renderer_scene_cull.h 35 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_cull.h */
  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. #ifndef RENDERING_SERVER_SCENE_CULL_H
  31. #define RENDERING_SERVER_SCENE_CULL_H
  32. #include "core/templates/pass_func.h"
  33. #include "servers/rendering/renderer_compositor.h"
  34. #include "core/math/dynamic_bvh.h"
  35. #include "core/math/geometry_3d.h"
  36. #include "core/math/octree.h"
  37. #include "core/os/semaphore.h"
  38. #include "core/os/thread.h"
  39. #include "core/templates/local_vector.h"
  40. #include "core/templates/paged_allocator.h"
  41. #include "core/templates/paged_array.h"
  42. #include "core/templates/rid_owner.h"
  43. #include "core/templates/self_list.h"
  44. #include "servers/rendering/renderer_scene.h"
  45. #include "servers/rendering/renderer_scene_occlusion_cull.h"
  46. #include "servers/rendering/renderer_scene_render.h"
  47. #include "servers/xr/xr_interface.h"
  48. class RendererSceneCull : public RendererScene {
  49. public:
  50. RendererSceneRender *scene_render;
  51. enum {
  52. SDFGI_MAX_CASCADES = 8,
  53. SDFGI_MAX_REGIONS_PER_CASCADE = 3,
  54. MAX_INSTANCE_PAIRS = 32,
  55. MAX_UPDATE_SHADOWS = 512
  56. };
  57. uint64_t render_pass;
  58. static RendererSceneCull *singleton;
  59. /* CAMERA API */
  60. struct Camera {
  61. enum Type {
  62. PERSPECTIVE,
  63. ORTHOGONAL,
  64. FRUSTUM
  65. };
  66. Type type;
  67. float fov;
  68. float znear, zfar;
  69. float size;
  70. Vector2 offset;
  71. uint32_t visible_layers;
  72. bool vaspect;
  73. RID env;
  74. RID effects;
  75. Transform transform;
  76. Camera() {
  77. visible_layers = 0xFFFFFFFF;
  78. fov = 75;
  79. type = PERSPECTIVE;
  80. znear = 0.05;
  81. zfar = 4000;
  82. size = 1.0;
  83. offset = Vector2();
  84. vaspect = false;
  85. }
  86. };
  87. mutable RID_PtrOwner<Camera, true> camera_owner;
  88. virtual RID camera_allocate();
  89. virtual void camera_initialize(RID p_rid);
  90. virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
  91. virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
  92. virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
  93. virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
  94. virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
  95. virtual void camera_set_environment(RID p_camera, RID p_env);
  96. virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
  97. virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
  98. virtual bool is_camera(RID p_camera) const;
  99. /* OCCLUDER API */
  100. virtual RID occluder_allocate();
  101. virtual void occluder_initialize(RID p_occluder);
  102. virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
  103. RendererSceneOcclusionCull *dummy_occlusion_culling;
  104. /* SCENARIO API */
  105. struct Instance;
  106. struct PlaneSign {
  107. _ALWAYS_INLINE_ PlaneSign() {}
  108. _ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
  109. if (p_plane.normal.x > 0) {
  110. signs[0] = 0;
  111. } else {
  112. signs[0] = 3;
  113. }
  114. if (p_plane.normal.y > 0) {
  115. signs[1] = 1;
  116. } else {
  117. signs[1] = 4;
  118. }
  119. if (p_plane.normal.z > 0) {
  120. signs[2] = 2;
  121. } else {
  122. signs[2] = 5;
  123. }
  124. }
  125. uint32_t signs[3];
  126. };
  127. struct Frustum {
  128. Vector<Plane> planes;
  129. Vector<PlaneSign> plane_signs;
  130. const Plane *planes_ptr;
  131. const PlaneSign *plane_signs_ptr;
  132. uint32_t plane_count;
  133. _ALWAYS_INLINE_ Frustum() {}
  134. _ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
  135. planes = p_frustum.planes;
  136. plane_signs = p_frustum.plane_signs;
  137. planes_ptr = planes.ptr();
  138. plane_signs_ptr = plane_signs.ptr();
  139. plane_count = p_frustum.plane_count;
  140. }
  141. _ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
  142. planes = p_frustum.planes;
  143. plane_signs = p_frustum.plane_signs;
  144. planes_ptr = planes.ptr();
  145. plane_signs_ptr = plane_signs.ptr();
  146. plane_count = p_frustum.plane_count;
  147. }
  148. _ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
  149. planes = p_planes;
  150. planes_ptr = planes.ptrw();
  151. plane_count = planes.size();
  152. for (int i = 0; i < planes.size(); i++) {
  153. PlaneSign ps(p_planes[i]);
  154. plane_signs.push_back(ps);
  155. }
  156. plane_signs_ptr = plane_signs.ptr();
  157. }
  158. };
  159. struct InstanceBounds {
  160. // Efficiently store instance bounds.
  161. // Because bounds checking is performed first,
  162. // keep it separated from data.
  163. real_t bounds[6];
  164. _ALWAYS_INLINE_ InstanceBounds() {}
  165. _ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
  166. bounds[0] = p_aabb.position.x;
  167. bounds[1] = p_aabb.position.y;
  168. bounds[2] = p_aabb.position.z;
  169. bounds[3] = p_aabb.position.x + p_aabb.size.x;
  170. bounds[4] = p_aabb.position.y + p_aabb.size.y;
  171. bounds[5] = p_aabb.position.z + p_aabb.size.z;
  172. }
  173. _ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
  174. // This is not a full SAT check and the possibility of false positives exist,
  175. // but the tradeoff vs performance is still very good.
  176. for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
  177. Vector3 min(
  178. bounds[p_frustum.plane_signs_ptr[i].signs[0]],
  179. bounds[p_frustum.plane_signs_ptr[i].signs[1]],
  180. bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
  181. if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
  182. return false;
  183. }
  184. }
  185. return true;
  186. }
  187. _ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
  188. Vector3 end = p_aabb.position + p_aabb.size;
  189. if (bounds[0] >= end.x) {
  190. return false;
  191. }
  192. if (bounds[3] <= p_aabb.position.x) {
  193. return false;
  194. }
  195. if (bounds[1] >= end.y) {
  196. return false;
  197. }
  198. if (bounds[4] <= p_aabb.position.y) {
  199. return false;
  200. }
  201. if (bounds[2] >= end.z) {
  202. return false;
  203. }
  204. if (bounds[5] <= p_aabb.position.z) {
  205. return false;
  206. }
  207. return true;
  208. }
  209. };
  210. struct InstanceData {
  211. // Store instance pointer as well as common instance processing information,
  212. // to make processing more cache friendly.
  213. enum Flags {
  214. FLAG_BASE_TYPE_MASK = 0xFF,
  215. FLAG_CAST_SHADOWS = (1 << 8),
  216. FLAG_CAST_SHADOWS_ONLY = (1 << 9),
  217. FLAG_REDRAW_IF_VISIBLE = (1 << 10),
  218. FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
  219. FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
  220. FLAG_GEOM_DECAL_DIRTY = (1 << 13),
  221. FLAG_GEOM_GI_PROBE_DIRTY = (1 << 14),
  222. FLAG_LIGHTMAP_CAPTURE = (1 << 15),
  223. FLAG_USES_BAKED_LIGHT = (1 << 16),
  224. FLAG_USES_MESH_INSTANCE = (1 << 17),
  225. FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
  226. FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19),
  227. };
  228. uint32_t flags = 0;
  229. uint32_t layer_mask = 0; //for fast layer-mask discard
  230. RID base_rid;
  231. union {
  232. uint64_t instance_data_rid;
  233. RendererSceneRender::GeometryInstance *instance_geometry;
  234. };
  235. Instance *instance = nullptr;
  236. };
  237. PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
  238. PagedArrayPool<InstanceData> instance_data_page_pool;
  239. struct Scenario {
  240. enum IndexerType {
  241. INDEXER_GEOMETRY, //for geometry
  242. INDEXER_VOLUMES, //for everything else
  243. INDEXER_MAX
  244. };
  245. DynamicBVH indexers[INDEXER_MAX];
  246. RS::ScenarioDebugMode debug;
  247. RID self;
  248. List<Instance *> directional_lights;
  249. RID environment;
  250. RID fallback_environment;
  251. RID camera_effects;
  252. RID reflection_probe_shadow_atlas;
  253. RID reflection_atlas;
  254. SelfList<Instance>::List instances;
  255. LocalVector<RID> dynamic_lights;
  256. PagedArray<InstanceBounds> instance_aabbs;
  257. PagedArray<InstanceData> instance_data;
  258. Scenario() {
  259. indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
  260. indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
  261. debug = RS::SCENARIO_DEBUG_DISABLED;
  262. }
  263. };
  264. int indexer_update_iterations = 0;
  265. mutable RID_PtrOwner<Scenario, true> scenario_owner;
  266. static void _instance_pair(Instance *p_A, Instance *p_B);
  267. static void _instance_unpair(Instance *p_A, Instance *p_B);
  268. void _instance_update_mesh_instance(Instance *p_instance);
  269. virtual RID scenario_allocate();
  270. virtual void scenario_initialize(RID p_rid);
  271. virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);
  272. virtual void scenario_set_environment(RID p_scenario, RID p_environment);
  273. virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
  274. virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
  275. virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
  276. virtual bool is_scenario(RID p_scenario) const;
  277. virtual RID scenario_get_environment(RID p_scenario);
  278. /* INSTANCING API */
  279. struct InstancePair {
  280. Instance *a;
  281. Instance *b;
  282. SelfList<InstancePair> list_a;
  283. SelfList<InstancePair> list_b;
  284. InstancePair() :
  285. list_a(this), list_b(this) {}
  286. };
  287. PagedAllocator<InstancePair> pair_allocator;
  288. struct InstanceBaseData {
  289. virtual ~InstanceBaseData() {}
  290. };
  291. struct Instance {
  292. RS::InstanceType base_type;
  293. RID base;
  294. RID skeleton;
  295. RID material_override;
  296. RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
  297. Transform transform;
  298. float lod_bias;
  299. bool ignore_occlusion_culling;
  300. Vector<RID> materials;
  301. RS::ShadowCastingSetting cast_shadows;
  302. uint32_t layer_mask;
  303. //fit in 32 bits
  304. bool mirror : 8;
  305. bool receive_shadows : 8;
  306. bool visible : 8;
  307. bool baked_light : 2; //this flag is only to know if it actually did use baked light
  308. bool dynamic_gi : 2; //same above for dynamic objects
  309. bool redraw_if_visible : 4;
  310. Instance *lightmap;
  311. Rect2 lightmap_uv_scale;
  312. int lightmap_slice_index;
  313. uint32_t lightmap_cull_index;
  314. Vector<Color> lightmap_sh; //spherical harmonic
  315. AABB aabb;
  316. AABB transformed_aabb;
  317. AABB prev_transformed_aabb;
  318. struct InstanceShaderParameter {
  319. int32_t index = -1;
  320. Variant value;
  321. Variant default_value;
  322. PropertyInfo info;
  323. };
  324. Map<StringName, InstanceShaderParameter> instance_shader_parameters;
  325. bool instance_allocated_shader_parameters = false;
  326. int32_t instance_allocated_shader_parameters_offset = -1;
  327. //
  328. RID self;
  329. //scenario stuff
  330. DynamicBVH::ID indexer_id;
  331. int32_t array_index;
  332. Scenario *scenario;
  333. SelfList<Instance> scenario_item;
  334. //aabb stuff
  335. bool update_aabb;
  336. bool update_dependencies;
  337. SelfList<Instance> update_item;
  338. AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
  339. float extra_margin;
  340. ObjectID object_id;
  341. float lod_begin;
  342. float lod_end;
  343. float lod_begin_hysteresis;
  344. float lod_end_hysteresis;
  345. RID lod_instance;
  346. Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
  347. uint64_t last_frame_pass;
  348. uint64_t version; // changes to this, and changes to base increase version
  349. InstanceBaseData *base_data;
  350. SelfList<InstancePair>::List pairs;
  351. uint64_t pair_check;
  352. RendererStorage::DependencyTracker dependency_tracker;
  353. static void dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *tracker) {
  354. Instance *instance = (Instance *)tracker->userdata;
  355. switch (p_notification) {
  356. case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA:
  357. case RendererStorage::DEPENDENCY_CHANGED_AABB: {
  358. singleton->_instance_queue_update(instance, true, false);
  359. } break;
  360. case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: {
  361. singleton->_instance_queue_update(instance, false, true);
  362. } break;
  363. case RendererStorage::DEPENDENCY_CHANGED_MESH:
  364. case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
  365. case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
  366. case RendererStorage::DEPENDENCY_CHANGED_DECAL:
  367. case RendererStorage::DEPENDENCY_CHANGED_LIGHT:
  368. case RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
  369. singleton->_instance_queue_update(instance, true, true);
  370. } break;
  371. case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
  372. case RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES: {
  373. //ignored
  374. } break;
  375. }
  376. }
  377. static void dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *tracker) {
  378. Instance *instance = (Instance *)tracker->userdata;
  379. if (p_dependency == instance->base) {
  380. singleton->instance_set_base(instance->self, RID());
  381. } else if (p_dependency == instance->skeleton) {
  382. singleton->instance_attach_skeleton(instance->self, RID());
  383. } else {
  384. singleton->_instance_queue_update(instance, false, true);
  385. }
  386. }
  387. Instance() :
  388. scenario_item(this),
  389. update_item(this) {
  390. base_type = RS::INSTANCE_NONE;
  391. cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
  392. receive_shadows = true;
  393. visible = true;
  394. layer_mask = 1;
  395. baked_light = false;
  396. dynamic_gi = false;
  397. redraw_if_visible = false;
  398. lightmap_slice_index = 0;
  399. lightmap = nullptr;
  400. lightmap_cull_index = 0;
  401. lod_bias = 1.0;
  402. ignore_occlusion_culling = false;
  403. scenario = nullptr;
  404. update_aabb = false;
  405. update_dependencies = false;
  406. extra_margin = 0;
  407. visible = true;
  408. lod_begin = 0;
  409. lod_end = 0;
  410. lod_begin_hysteresis = 0;
  411. lod_end_hysteresis = 0;
  412. last_frame_pass = 0;
  413. version = 1;
  414. base_data = nullptr;
  415. custom_aabb = nullptr;
  416. pair_check = 0;
  417. array_index = -1;
  418. dependency_tracker.userdata = this;
  419. dependency_tracker.changed_callback = dependency_changed;
  420. dependency_tracker.deleted_callback = dependency_deleted;
  421. }
  422. ~Instance() {
  423. if (base_data) {
  424. memdelete(base_data);
  425. }
  426. if (custom_aabb) {
  427. memdelete(custom_aabb);
  428. }
  429. }
  430. };
  431. SelfList<Instance>::List _instance_update_list;
  432. void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
  433. struct InstanceGeometryData : public InstanceBaseData {
  434. RendererSceneRender::GeometryInstance *geometry_instance = nullptr;
  435. Set<Instance *> lights;
  436. bool can_cast_shadows;
  437. bool material_is_animated;
  438. Set<Instance *> decals;
  439. Set<Instance *> reflection_probes;
  440. Set<Instance *> gi_probes;
  441. Set<Instance *> lightmap_captures;
  442. InstanceGeometryData() {
  443. can_cast_shadows = true;
  444. material_is_animated = true;
  445. }
  446. };
  447. struct InstanceReflectionProbeData : public InstanceBaseData {
  448. Instance *owner;
  449. Set<Instance *> geometries;
  450. RID instance;
  451. SelfList<InstanceReflectionProbeData> update_list;
  452. int render_step;
  453. InstanceReflectionProbeData() :
  454. update_list(this) {
  455. render_step = -1;
  456. }
  457. };
  458. struct InstanceDecalData : public InstanceBaseData {
  459. Instance *owner;
  460. RID instance;
  461. Set<Instance *> geometries;
  462. InstanceDecalData() {
  463. }
  464. };
  465. SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
  466. struct InstanceParticlesCollisionData : public InstanceBaseData {
  467. RID instance;
  468. };
  469. struct InstanceLightData : public InstanceBaseData {
  470. RID instance;
  471. uint64_t last_version;
  472. List<Instance *>::Element *D; // directional light in scenario
  473. bool shadow_dirty;
  474. Set<Instance *> geometries;
  475. Instance *baked_light;
  476. RS::LightBakeMode bake_mode;
  477. uint32_t max_sdfgi_cascade = 2;
  478. InstanceLightData() {
  479. bake_mode = RS::LIGHT_BAKE_DISABLED;
  480. shadow_dirty = true;
  481. D = nullptr;
  482. last_version = 0;
  483. baked_light = nullptr;
  484. }
  485. };
  486. struct InstanceGIProbeData : public InstanceBaseData {
  487. Instance *owner;
  488. Set<Instance *> geometries;
  489. Set<Instance *> dynamic_geometries;
  490. Set<Instance *> lights;
  491. struct LightCache {
  492. RS::LightType type;
  493. Transform transform;
  494. Color color;
  495. float energy;
  496. float bake_energy;
  497. float radius;
  498. float attenuation;
  499. float spot_angle;
  500. float spot_attenuation;
  501. bool has_shadow;
  502. bool sky_only;
  503. };
  504. Vector<LightCache> light_cache;
  505. Vector<RID> light_instances;
  506. RID probe_instance;
  507. bool invalid;
  508. uint32_t base_version;
  509. SelfList<InstanceGIProbeData> update_element;
  510. InstanceGIProbeData() :
  511. update_element(this) {
  512. invalid = true;
  513. base_version = 0;
  514. }
  515. };
  516. SelfList<InstanceGIProbeData>::List gi_probe_update_list;
  517. struct InstanceLightmapData : public InstanceBaseData {
  518. RID instance;
  519. Set<Instance *> geometries;
  520. Set<Instance *> users;
  521. InstanceLightmapData() {
  522. }
  523. };
  524. uint64_t pair_pass = 1;
  525. struct PairInstances {
  526. Instance *instance = nullptr;
  527. PagedAllocator<InstancePair> *pair_allocator = nullptr;
  528. SelfList<InstancePair>::List pairs_found;
  529. DynamicBVH *bvh = nullptr;
  530. DynamicBVH *bvh2 = nullptr; //some may need to cull in two
  531. uint32_t pair_mask;
  532. uint64_t pair_pass;
  533. _FORCE_INLINE_ bool operator()(void *p_data) {
  534. Instance *p_instance = (Instance *)p_data;
  535. if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) {
  536. //test is more coarse in indexer
  537. p_instance->pair_check = pair_pass;
  538. InstancePair *pair = pair_allocator->alloc();
  539. pair->a = instance;
  540. pair->b = p_instance;
  541. pairs_found.add(&pair->list_a);
  542. }
  543. return false;
  544. }
  545. void pair() {
  546. if (bvh) {
  547. bvh->aabb_query(instance->transformed_aabb, *this);
  548. }
  549. if (bvh2) {
  550. bvh2->aabb_query(instance->transformed_aabb, *this);
  551. }
  552. while (instance->pairs.first()) {
  553. InstancePair *pair = instance->pairs.first()->self();
  554. Instance *other_instance = instance == pair->a ? pair->b : pair->a;
  555. if (other_instance->pair_check != pair_pass) {
  556. //unpaired
  557. _instance_unpair(instance, other_instance);
  558. } else {
  559. //kept
  560. other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones
  561. }
  562. pair_allocator->free(pair);
  563. }
  564. while (pairs_found.first()) {
  565. InstancePair *pair = pairs_found.first()->self();
  566. pairs_found.remove(pairs_found.first());
  567. if (pair->b->pair_check == pair_pass) {
  568. //paired
  569. _instance_pair(instance, pair->b);
  570. }
  571. pair->a->pairs.add(&pair->list_a);
  572. pair->b->pairs.add(&pair->list_b);
  573. }
  574. }
  575. };
  576. Set<Instance *> heightfield_particle_colliders_update_list;
  577. PagedArrayPool<Instance *> instance_cull_page_pool;
  578. PagedArrayPool<RendererSceneRender::GeometryInstance *> geometry_instance_cull_page_pool;
  579. PagedArrayPool<RID> rid_cull_page_pool;
  580. PagedArray<Instance *> instance_cull_result;
  581. PagedArray<Instance *> instance_shadow_cull_result;
  582. struct FrustumCullResult {
  583. PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances;
  584. PagedArray<Instance *> lights;
  585. PagedArray<RID> light_instances;
  586. PagedArray<RID> lightmaps;
  587. PagedArray<RID> reflections;
  588. PagedArray<RID> decals;
  589. PagedArray<RID> gi_probes;
  590. PagedArray<RID> mesh_instances;
  591. struct DirectionalShadow {
  592. PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
  593. } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
  594. PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
  595. PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
  596. void clear() {
  597. geometry_instances.clear();
  598. lights.clear();
  599. light_instances.clear();
  600. lightmaps.clear();
  601. reflections.clear();
  602. decals.clear();
  603. gi_probes.clear();
  604. mesh_instances.clear();
  605. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  606. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  607. directional_shadows[i].cascade_geometry_instances[j].clear();
  608. }
  609. }
  610. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  611. sdfgi_region_geometry_instances[i].clear();
  612. }
  613. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  614. sdfgi_cascade_lights[i].clear();
  615. }
  616. }
  617. void reset() {
  618. geometry_instances.reset();
  619. lights.reset();
  620. light_instances.reset();
  621. lightmaps.reset();
  622. reflections.reset();
  623. decals.reset();
  624. gi_probes.reset();
  625. mesh_instances.reset();
  626. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  627. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  628. directional_shadows[i].cascade_geometry_instances[j].reset();
  629. }
  630. }
  631. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  632. sdfgi_region_geometry_instances[i].reset();
  633. }
  634. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  635. sdfgi_cascade_lights[i].reset();
  636. }
  637. }
  638. void append_from(FrustumCullResult &p_cull_result) {
  639. geometry_instances.merge_unordered(p_cull_result.geometry_instances);
  640. lights.merge_unordered(p_cull_result.lights);
  641. light_instances.merge_unordered(p_cull_result.light_instances);
  642. lightmaps.merge_unordered(p_cull_result.lightmaps);
  643. reflections.merge_unordered(p_cull_result.reflections);
  644. decals.merge_unordered(p_cull_result.decals);
  645. gi_probes.merge_unordered(p_cull_result.gi_probes);
  646. mesh_instances.merge_unordered(p_cull_result.mesh_instances);
  647. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  648. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  649. directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
  650. }
  651. }
  652. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  653. sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
  654. }
  655. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  656. sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
  657. }
  658. }
  659. void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
  660. geometry_instances.set_page_pool(p_geometry_instance_pool);
  661. light_instances.set_page_pool(p_rid_pool);
  662. lights.set_page_pool(p_instance_pool);
  663. lightmaps.set_page_pool(p_rid_pool);
  664. reflections.set_page_pool(p_rid_pool);
  665. decals.set_page_pool(p_rid_pool);
  666. gi_probes.set_page_pool(p_rid_pool);
  667. mesh_instances.set_page_pool(p_rid_pool);
  668. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  669. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  670. directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
  671. }
  672. }
  673. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  674. sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
  675. }
  676. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  677. sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
  678. }
  679. }
  680. };
  681. FrustumCullResult frustum_cull_result;
  682. LocalVector<FrustumCullResult> frustum_cull_result_threads;
  683. RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
  684. uint32_t max_shadows_used = 0;
  685. RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
  686. RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data;
  687. uint32_t thread_cull_threshold = 200;
  688. RID_PtrOwner<Instance, true> instance_owner;
  689. uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecesary on clustered
  690. virtual RID instance_allocate();
  691. virtual void instance_initialize(RID p_rid);
  692. virtual void instance_set_base(RID p_instance, RID p_base);
  693. virtual void instance_set_scenario(RID p_instance, RID p_scenario);
  694. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
  695. virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
  696. virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
  697. virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
  698. virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);
  699. virtual void instance_set_visible(RID p_instance, bool p_visible);
  700. virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
  701. virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
  702. virtual void instance_set_exterior(RID p_instance, bool p_enabled);
  703. virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
  704. // don't use these in a game!
  705. virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
  706. virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
  707. virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
  708. virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
  709. virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
  710. virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
  711. virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
  712. virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance);
  713. virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
  714. virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
  715. void _update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
  716. virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
  717. virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
  718. virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
  719. virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
  720. _FORCE_INLINE_ void _update_instance(Instance *p_instance);
  721. _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
  722. _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
  723. _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
  724. void _unpair_instance(Instance *p_instance);
  725. void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
  726. _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform 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_scren_lod_threshold);
  727. RID _render_get_environment(RID p_camera, RID p_scenario);
  728. struct Cull {
  729. struct Shadow {
  730. RID light_instance;
  731. struct Cascade {
  732. Frustum frustum;
  733. CameraMatrix projection;
  734. Transform transform;
  735. real_t zfar;
  736. real_t split;
  737. real_t shadow_texel_size;
  738. real_t bias_scale;
  739. real_t range_begin;
  740. Vector2 uv_scale;
  741. } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
  742. uint32_t cascade_count;
  743. } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
  744. uint32_t shadow_count;
  745. struct SDFGI {
  746. //have arrays here because SDFGI functions expects this, plus regions can have areas
  747. AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
  748. uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
  749. uint32_t region_count = 0;
  750. uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
  751. uint32_t cascade_light_count = 0;
  752. } sdfgi;
  753. SpinLock lock;
  754. Frustum frustum;
  755. } cull;
  756. struct CullData {
  757. Cull *cull;
  758. Scenario *scenario;
  759. RID shadow_atlas;
  760. Transform cam_transform;
  761. uint32_t visible_layers;
  762. Instance *render_reflection_probe;
  763. const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
  764. const CameraMatrix *camera_matrix;
  765. };
  766. void _frustum_cull_threaded(uint32_t p_thread, CullData *cull_data);
  767. void _frustum_cull(CullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
  768. bool _render_reflection_probe_step(Instance *p_instance, int p_step);
  769. void _render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, 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 = true);
  770. void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
  771. void 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);
  772. void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
  773. void update_dirty_instances();
  774. void render_particle_colliders();
  775. virtual void render_probes();
  776. TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
  777. //pass to scene render
  778. /* ENVIRONMENT API */
  779. #ifdef PASSBASE
  780. #undef PASSBASE
  781. #endif
  782. #define PASSBASE scene_render
  783. PASS2(directional_shadow_atlas_set_size, int, bool)
  784. PASS1(gi_probe_set_quality, RS::GIProbeQuality)
  785. /* SKY API */
  786. PASS0R(RID, sky_allocate)
  787. PASS1(sky_initialize, RID)
  788. PASS2(sky_set_radiance_size, RID, int)
  789. PASS2(sky_set_mode, RID, RS::SkyMode)
  790. PASS2(sky_set_material, RID, RID)
  791. PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
  792. PASS0R(RID, environment_allocate)
  793. PASS1(environment_initialize, RID)
  794. PASS1RC(bool, is_environment, RID)
  795. PASS2(environment_set_background, RID, RS::EnvironmentBG)
  796. PASS2(environment_set_sky, RID, RID)
  797. PASS2(environment_set_sky_custom_fov, RID, float)
  798. PASS2(environment_set_sky_orientation, RID, const Basis &)
  799. PASS2(environment_set_bg_color, RID, const Color &)
  800. PASS2(environment_set_bg_energy, RID, float)
  801. PASS2(environment_set_canvas_max_layer, RID, int)
  802. PASS7(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource, const Color &)
  803. PASS6(environment_set_ssr, RID, bool, int, float, float, float)
  804. PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
  805. PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
  806. PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)
  807. PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float)
  808. PASS1(environment_glow_set_use_bicubic_upscale, bool)
  809. PASS1(environment_glow_set_use_high_quality, bool)
  810. PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float)
  811. PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
  812. PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
  813. PASS10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
  814. PASS2(environment_set_volumetric_fog_volume_size, int, int)
  815. PASS1(environment_set_volumetric_fog_filter_active, bool)
  816. PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
  817. PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
  818. PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
  819. PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)
  820. PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
  821. PASS1RC(int, environment_get_canvas_max_layer, RID)
  822. PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
  823. PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
  824. PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
  825. PASS2(sub_surface_scattering_set_scale, float, float)
  826. /* CAMERA EFFECTS */
  827. PASS0R(RID, camera_effects_allocate)
  828. PASS1(camera_effects_initialize, RID)
  829. PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
  830. PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)
  831. PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
  832. PASS3(camera_effects_set_custom_exposure, RID, bool, float)
  833. PASS1(shadows_quality_set, RS::ShadowQuality)
  834. PASS1(directional_shadow_quality_set, RS::ShadowQuality)
  835. PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
  836. /* Render Buffers */
  837. PASS0R(RID, render_buffers_create)
  838. PASS7(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool)
  839. PASS1(gi_set_use_half_resolution, bool)
  840. /* Shadow Atlas */
  841. PASS0R(RID, shadow_atlas_create)
  842. PASS3(shadow_atlas_set_size, RID, int, bool)
  843. PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
  844. PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
  845. virtual void update();
  846. bool free(RID p_rid);
  847. void set_scene_render(RendererSceneRender *p_scene_render);
  848. RendererSceneCull();
  849. virtual ~RendererSceneCull();
  850. };
  851. #endif // VISUALSERVERSCENE_H