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