LAYER_CHECK
  2268. #undef IN_FRUSTUM
  2269. #undef VIS_RANGE_CHECK
  2270. #undef VIS_PARENT_CHECK
  2271. #undef VIS_CHECK
  2272. #undef OCCLUSION_CULLED
  2273. for (uint32_t j = 0; j < cull_data.cull->sdfgi.region_count; j++) {
  2274. if (cull_data.scenario->instance_aabbs[i].in_aabb(cull_data.cull->sdfgi.region_aabb[j])) {
  2275. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2276. if (base_type == RS::INSTANCE_LIGHT) {
  2277. InstanceLightData *instance_light = (InstanceLightData *)idata.instance->base_data;
  2278. if (instance_light->bake_mode == RS::LIGHT_BAKE_STATIC && cull_data.cull->sdfgi.region_cascade[j] <= instance_light->max_sdfgi_cascade) {
  2279. if (sdfgi_last_light_index != i || sdfgi_last_light_cascade != cull_data.cull->sdfgi.region_cascade[j]) {
  2280. sdfgi_last_light_index = i;
  2281. sdfgi_last_light_cascade = cull_data.cull->sdfgi.region_cascade[j];
  2282. cull_result.sdfgi_cascade_lights[sdfgi_last_light_cascade].push_back(instance_light->instance);
  2283. }
  2284. }
  2285. } else if ((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  2286. if (idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) {
  2287. cull_result.sdfgi_region_geometry_instances[j].push_back(idata.instance_geometry);
  2288. mesh_visible = true;
  2289. }
  2290. }
  2291. }
  2292. }
  2293. if (mesh_visible && cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_USES_MESH_INSTANCE) {
  2294. cull_result.mesh_instances.push_back(cull_data.scenario->instance_data[i].instance->mesh_instance);
  2295. }
  2296. }
  2297. }
  2298. void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) {
  2299. Instance *render_reflection_probe = instance_owner.getornull(p_reflection_probe); //if null, not rendering to it
  2300. Scenario *scenario = scenario_owner.getornull(p_scenario);
  2301. render_pass++;
  2302. scene_render->set_scene_pass(render_pass);
  2303. if (p_render_buffers.is_valid()) {
  2304. //no rendering code here, this is only to set up what needs to be done, request regions, etc.
  2305. scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not)
  2306. }
  2307. RENDER_TIMESTAMP("Visibility Dependencies");
  2308. if (scenario->instance_visibility.get_bin_count() > 0) {
  2309. if (!scenario->viewport_visibility_masks.has(p_viewport)) {
  2310. scenario_add_viewport_visibility_mask(scenario->self, p_viewport);
  2311. }
  2312. VisibilityCullData visibility_cull_data;
  2313. visibility_cull_data.scenario = scenario;
  2314. visibility_cull_data.viewport_mask = scenario->viewport_visibility_masks[p_viewport];
  2315. visibility_cull_data.camera_position = p_camera_data->main_transform.origin;
  2316. for (int i = scenario->instance_visibility.get_bin_count() - 1; i > 0; i--) { // We skip bin 0
  2317. visibility_cull_data.cull_offset = scenario->instance_visibility.get_bin_start(i);
  2318. visibility_cull_data.cull_count = scenario->instance_visibility.get_bin_size(i);
  2319. if (visibility_cull_data.cull_count == 0) {
  2320. continue;
  2321. }
  2322. if (visibility_cull_data.cull_count > thread_cull_threshold) {
  2323. RendererThreadPool::singleton->thread_work_pool.do_work(RendererThreadPool::singleton->thread_work_pool.get_thread_count(), this, &RendererSceneCull::_visibility_cull_threaded, &visibility_cull_data);
  2324. } else {
  2325. _visibility_cull(visibility_cull_data, visibility_cull_data.cull_offset, visibility_cull_data.cull_offset + visibility_cull_data.cull_count);
  2326. }
  2327. }
  2328. }
  2329. RENDER_TIMESTAMP("Culling");
  2330. //rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_ortogonal);
  2331. Vector<Plane> planes = p_camera_data->main_projection.get_projection_planes(p_camera_data->main_transform);
  2332. Plane near_plane(p_camera_data->main_transform.origin, -p_camera_data->main_transform.basis.get_axis(2).normalized());
  2333. /* STEP 2 - CULL */
  2334. cull.frustum = Frustum(planes);
  2335. Vector<RID> directional_lights;
  2336. // directional lights
  2337. {
  2338. cull.shadow_count = 0;
  2339. Vector<Instance *> lights_with_shadow;
  2340. for (Instance *E : scenario->directional_lights) {
  2341. if (!E->visible) {
  2342. continue;
  2343. }
  2344. if (directional_lights.size() > RendererSceneRender::MAX_DIRECTIONAL_LIGHTS) {
  2345. break;
  2346. }
  2347. InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
  2348. //check shadow..
  2349. if (light) {
  2350. if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->base) && !(RSG::storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->base))) {
  2351. lights_with_shadow.push_back(E);
  2352. }
  2353. //add to list
  2354. directional_lights.push_back(light->instance);
  2355. }
  2356. }
  2357. scene_render->set_directional_shadow_count(lights_with_shadow.size());
  2358. for (int i = 0; i < lights_with_shadow.size(); i++) {
  2359. _light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect);
  2360. }
  2361. }
  2362. { //sdfgi
  2363. cull.sdfgi.region_count = 0;
  2364. if (p_render_buffers.is_valid()) {
  2365. cull.sdfgi.cascade_light_count = 0;
  2366. uint32_t prev_cascade = 0xFFFFFFFF;
  2367. uint32_t pending_region_count = scene_render->sdfgi_get_pending_region_count(p_render_buffers);
  2368. for (uint32_t i = 0; i < pending_region_count; i++) {
  2369. cull.sdfgi.region_aabb[i] = scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
  2370. uint32_t region_cascade = scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
  2371. cull.sdfgi.region_cascade[i] = region_cascade;
  2372. if (region_cascade != prev_cascade) {
  2373. cull.sdfgi.cascade_light_index[cull.sdfgi.cascade_light_count] = region_cascade;
  2374. cull.sdfgi.cascade_light_count++;
  2375. prev_cascade = region_cascade;
  2376. }
  2377. }
  2378. cull.sdfgi.region_count = pending_region_count;
  2379. }
  2380. }
  2381. scene_cull_result.clear();
  2382. {
  2383. uint64_t cull_from = 0;
  2384. uint64_t cull_to = scenario->instance_data.size();
  2385. CullData cull_data;
  2386. //prepare for eventual thread usage
  2387. cull_data.cull = &cull;
  2388. cull_data.scenario = scenario;
  2389. cull_data.shadow_atlas = p_shadow_atlas;
  2390. cull_data.cam_transform = p_camera_data->main_transform;
  2391. cull_data.visible_layers = p_visible_layers;
  2392. cull_data.render_reflection_probe = render_reflection_probe;
  2393. cull_data.occlusion_buffer = RendererSceneOcclusionCull::get_singleton()->buffer_get_ptr(p_viewport);
  2394. cull_data.camera_matrix = &p_camera_data->main_projection;
  2395. cull_data.visibility_viewport_mask = scenario->viewport_visibility_masks.has(p_viewport) ? scenario->viewport_visibility_masks[p_viewport] : 0;
  2396. //#define DEBUG_CULL_TIME
  2397. #ifdef DEBUG_CULL_TIME
  2398. uint64_t time_from = OS::get_singleton()->get_ticks_usec();
  2399. #endif
  2400. if (cull_to > thread_cull_threshold) {
  2401. //multiple threads
  2402. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  2403. scene_cull_result_threads[i].clear();
  2404. }
  2405. RendererThreadPool::singleton->thread_work_pool.do_work(scene_cull_result_threads.size(), this, &RendererSceneCull::_scene_cull_threaded, &cull_data);
  2406. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  2407. scene_cull_result.append_from(scene_cull_result_threads[i]);
  2408. }
  2409. } else {
  2410. //single threaded
  2411. _scene_cull(cull_data, scene_cull_result, cull_from, cull_to);
  2412. }
  2413. #ifdef DEBUG_CULL_TIME
  2414. static float time_avg = 0;
  2415. static uint32_t time_count = 0;
  2416. time_avg += double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0;
  2417. time_count++;
  2418. print_line("time taken: " + rtos(time_avg / time_count));
  2419. #endif
  2420. if (scene_cull_result.mesh_instances.size()) {
  2421. for (uint64_t i = 0; i < scene_cull_result.mesh_instances.size(); i++) {
  2422. RSG::storage->mesh_instance_check_for_update(scene_cull_result.mesh_instances[i]);
  2423. }
  2424. RSG::storage->update_mesh_instances();
  2425. }
  2426. }
  2427. //render shadows
  2428. max_shadows_used = 0;
  2429. if (p_using_shadows) { //setup shadow maps
  2430. // Directional Shadows
  2431. for (uint32_t i = 0; i < cull.shadow_count; i++) {
  2432. for (uint32_t j = 0; j < cull.shadows[i].cascade_count; j++) {
  2433. const Cull::Shadow::Cascade &c = cull.shadows[i].cascades[j];
  2434. // print_line("shadow " + itos(i) + " cascade " + itos(j) + " elements: " + itos(c.cull_result.size()));
  2435. scene_render->light_instance_set_shadow_transform(cull.shadows[i].light_instance, c.projection, c.transform, c.zfar, c.split, j, c.shadow_texel_size, c.bias_scale, c.range_begin, c.uv_scale);
  2436. if (max_shadows_used == MAX_UPDATE_SHADOWS) {
  2437. continue;
  2438. }
  2439. render_shadow_data[max_shadows_used].light = cull.shadows[i].light_instance;
  2440. render_shadow_data[max_shadows_used].pass = j;
  2441. render_shadow_data[max_shadows_used].instances.merge_unordered(scene_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
  2442. max_shadows_used++;
  2443. }
  2444. }
  2445. // Positional Shadowss
  2446. for (uint32_t i = 0; i < (uint32_t)scene_cull_result.lights.size(); i++) {
  2447. Instance *ins = scene_cull_result.lights[i];
  2448. if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
  2449. continue;
  2450. }
  2451. InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
  2452. float coverage = 0.f;
  2453. { //compute coverage
  2454. Transform3D cam_xf = p_camera_data->main_transform;
  2455. float zn = p_camera_data->main_projection.get_z_near();
  2456. Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane
  2457. // near plane half width and height
  2458. Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents();
  2459. switch (RSG::storage->light_get_type(ins->base)) {
  2460. case RS::LIGHT_OMNI: {
  2461. float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
  2462. //get two points parallel to near plane
  2463. Vector3 points[2] = {
  2464. ins->transform.origin,
  2465. ins->transform.origin + cam_xf.basis.get_axis(0) * radius
  2466. };
  2467. if (!p_camera_data->is_ortogonal) {
  2468. //if using perspetive, map them to near plane
  2469. for (int j = 0; j < 2; j++) {
  2470. if (p.distance_to(points[j]) < 0) {
  2471. points[j].z = -zn; //small hack to keep size constant when hitting the screen
  2472. }
  2473. p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
  2474. }
  2475. }
  2476. float screen_diameter = points[0].distance_to(points[1]) * 2;
  2477. coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
  2478. } break;
  2479. case RS::LIGHT_SPOT: {
  2480. float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
  2481. float angle = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2482. float w = radius * Math::sin(Math::deg2rad(angle));
  2483. float d = radius * Math::cos(Math::deg2rad(angle));
  2484. Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d;
  2485. Vector3 points[2] = {
  2486. base,
  2487. base + cam_xf.basis.get_axis(0) * w
  2488. };
  2489. if (!p_camera_data->is_ortogonal) {
  2490. //if using perspetive, map them to near plane
  2491. for (int j = 0; j < 2; j++) {
  2492. if (p.distance_to(points[j]) < 0) {
  2493. points[j].z = -zn; //small hack to keep size constant when hitting the screen
  2494. }
  2495. p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
  2496. }
  2497. }
  2498. float screen_diameter = points[0].distance_to(points[1]) * 2;
  2499. coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
  2500. } break;
  2501. default: {
  2502. ERR_PRINT("Invalid Light Type");
  2503. }
  2504. }
  2505. }
  2506. if (light->shadow_dirty) {
  2507. light->last_version++;
  2508. light->shadow_dirty = false;
  2509. }
  2510. bool redraw = scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
  2511. if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
  2512. //must redraw!
  2513. RENDER_TIMESTAMP(">Rendering Light " + itos(i));
  2514. light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold);
  2515. RENDER_TIMESTAMP("<Rendering Light " + itos(i));
  2516. } else {
  2517. light->shadow_dirty = redraw;
  2518. }
  2519. }
  2520. }
  2521. //render SDFGI
  2522. {
  2523. sdfgi_update_data.update_static = false;
  2524. if (cull.sdfgi.region_count > 0) {
  2525. //update regions
  2526. for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
  2527. render_sdfgi_data[i].instances.merge_unordered(scene_cull_result.sdfgi_region_geometry_instances[i]);
  2528. render_sdfgi_data[i].region = i;
  2529. }
  2530. //check if static lights were culled
  2531. bool static_lights_culled = false;
  2532. for (uint32_t i = 0; i < cull.sdfgi.cascade_light_count; i++) {
  2533. if (scene_cull_result.sdfgi_cascade_lights[i].size()) {
  2534. static_lights_culled = true;
  2535. break;
  2536. }
  2537. }
  2538. if (static_lights_culled) {
  2539. sdfgi_update_data.static_cascade_count = cull.sdfgi.cascade_light_count;
  2540. sdfgi_update_data.static_cascade_indices = cull.sdfgi.cascade_light_index;
  2541. sdfgi_update_data.static_positional_lights = scene_cull_result.sdfgi_cascade_lights;
  2542. sdfgi_update_data.update_static = true;
  2543. }
  2544. }
  2545. if (p_render_buffers.is_valid()) {
  2546. sdfgi_update_data.directional_lights = &directional_lights;
  2547. sdfgi_update_data.positional_light_instances = scenario->dynamic_lights.ptr();
  2548. sdfgi_update_data.positional_light_count = scenario->dynamic_lights.size();
  2549. }
  2550. }
  2551. //append the directional lights to the lights culled
  2552. for (int i = 0; i < directional_lights.size(); i++) {
  2553. scene_cull_result.light_instances.push_back(directional_lights[i]);
  2554. }
  2555. RID camera_effects;
  2556. if (p_force_camera_effects.is_valid()) {
  2557. camera_effects = p_force_camera_effects;
  2558. } else {
  2559. camera_effects = scenario->camera_effects;
  2560. }
  2561. /* PROCESS GEOMETRY AND DRAW SCENE */
  2562. RID occluders_tex;
  2563. if (p_viewport.is_valid()) {
  2564. occluders_tex = RSG::viewport->viewport_get_occluder_debug_texture(p_viewport);
  2565. }
  2566. RENDER_TIMESTAMP("Render Scene ");
  2567. scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
  2568. for (uint32_t i = 0; i < max_shadows_used; i++) {
  2569. render_shadow_data[i].instances.clear();
  2570. }
  2571. max_shadows_used = 0;
  2572. for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
  2573. render_sdfgi_data[i].instances.clear();
  2574. }
  2575. // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
  2576. }
  2577. RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
  2578. Camera *camera = camera_owner.getornull(p_camera);
  2579. if (camera && scene_render->is_environment(camera->env)) {
  2580. return camera->env;
  2581. }
  2582. Scenario *scenario = scenario_owner.getornull(p_scenario);
  2583. if (!scenario) {
  2584. return RID();
  2585. }
  2586. if (scene_render->is_environment(scenario->environment)) {
  2587. return scenario->environment;
  2588. }
  2589. if (scene_render->is_environment(scenario->fallback_environment)) {
  2590. return scenario->fallback_environment;
  2591. }
  2592. return RID();
  2593. }
  2594. void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
  2595. #ifndef _3D_DISABLED
  2596. Scenario *scenario = scenario_owner.getornull(p_scenario);
  2597. RID environment;
  2598. if (scenario->environment.is_valid()) {
  2599. environment = scenario->environment;
  2600. } else {
  2601. environment = scenario->fallback_environment;
  2602. }
  2603. RENDER_TIMESTAMP("Render Empty Scene ");
  2604. RendererSceneRender::CameraData camera_data;
  2605. camera_data.set_camera(Transform3D(), CameraMatrix(), true, false);
  2606. scene_render->render_scene(p_render_buffers, &camera_data, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
  2607. #endif
  2608. }
  2609. bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int p_step) {
  2610. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
  2611. Scenario *scenario = p_instance->scenario;
  2612. ERR_FAIL_COND_V(!scenario, true);
  2613. RenderingServerDefault::redraw_request(); //update, so it updates in editor
  2614. if (p_step == 0) {
  2615. if (!scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
  2616. return true; //all full
  2617. }
  2618. }
  2619. if (p_step >= 0 && p_step < 6) {
  2620. static const Vector3 view_normals[6] = {
  2621. Vector3(+1, 0, 0),
  2622. Vector3(-1, 0, 0),
  2623. Vector3(0, +1, 0),
  2624. Vector3(0, -1, 0),
  2625. Vector3(0, 0, +1),
  2626. Vector3(0, 0, -1)
  2627. };
  2628. static const Vector3 view_up[6] = {
  2629. Vector3(0, -1, 0),
  2630. Vector3(0, -1, 0),
  2631. Vector3(0, 0, +1),
  2632. Vector3(0, 0, -1),
  2633. Vector3(0, -1, 0),
  2634. Vector3(0, -1, 0)
  2635. };
  2636. Vector3 extents = RSG::storage->reflection_probe_get_extents(p_instance->base);
  2637. Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base);
  2638. float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
  2639. float size = scene_render->reflection_atlas_get_size(scenario->reflection_atlas);
  2640. float lod_threshold = RSG::storage->reflection_probe_get_lod_threshold(p_instance->base) / size;
  2641. Vector3 edge = view_normals[p_step] * extents;
  2642. 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
  2643. max_distance = MAX(max_distance, distance);
  2644. //render cubemap side
  2645. CameraMatrix cm;
  2646. cm.set_perspective(90, 1, 0.01, max_distance);
  2647. Transform3D local_view;
  2648. local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]);
  2649. Transform3D xform = p_instance->transform * local_view;
  2650. RID shadow_atlas;
  2651. bool use_shadows = RSG::storage->reflection_probe_renders_shadows(p_instance->base);
  2652. if (use_shadows) {
  2653. shadow_atlas = scenario->reflection_probe_shadow_atlas;
  2654. }
  2655. RID environment;
  2656. if (scenario->environment.is_valid()) {
  2657. environment = scenario->environment;
  2658. } else {
  2659. environment = scenario->fallback_environment;
  2660. }
  2661. RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
  2662. RendererSceneRender::CameraData camera_data;
  2663. camera_data.set_camera(xform, cm, false, false);
  2664. _render_scene(&camera_data, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, lod_threshold, use_shadows);
  2665. } else {
  2666. //do roughness postprocess step until it believes it's done
  2667. RENDER_TIMESTAMP("Post-Process Reflection Probe, Step " + itos(p_step));
  2668. return scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
  2669. }
  2670. return false;
  2671. }
  2672. void RendererSceneCull::render_probes() {
  2673. /* REFLECTION PROBES */
  2674. SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
  2675. bool busy = false;
  2676. while (ref_probe) {
  2677. SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
  2678. RID base = ref_probe->self()->owner->base;
  2679. switch (RSG::storage->reflection_probe_get_update_mode(base)) {
  2680. case RS::REFLECTION_PROBE_UPDATE_ONCE: {
  2681. if (busy) { //already rendering something
  2682. break;
  2683. }
  2684. bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step);
  2685. if (done) {
  2686. reflection_probe_render_list.remove(ref_probe);
  2687. } else {
  2688. ref_probe->self()->render_step++;
  2689. }
  2690. busy = true; //do not render another one of this kind
  2691. } break;
  2692. case RS::REFLECTION_PROBE_UPDATE_ALWAYS: {
  2693. int step = 0;
  2694. bool done = false;
  2695. while (!done) {
  2696. done = _render_reflection_probe_step(ref_probe->self()->owner, step);
  2697. step++;
  2698. }
  2699. reflection_probe_render_list.remove(ref_probe);
  2700. } break;
  2701. }
  2702. ref_probe = next;
  2703. }
  2704. /* VOXEL GIS */
  2705. SelfList<InstanceVoxelGIData> *voxel_gi = voxel_gi_update_list.first();
  2706. if (voxel_gi) {
  2707. RENDER_TIMESTAMP("Render GI Probes");
  2708. }
  2709. while (voxel_gi) {
  2710. SelfList<InstanceVoxelGIData> *next = voxel_gi->next();
  2711. InstanceVoxelGIData *probe = voxel_gi->self();
  2712. //Instance *instance_probe = probe->owner;
  2713. //check if probe must be setup, but don't do if on the lighting thread
  2714. bool cache_dirty = false;
  2715. int cache_count = 0;
  2716. {
  2717. int light_cache_size = probe->light_cache.size();
  2718. const InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptr();
  2719. const RID *instance_caches = probe->light_instances.ptr();
  2720. int idx = 0; //must count visible lights
  2721. for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
  2722. Instance *instance = E->get();
  2723. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2724. if (!instance->visible) {
  2725. continue;
  2726. }
  2727. if (cache_dirty) {
  2728. //do nothing, since idx must count all visible lights anyway
  2729. } else if (idx >= light_cache_size) {
  2730. cache_dirty = true;
  2731. } else {
  2732. const InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2733. if (
  2734. instance_caches[idx] != instance_light->instance ||
  2735. cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
  2736. cache->type != RSG::storage->light_get_type(instance->base) ||
  2737. cache->transform != instance->transform ||
  2738. cache->color != RSG::storage->light_get_color(instance->base) ||
  2739. cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
  2740. cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
  2741. cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
  2742. cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
  2743. cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
  2744. cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
  2745. cache_dirty = true;
  2746. }
  2747. }
  2748. idx++;
  2749. }
  2750. for (const Instance *instance : probe->owner->scenario->directional_lights) {
  2751. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2752. if (!instance->visible) {
  2753. continue;
  2754. }
  2755. if (cache_dirty) {
  2756. //do nothing, since idx must count all visible lights anyway
  2757. } else if (idx >= light_cache_size) {
  2758. cache_dirty = true;
  2759. } else {
  2760. const InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2761. if (
  2762. instance_caches[idx] != instance_light->instance ||
  2763. cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
  2764. cache->type != RSG::storage->light_get_type(instance->base) ||
  2765. cache->transform != instance->transform ||
  2766. cache->color != RSG::storage->light_get_color(instance->base) ||
  2767. cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
  2768. cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
  2769. cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
  2770. cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
  2771. cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
  2772. cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
  2773. cache->sky_only != RSG::storage->light_directional_is_sky_only(instance->base)) {
  2774. cache_dirty = true;
  2775. }
  2776. }
  2777. idx++;
  2778. }
  2779. if (idx != light_cache_size) {
  2780. cache_dirty = true;
  2781. }
  2782. cache_count = idx;
  2783. }
  2784. bool update_lights = scene_render->voxel_gi_needs_update(probe->probe_instance);
  2785. if (cache_dirty) {
  2786. probe->light_cache.resize(cache_count);
  2787. probe->light_instances.resize(cache_count);
  2788. if (cache_count) {
  2789. InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptrw();
  2790. RID *instance_caches = probe->light_instances.ptrw();
  2791. int idx = 0; //must count visible lights
  2792. for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
  2793. Instance *instance = E->get();
  2794. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2795. if (!instance->visible) {
  2796. continue;
  2797. }
  2798. InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2799. instance_caches[idx] = instance_light->instance;
  2800. cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
  2801. cache->type = RSG::storage->light_get_type(instance->base);
  2802. cache->transform = instance->transform;
  2803. cache->color = RSG::storage->light_get_color(instance->base);
  2804. cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
  2805. cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  2806. cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
  2807. cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
  2808. cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2809. cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2810. idx++;
  2811. }
  2812. for (const Instance *instance : probe->owner->scenario->directional_lights) {
  2813. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2814. if (!instance->visible) {
  2815. continue;
  2816. }
  2817. InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2818. instance_caches[idx] = instance_light->instance;
  2819. cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
  2820. cache->type = RSG::storage->light_get_type(instance->base);
  2821. cache->transform = instance->transform;
  2822. cache->color = RSG::storage->light_get_color(instance->base);
  2823. cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
  2824. cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  2825. cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
  2826. cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
  2827. cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2828. cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2829. cache->sky_only = RSG::storage->light_directional_is_sky_only(instance->base);
  2830. idx++;
  2831. }
  2832. }
  2833. update_lights = true;
  2834. }
  2835. scene_cull_result.geometry_instances.clear();
  2836. RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
  2837. for (Set<Instance *>::Element *E = probe->dynamic_geometries.front(); E; E = E->next()) {
  2838. Instance *ins = E->get();
  2839. if (!ins->visible) {
  2840. continue;
  2841. }
  2842. InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
  2843. if (ins->scenario && ins->array_index >= 0 && (ins->scenario->instance_data[ins->array_index].flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY)) {
  2844. uint32_t idx = 0;
  2845. for (Set<Instance *>::Element *F = geom->voxel_gi_instances.front(); F; F = F->next()) {
  2846. InstanceVoxelGIData *voxel_gi2 = static_cast<InstanceVoxelGIData *>(F->get()->base_data);
  2847. instance_pair_buffer[idx++] = voxel_gi2->probe_instance;
  2848. if (idx == MAX_INSTANCE_PAIRS) {
  2849. break;
  2850. }
  2851. }
  2852. scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2853. ins->scenario->instance_data[ins->array_index].flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
  2854. }
  2855. scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
  2856. }
  2857. scene_render->voxel_gi_update(probe->probe_instance, update_lights, probe->light_instances, scene_cull_result.geometry_instances);
  2858. voxel_gi_update_list.remove(voxel_gi);
  2859. voxel_gi = next;
  2860. }
  2861. }
  2862. void RendererSceneCull::render_particle_colliders() {
  2863. while (heightfield_particle_colliders_update_list.front()) {
  2864. Instance *hfpc = heightfield_particle_colliders_update_list.front()->get();
  2865. if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
  2866. //update heightfield
  2867. instance_cull_result.clear();
  2868. scene_cull_result.geometry_instances.clear();
  2869. struct CullAABB {
  2870. PagedArray<Instance *> *result;
  2871. _FORCE_INLINE_ bool operator()(void *p_data) {
  2872. Instance *p_instance = (Instance *)p_data;
  2873. result->push_back(p_instance);
  2874. return false;
  2875. }
  2876. };
  2877. CullAABB cull_aabb;
  2878. cull_aabb.result = &instance_cull_result;
  2879. hfpc->scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(hfpc->transformed_aabb, cull_aabb);
  2880. hfpc->scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(hfpc->transformed_aabb, cull_aabb);
  2881. for (int i = 0; i < (int)instance_cull_result.size(); i++) {
  2882. Instance *instance = instance_cull_result[i];
  2883. if (!instance || !((1 << instance->base_type) & (RS::INSTANCE_GEOMETRY_MASK & (~(1 << RS::INSTANCE_PARTICLES))))) { //all but particles to avoid self collision
  2884. continue;
  2885. }
  2886. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  2887. scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
  2888. }
  2889. scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, scene_cull_result.geometry_instances);
  2890. }
  2891. heightfield_particle_colliders_update_list.erase(heightfield_particle_colliders_update_list.front());
  2892. }
  2893. }
  2894. void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
  2895. List<RendererStorage::InstanceShaderParam> plist;
  2896. RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
  2897. for (const RendererStorage::InstanceShaderParam &E : plist) {
  2898. StringName name = E.info.name;
  2899. if (isparams.has(name)) {
  2900. if (isparams[name].info.type != E.info.type) {
  2901. 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.");
  2902. }
  2903. if (isparams[name].index != E.index) {
  2904. 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.");
  2905. }
  2906. continue; //first one found always has priority
  2907. }
  2908. Instance::InstanceShaderParameter isp;
  2909. isp.index = E.index;
  2910. isp.info = E.info;
  2911. isp.default_value = E.default_value;
  2912. if (existing_isparams.has(name)) {
  2913. isp.value = existing_isparams[name].value;
  2914. } else {
  2915. isp.value = E.default_value;
  2916. }
  2917. isparams[name] = isp;
  2918. }
  2919. }
  2920. void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
  2921. if (p_instance->update_aabb) {
  2922. _update_instance_aabb(p_instance);
  2923. }
  2924. if (p_instance->update_dependencies) {
  2925. p_instance->dependency_tracker.update_begin();
  2926. if (p_instance->base.is_valid()) {
  2927. RSG::storage->base_update_dependency(p_instance->base, &p_instance->dependency_tracker);
  2928. }
  2929. if (p_instance->material_override.is_valid()) {
  2930. RSG::storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker);
  2931. }
  2932. if (p_instance->base_type == RS::INSTANCE_MESH) {
  2933. //remove materials no longer used and un-own them
  2934. int new_mat_count = RSG::storage->mesh_get_surface_count(p_instance->base);
  2935. p_instance->materials.resize(new_mat_count);
  2936. _instance_update_mesh_instance(p_instance);
  2937. }
  2938. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  2939. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  2940. bool can_cast_shadows = true;
  2941. bool is_animated = false;
  2942. Map<StringName, Instance::InstanceShaderParameter> isparams;
  2943. if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
  2944. can_cast_shadows = false;
  2945. }
  2946. if (p_instance->material_override.is_valid()) {
  2947. if (!RSG::storage->material_casts_shadows(p_instance->material_override)) {
  2948. can_cast_shadows = false;
  2949. }
  2950. is_animated = RSG::storage->material_is_animated(p_instance->material_override);
  2951. _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override);
  2952. } else {
  2953. if (p_instance->base_type == RS::INSTANCE_MESH) {
  2954. RID mesh = p_instance->base;
  2955. if (mesh.is_valid()) {
  2956. bool cast_shadows = false;
  2957. for (int i = 0; i < p_instance->materials.size(); i++) {
  2958. RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : RSG::storage->mesh_surface_get_material(mesh, i);
  2959. if (!mat.is_valid()) {
  2960. cast_shadows = true;
  2961. } else {
  2962. if (RSG::storage->material_casts_shadows(mat)) {
  2963. cast_shadows = true;
  2964. }
  2965. if (RSG::storage->material_is_animated(mat)) {
  2966. is_animated = true;
  2967. }
  2968. _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
  2969. RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  2970. }
  2971. }
  2972. if (!cast_shadows) {
  2973. can_cast_shadows = false;
  2974. }
  2975. }
  2976. } else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
  2977. RID mesh = RSG::storage->multimesh_get_mesh(p_instance->base);
  2978. if (mesh.is_valid()) {
  2979. bool cast_shadows = false;
  2980. int sc = RSG::storage->mesh_get_surface_count(mesh);
  2981. for (int i = 0; i < sc; i++) {
  2982. RID mat = RSG::storage->mesh_surface_get_material(mesh, i);
  2983. if (!mat.is_valid()) {
  2984. cast_shadows = true;
  2985. } else {
  2986. if (RSG::storage->material_casts_shadows(mat)) {
  2987. cast_shadows = true;
  2988. }
  2989. if (RSG::storage->material_is_animated(mat)) {
  2990. is_animated = true;
  2991. }
  2992. _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
  2993. RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  2994. }
  2995. }
  2996. if (!cast_shadows) {
  2997. can_cast_shadows = false;
  2998. }
  2999. RSG::storage->base_update_dependency(mesh, &p_instance->dependency_tracker);
  3000. }
  3001. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  3002. bool cast_shadows = false;
  3003. int dp = RSG::storage->particles_get_draw_passes(p_instance->base);
  3004. for (int i = 0; i < dp; i++) {
  3005. RID mesh = RSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
  3006. if (!mesh.is_valid()) {
  3007. continue;
  3008. }
  3009. int sc = RSG::storage->mesh_get_surface_count(mesh);
  3010. for (int j = 0; j < sc; j++) {
  3011. RID mat = RSG::storage->mesh_surface_get_material(mesh, j);
  3012. if (!mat.is_valid()) {
  3013. cast_shadows = true;
  3014. } else {
  3015. if (RSG::storage->material_casts_shadows(mat)) {
  3016. cast_shadows = true;
  3017. }
  3018. if (RSG::storage->material_is_animated(mat)) {
  3019. is_animated = true;
  3020. }
  3021. _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
  3022. RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  3023. }
  3024. }
  3025. }
  3026. if (!cast_shadows) {
  3027. can_cast_shadows = false;
  3028. }
  3029. }
  3030. }
  3031. if (can_cast_shadows != geom->can_cast_shadows) {
  3032. //ability to cast shadows change, let lights now
  3033. for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
  3034. InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
  3035. light->shadow_dirty = true;
  3036. }
  3037. geom->can_cast_shadows = can_cast_shadows;
  3038. }
  3039. geom->material_is_animated = is_animated;
  3040. p_instance->instance_shader_parameters = isparams;
  3041. if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
  3042. p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
  3043. if (p_instance->instance_allocated_shader_parameters) {
  3044. p_instance->instance_allocated_shader_parameters_offset = RSG::storage->global_variables_instance_allocate(p_instance->self);
  3045. scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, p_instance->instance_allocated_shader_parameters_offset);
  3046. for (Map<StringName, Instance::InstanceShaderParameter>::Element *E = p_instance->instance_shader_parameters.front(); E; E = E->next()) {
  3047. if (E->get().value.get_type() != Variant::NIL) {
  3048. RSG::storage->global_variables_instance_update(p_instance->self, E->get().index, E->get().value);
  3049. }
  3050. }
  3051. } else {
  3052. RSG::storage->global_variables_instance_free(p_instance->self);
  3053. p_instance->instance_allocated_shader_parameters_offset = -1;
  3054. scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, -1);
  3055. }
  3056. }
  3057. }
  3058. if (p_instance->skeleton.is_valid()) {
  3059. RSG::storage->skeleton_update_dependency(p_instance->skeleton, &p_instance->dependency_tracker);
  3060. }
  3061. p_instance->dependency_tracker.update_end();
  3062. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  3063. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  3064. scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, p_instance->materials);
  3065. }
  3066. }
  3067. _instance_update_list.remove(&p_instance->update_item);
  3068. _update_instance(p_instance);
  3069. p_instance->update_aabb = false;
  3070. p_instance->update_dependencies = false;
  3071. }
  3072. void RendererSceneCull::update_dirty_instances() {
  3073. RSG::storage->update_dirty_resources();
  3074. while (_instance_update_list.first()) {
  3075. _update_dirty_instance(_instance_update_list.first()->self());
  3076. }
  3077. }
  3078. void RendererSceneCull::update() {
  3079. //optimize bvhs
  3080. for (uint32_t i = 0; i < scenario_owner.get_rid_count(); i++) {
  3081. Scenario *s = scenario_owner.get_ptr_by_index(i);
  3082. s->indexers[Scenario::INDEXER_GEOMETRY].optimize_incremental(indexer_update_iterations);
  3083. s->indexers[Scenario::INDEXER_VOLUMES].optimize_incremental(indexer_update_iterations);
  3084. }
  3085. scene_render->update();
  3086. update_dirty_instances();
  3087. render_particle_colliders();
  3088. }
  3089. bool RendererSceneCull::free(RID p_rid) {
  3090. if (scene_render->free(p_rid)) {
  3091. return true;
  3092. }
  3093. if (camera_owner.owns(p_rid)) {
  3094. camera_owner.free(p_rid);
  3095. } else if (scenario_owner.owns(p_rid)) {
  3096. Scenario *scenario = scenario_owner.getornull(p_rid);
  3097. while (scenario->instances.first()) {
  3098. instance_set_scenario(scenario->instances.first()->self()->self, RID());
  3099. }
  3100. scenario->instance_aabbs.reset();
  3101. scenario->instance_data.reset();
  3102. scenario->instance_visibility.reset();
  3103. scene_render->free(scenario->reflection_probe_shadow_atlas);
  3104. scene_render->free(scenario->reflection_atlas);
  3105. scenario_owner.free(p_rid);
  3106. RendererSceneOcclusionCull::get_singleton()->remove_scenario(p_rid);
  3107. } else if (RendererSceneOcclusionCull::get_singleton()->is_occluder(p_rid)) {
  3108. RendererSceneOcclusionCull::get_singleton()->free_occluder(p_rid);
  3109. } else if (instance_owner.owns(p_rid)) {
  3110. // delete the instance
  3111. update_dirty_instances();
  3112. Instance *instance = instance_owner.getornull(p_rid);
  3113. instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
  3114. instance_set_scenario(p_rid, RID());
  3115. instance_set_base(p_rid, RID());
  3116. instance_geometry_set_material_override(p_rid, RID());
  3117. instance_attach_skeleton(p_rid, RID());
  3118. if (instance->instance_allocated_shader_parameters) {
  3119. //free the used shader parameters
  3120. RSG::storage->global_variables_instance_free(instance->self);
  3121. }
  3122. update_dirty_instances(); //in case something changed this
  3123. instance_owner.free(p_rid);
  3124. } else {
  3125. return false;
  3126. }
  3127. return true;
  3128. }
  3129. TypedArray<Image> RendererSceneCull::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  3130. return scene_render->bake_render_uv2(p_base, p_material_overrides, p_image_size);
  3131. }
  3132. void RendererSceneCull::update_visibility_notifiers() {
  3133. SelfList<InstanceVisibilityNotifierData> *E = visible_notifier_list.first();
  3134. while (E) {
  3135. SelfList<InstanceVisibilityNotifierData> *N = E->next();
  3136. InstanceVisibilityNotifierData *visibility_notifier = E->self();
  3137. if (visibility_notifier->just_visible) {
  3138. visibility_notifier->just_visible = false;
  3139. RSG::storage->visibility_notifier_call(visibility_notifier->base, true, RSG::threaded);
  3140. } else {
  3141. if (visibility_notifier->visible_in_frame != RSG::rasterizer->get_frame_number()) {
  3142. visible_notifier_list.remove(E);
  3143. RSG::storage->visibility_notifier_call(visibility_notifier->base, false, RSG::threaded);
  3144. }
  3145. }
  3146. E = N;
  3147. }
  3148. }
  3149. /*******************************/
  3150. /* Passthrough to Scene Render */
  3151. /*******************************/
  3152. /* ENVIRONMENT API */
  3153. RendererSceneCull *RendererSceneCull::singleton = nullptr;
  3154. void RendererSceneCull::set_scene_render(RendererSceneRender *p_scene_render) {
  3155. scene_render = p_scene_render;
  3156. geometry_instance_pair_mask = scene_render->geometry_instance_get_pair_mask();
  3157. }
  3158. RendererSceneCull::RendererSceneCull() {
  3159. render_pass = 1;
  3160. singleton = this;
  3161. instance_cull_result.set_page_pool(&instance_cull_page_pool);
  3162. instance_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
  3163. for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
  3164. render_shadow_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
  3165. }
  3166. for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  3167. render_sdfgi_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
  3168. }
  3169. scene_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
  3170. scene_cull_result_threads.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
  3171. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  3172. scene_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
  3173. }
  3174. indexer_update_iterations = GLOBAL_GET("rendering/limits/spatial_indexer/update_iterations_per_frame");
  3175. thread_cull_threshold = GLOBAL_GET("rendering/limits/spatial_indexer/threaded_cull_minimum_instances");
  3176. thread_cull_threshold = MAX(thread_cull_threshold, (uint32_t)RendererThreadPool::singleton->thread_work_pool.get_thread_count()); //make sure there is at least one thread per CPU
  3177. dummy_occlusion_culling = memnew(RendererSceneOcclusionCull);
  3178. }
  3179. RendererSceneCull::~RendererSceneCull() {
  3180. instance_cull_result.reset();
  3181. instance_shadow_cull_result.reset();
  3182. for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
  3183. render_shadow_data[i].instances.reset();
  3184. }
  3185. for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  3186. render_sdfgi_data[i].instances.reset();
  3187. }
  3188. scene_cull_result.reset();
  3189. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  3190. scene_cull_result_threads[i].reset();
  3191. }
  3192. scene_cull_result_threads.clear();
  3193. if (dummy_occlusion_culling) {
  3194. memdelete(dummy_occlusion_culling);
  3195. }
  3196. }