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- /*************************************************************************/
- /* renderer_scene_cull.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef RENDERING_SERVER_SCENE_CULL_H
- #define RENDERING_SERVER_SCENE_CULL_H
- #include "core/templates/pass_func.h"
- #include "servers/rendering/renderer_compositor.h"
- #include "core/math/dynamic_bvh.h"
- #include "core/math/geometry_3d.h"
- #include "core/math/octree.h"
- #include "core/os/semaphore.h"
- #include "core/os/thread.h"
- #include "core/templates/local_vector.h"
- #include "core/templates/paged_allocator.h"
- #include "core/templates/paged_array.h"
- #include "core/templates/rid_owner.h"
- #include "core/templates/self_list.h"
- #include "servers/rendering/renderer_scene.h"
- #include "servers/rendering/renderer_scene_render.h"
- #include "servers/xr/xr_interface.h"
- class RendererSceneCull : public RendererScene {
- public:
- RendererSceneRender *scene_render;
- enum {
- SDFGI_MAX_CASCADES = 8,
- SDFGI_MAX_REGIONS_PER_CASCADE = 3,
- MAX_INSTANCE_PAIRS = 32,
- MAX_UPDATE_SHADOWS = 512
- };
- uint64_t render_pass;
- static RendererSceneCull *singleton;
- /* CAMERA API */
- struct Camera {
- enum Type {
- PERSPECTIVE,
- ORTHOGONAL,
- FRUSTUM
- };
- Type type;
- float fov;
- float znear, zfar;
- float size;
- Vector2 offset;
- uint32_t visible_layers;
- bool vaspect;
- RID env;
- RID effects;
- Transform transform;
- Camera() {
- visible_layers = 0xFFFFFFFF;
- fov = 75;
- type = PERSPECTIVE;
- znear = 0.05;
- zfar = 4000;
- size = 1.0;
- offset = Vector2();
- vaspect = false;
- }
- };
- mutable RID_PtrOwner<Camera, true> camera_owner;
- virtual RID camera_allocate();
- virtual void camera_initialize(RID p_rid);
- virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
- virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
- virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
- virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
- virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
- virtual void camera_set_environment(RID p_camera, RID p_env);
- virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
- virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
- virtual bool is_camera(RID p_camera) const;
- /* SCENARIO API */
- struct Instance;
- struct PlaneSign {
- _ALWAYS_INLINE_ PlaneSign() {}
- _ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
- if (p_plane.normal.x > 0) {
- signs[0] = 0;
- } else {
- signs[0] = 3;
- }
- if (p_plane.normal.y > 0) {
- signs[1] = 1;
- } else {
- signs[1] = 4;
- }
- if (p_plane.normal.z > 0) {
- signs[2] = 2;
- } else {
- signs[2] = 5;
- }
- }
- uint32_t signs[3];
- };
- struct Frustum {
- Vector<Plane> planes;
- Vector<PlaneSign> plane_signs;
- const Plane *planes_ptr;
- const PlaneSign *plane_signs_ptr;
- uint32_t plane_count;
- _ALWAYS_INLINE_ Frustum() {}
- _ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
- planes = p_frustum.planes;
- plane_signs = p_frustum.plane_signs;
- planes_ptr = planes.ptr();
- plane_signs_ptr = plane_signs.ptr();
- plane_count = p_frustum.plane_count;
- }
- _ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
- planes = p_frustum.planes;
- plane_signs = p_frustum.plane_signs;
- planes_ptr = planes.ptr();
- plane_signs_ptr = plane_signs.ptr();
- plane_count = p_frustum.plane_count;
- }
- _ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
- planes = p_planes;
- planes_ptr = planes.ptrw();
- plane_count = planes.size();
- for (int i = 0; i < planes.size(); i++) {
- PlaneSign ps(p_planes[i]);
- plane_signs.push_back(ps);
- }
- plane_signs_ptr = plane_signs.ptr();
- }
- };
- struct InstanceBounds {
- // Efficiently store instance bounds.
- // Because bounds checking is performed first,
- // keep it separated from data.
- real_t bounds[6];
- _ALWAYS_INLINE_ InstanceBounds() {}
- _ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
- bounds[0] = p_aabb.position.x;
- bounds[1] = p_aabb.position.y;
- bounds[2] = p_aabb.position.z;
- bounds[3] = p_aabb.position.x + p_aabb.size.x;
- bounds[4] = p_aabb.position.y + p_aabb.size.y;
- bounds[5] = p_aabb.position.z + p_aabb.size.z;
- }
- _ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
- // This is not a full SAT check and the possibility of false positives exist,
- // but the tradeoff vs performance is still very good.
- for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
- Vector3 min(
- bounds[p_frustum.plane_signs_ptr[i].signs[0]],
- bounds[p_frustum.plane_signs_ptr[i].signs[1]],
- bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
- if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
- return false;
- }
- }
- return true;
- }
- _ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
- Vector3 end = p_aabb.position + p_aabb.size;
- if (bounds[0] >= end.x) {
- return false;
- }
- if (bounds[3] <= p_aabb.position.x) {
- return false;
- }
- if (bounds[1] >= end.y) {
- return false;
- }
- if (bounds[4] <= p_aabb.position.y) {
- return false;
- }
- if (bounds[2] >= end.z) {
- return false;
- }
- if (bounds[5] <= p_aabb.position.z) {
- return false;
- }
- return true;
- }
- };
- struct InstanceData {
- // Store instance pointer as well as common instance processing information,
- // to make processing more cache friendly.
- enum Flags {
- FLAG_BASE_TYPE_MASK = 0xFF,
- FLAG_CAST_SHADOWS = (1 << 8),
- FLAG_CAST_SHADOWS_ONLY = (1 << 9),
- FLAG_REDRAW_IF_VISIBLE = (1 << 10),
- FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
- FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
- FLAG_GEOM_DECAL_DIRTY = (1 << 13),
- FLAG_GEOM_GI_PROBE_DIRTY = (1 << 14),
- FLAG_LIGHTMAP_CAPTURE = (1 << 15),
- FLAG_USES_BAKED_LIGHT = (1 << 16),
- FLAG_USES_MESH_INSTANCE = (1 << 17),
- FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
- };
- uint32_t flags = 0;
- uint32_t layer_mask = 0; //for fast layer-mask discard
- RID base_rid;
- union {
- uint64_t instance_data_rid;
- RendererSceneRender::GeometryInstance *instance_geometry;
- };
- Instance *instance = nullptr;
- };
- PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
- PagedArrayPool<InstanceData> instance_data_page_pool;
- struct Scenario {
- enum IndexerType {
- INDEXER_GEOMETRY, //for geometry
- INDEXER_VOLUMES, //for everything else
- INDEXER_MAX
- };
- DynamicBVH indexers[INDEXER_MAX];
- RS::ScenarioDebugMode debug;
- RID self;
- List<Instance *> directional_lights;
- RID environment;
- RID fallback_environment;
- RID camera_effects;
- RID reflection_probe_shadow_atlas;
- RID reflection_atlas;
- SelfList<Instance>::List instances;
- LocalVector<RID> dynamic_lights;
- PagedArray<InstanceBounds> instance_aabbs;
- PagedArray<InstanceData> instance_data;
- Scenario() {
- indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
- indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
- debug = RS::SCENARIO_DEBUG_DISABLED;
- }
- };
- int indexer_update_iterations = 0;
- mutable RID_PtrOwner<Scenario, true> scenario_owner;
- static void _instance_pair(Instance *p_A, Instance *p_B);
- static void _instance_unpair(Instance *p_A, Instance *p_B);
- void _instance_update_mesh_instance(Instance *p_instance);
- virtual RID scenario_allocate();
- virtual void scenario_initialize(RID p_rid);
- virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);
- virtual void scenario_set_environment(RID p_scenario, RID p_environment);
- virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
- virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
- virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
- virtual bool is_scenario(RID p_scenario) const;
- virtual RID scenario_get_environment(RID p_scenario);
- /* INSTANCING API */
- struct InstancePair {
- Instance *a;
- Instance *b;
- SelfList<InstancePair> list_a;
- SelfList<InstancePair> list_b;
- InstancePair() :
- list_a(this), list_b(this) {}
- };
- PagedAllocator<InstancePair> pair_allocator;
- struct InstanceBaseData {
- virtual ~InstanceBaseData() {}
- };
- struct Instance {
- RS::InstanceType base_type;
- RID base;
- RID skeleton;
- RID material_override;
- RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
- Transform transform;
- float lod_bias;
- Vector<RID> materials;
- RS::ShadowCastingSetting cast_shadows;
- uint32_t layer_mask;
- //fit in 32 bits
- bool mirror : 8;
- bool receive_shadows : 8;
- bool visible : 8;
- bool baked_light : 2; //this flag is only to know if it actually did use baked light
- bool dynamic_gi : 2; //same above for dynamic objects
- bool redraw_if_visible : 4;
- Instance *lightmap;
- Rect2 lightmap_uv_scale;
- int lightmap_slice_index;
- uint32_t lightmap_cull_index;
- Vector<Color> lightmap_sh; //spherical harmonic
- AABB aabb;
- AABB transformed_aabb;
- AABB prev_transformed_aabb;
- struct InstanceShaderParameter {
- int32_t index = -1;
- Variant value;
- Variant default_value;
- PropertyInfo info;
- };
- Map<StringName, InstanceShaderParameter> instance_shader_parameters;
- bool instance_allocated_shader_parameters = false;
- int32_t instance_allocated_shader_parameters_offset = -1;
- //
- RID self;
- //scenario stuff
- DynamicBVH::ID indexer_id;
- int32_t array_index;
- Scenario *scenario;
- SelfList<Instance> scenario_item;
- //aabb stuff
- bool update_aabb;
- bool update_dependencies;
- SelfList<Instance> update_item;
- AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
- float extra_margin;
- ObjectID object_id;
- float lod_begin;
- float lod_end;
- float lod_begin_hysteresis;
- float lod_end_hysteresis;
- RID lod_instance;
- 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
- uint64_t last_frame_pass;
- uint64_t version; // changes to this, and changes to base increase version
- InstanceBaseData *base_data;
- SelfList<InstancePair>::List pairs;
- uint64_t pair_check;
- RendererStorage::DependencyTracker dependency_tracker;
- static void dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *tracker) {
- Instance *instance = (Instance *)tracker->userdata;
- switch (p_notification) {
- case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA:
- case RendererStorage::DEPENDENCY_CHANGED_AABB: {
- singleton->_instance_queue_update(instance, true, false);
- } break;
- case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: {
- singleton->_instance_queue_update(instance, false, true);
- } break;
- case RendererStorage::DEPENDENCY_CHANGED_MESH:
- case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
- case RendererStorage::DEPENDENCY_CHANGED_DECAL:
- case RendererStorage::DEPENDENCY_CHANGED_LIGHT:
- case RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
- singleton->_instance_queue_update(instance, true, true);
- } break;
- case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
- case RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES: {
- //ignored
- } break;
- }
- }
- static void dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *tracker) {
- Instance *instance = (Instance *)tracker->userdata;
- if (p_dependency == instance->base) {
- singleton->instance_set_base(instance->self, RID());
- } else if (p_dependency == instance->skeleton) {
- singleton->instance_attach_skeleton(instance->self, RID());
- } else {
- singleton->_instance_queue_update(instance, false, true);
- }
- }
- Instance() :
- scenario_item(this),
- update_item(this) {
- base_type = RS::INSTANCE_NONE;
- cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
- receive_shadows = true;
- visible = true;
- layer_mask = 1;
- baked_light = false;
- dynamic_gi = false;
- redraw_if_visible = false;
- lightmap_slice_index = 0;
- lightmap = nullptr;
- lightmap_cull_index = 0;
- lod_bias = 1.0;
- scenario = nullptr;
- update_aabb = false;
- update_dependencies = false;
- extra_margin = 0;
- visible = true;
- lod_begin = 0;
- lod_end = 0;
- lod_begin_hysteresis = 0;
- lod_end_hysteresis = 0;
- last_frame_pass = 0;
- version = 1;
- base_data = nullptr;
- custom_aabb = nullptr;
- pair_check = 0;
- array_index = -1;
- dependency_tracker.userdata = this;
- dependency_tracker.changed_callback = dependency_changed;
- dependency_tracker.deleted_callback = dependency_deleted;
- }
- ~Instance() {
- if (base_data) {
- memdelete(base_data);
- }
- if (custom_aabb) {
- memdelete(custom_aabb);
- }
- }
- };
- SelfList<Instance>::List _instance_update_list;
- void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
- struct InstanceGeometryData : public InstanceBaseData {
- RendererSceneRender::GeometryInstance *geometry_instance = nullptr;
- Set<Instance *> lights;
- bool can_cast_shadows;
- bool material_is_animated;
- Set<Instance *> decals;
- Set<Instance *> reflection_probes;
- Set<Instance *> gi_probes;
- Set<Instance *> lightmap_captures;
- InstanceGeometryData() {
- can_cast_shadows = true;
- material_is_animated = true;
- }
- };
- struct InstanceReflectionProbeData : public InstanceBaseData {
- Instance *owner;
- Set<Instance *> geometries;
- RID instance;
- SelfList<InstanceReflectionProbeData> update_list;
- int render_step;
- InstanceReflectionProbeData() :
- update_list(this) {
- render_step = -1;
- }
- };
- struct InstanceDecalData : public InstanceBaseData {
- Instance *owner;
- RID instance;
- Set<Instance *> geometries;
- InstanceDecalData() {
- }
- };
- SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
- struct InstanceParticlesCollisionData : public InstanceBaseData {
- RID instance;
- };
- struct InstanceLightData : public InstanceBaseData {
- RID instance;
- uint64_t last_version;
- List<Instance *>::Element *D; // directional light in scenario
- bool shadow_dirty;
- Set<Instance *> geometries;
- Instance *baked_light;
- RS::LightBakeMode bake_mode;
- uint32_t max_sdfgi_cascade = 2;
- InstanceLightData() {
- bake_mode = RS::LIGHT_BAKE_DISABLED;
- shadow_dirty = true;
- D = nullptr;
- last_version = 0;
- baked_light = nullptr;
- }
- };
- struct InstanceGIProbeData : public InstanceBaseData {
- Instance *owner;
- Set<Instance *> geometries;
- Set<Instance *> dynamic_geometries;
- Set<Instance *> lights;
- struct LightCache {
- RS::LightType type;
- Transform transform;
- Color color;
- float energy;
- float bake_energy;
- float radius;
- float attenuation;
- float spot_angle;
- float spot_attenuation;
- bool has_shadow;
- bool sky_only;
- };
- Vector<LightCache> light_cache;
- Vector<RID> light_instances;
- RID probe_instance;
- bool invalid;
- uint32_t base_version;
- SelfList<InstanceGIProbeData> update_element;
- InstanceGIProbeData() :
- update_element(this) {
- invalid = true;
- base_version = 0;
- }
- };
- SelfList<InstanceGIProbeData>::List gi_probe_update_list;
- struct InstanceLightmapData : public InstanceBaseData {
- RID instance;
- Set<Instance *> geometries;
- Set<Instance *> users;
- InstanceLightmapData() {
- }
- };
- uint64_t pair_pass = 1;
- struct PairInstances {
- Instance *instance = nullptr;
- PagedAllocator<InstancePair> *pair_allocator = nullptr;
- SelfList<InstancePair>::List pairs_found;
- DynamicBVH *bvh = nullptr;
- DynamicBVH *bvh2 = nullptr; //some may need to cull in two
- uint32_t pair_mask;
- uint64_t pair_pass;
- _FORCE_INLINE_ bool operator()(void *p_data) {
- Instance *p_instance = (Instance *)p_data;
- if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) {
- //test is more coarse in indexer
- p_instance->pair_check = pair_pass;
- InstancePair *pair = pair_allocator->alloc();
- pair->a = instance;
- pair->b = p_instance;
- pairs_found.add(&pair->list_a);
- }
- return false;
- }
- void pair() {
- if (bvh) {
- bvh->aabb_query(instance->transformed_aabb, *this);
- }
- if (bvh2) {
- bvh2->aabb_query(instance->transformed_aabb, *this);
- }
- while (instance->pairs.first()) {
- InstancePair *pair = instance->pairs.first()->self();
- Instance *other_instance = instance == pair->a ? pair->b : pair->a;
- if (other_instance->pair_check != pair_pass) {
- //unpaired
- _instance_unpair(instance, other_instance);
- } else {
- //kept
- other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones
- }
- pair_allocator->free(pair);
- }
- while (pairs_found.first()) {
- InstancePair *pair = pairs_found.first()->self();
- pairs_found.remove(pairs_found.first());
- if (pair->b->pair_check == pair_pass) {
- //paired
- _instance_pair(instance, pair->b);
- }
- pair->a->pairs.add(&pair->list_a);
- pair->b->pairs.add(&pair->list_b);
- }
- }
- };
- Set<Instance *> heightfield_particle_colliders_update_list;
- PagedArrayPool<Instance *> instance_cull_page_pool;
- PagedArrayPool<RendererSceneRender::GeometryInstance *> geometry_instance_cull_page_pool;
- PagedArrayPool<RID> rid_cull_page_pool;
- PagedArray<Instance *> instance_cull_result;
- PagedArray<Instance *> instance_shadow_cull_result;
- struct FrustumCullResult {
- PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances;
- PagedArray<Instance *> lights;
- PagedArray<RID> light_instances;
- PagedArray<RID> lightmaps;
- PagedArray<RID> reflections;
- PagedArray<RID> decals;
- PagedArray<RID> gi_probes;
- PagedArray<RID> mesh_instances;
- struct DirectionalShadow {
- PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
- } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
- PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
- PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
- void clear() {
- geometry_instances.clear();
- lights.clear();
- light_instances.clear();
- lightmaps.clear();
- reflections.clear();
- decals.clear();
- gi_probes.clear();
- mesh_instances.clear();
- for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
- for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
- directional_shadows[i].cascade_geometry_instances[j].clear();
- }
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
- sdfgi_region_geometry_instances[i].clear();
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- sdfgi_cascade_lights[i].clear();
- }
- }
- void reset() {
- geometry_instances.reset();
- lights.reset();
- light_instances.reset();
- lightmaps.reset();
- reflections.reset();
- decals.reset();
- gi_probes.reset();
- mesh_instances.reset();
- for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
- for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
- directional_shadows[i].cascade_geometry_instances[j].reset();
- }
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
- sdfgi_region_geometry_instances[i].reset();
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- sdfgi_cascade_lights[i].reset();
- }
- }
- void append_from(FrustumCullResult &p_cull_result) {
- geometry_instances.merge_unordered(p_cull_result.geometry_instances);
- lights.merge_unordered(p_cull_result.lights);
- light_instances.merge_unordered(p_cull_result.light_instances);
- lightmaps.merge_unordered(p_cull_result.lightmaps);
- reflections.merge_unordered(p_cull_result.reflections);
- decals.merge_unordered(p_cull_result.decals);
- gi_probes.merge_unordered(p_cull_result.gi_probes);
- mesh_instances.merge_unordered(p_cull_result.mesh_instances);
- for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
- for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
- directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
- }
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
- sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
- }
- }
- void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
- geometry_instances.set_page_pool(p_geometry_instance_pool);
- light_instances.set_page_pool(p_rid_pool);
- lights.set_page_pool(p_instance_pool);
- lightmaps.set_page_pool(p_rid_pool);
- reflections.set_page_pool(p_rid_pool);
- decals.set_page_pool(p_rid_pool);
- gi_probes.set_page_pool(p_rid_pool);
- mesh_instances.set_page_pool(p_rid_pool);
- for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
- for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
- directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
- }
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
- sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
- }
- }
- };
- FrustumCullResult frustum_cull_result;
- LocalVector<FrustumCullResult> frustum_cull_result_threads;
- RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
- uint32_t max_shadows_used = 0;
- RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
- RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data;
- uint32_t thread_cull_threshold = 200;
- RID_PtrOwner<Instance, true> instance_owner;
- uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecesary on clustered
- virtual RID instance_allocate();
- virtual void instance_initialize(RID p_rid);
- virtual void instance_set_base(RID p_instance, RID p_base);
- virtual void instance_set_scenario(RID p_instance, RID p_scenario);
- virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
- virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
- virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
- virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
- virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
- virtual void instance_set_visible(RID p_instance, bool p_visible);
- virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
- virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
- virtual void instance_set_exterior(RID p_instance, bool p_enabled);
- virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
- // don't use these in a game!
- virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
- virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
- virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
- virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
- virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
- virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
- virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
- virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance);
- virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
- virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
- void _update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
- virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
- virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
- virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
- virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
- _FORCE_INLINE_ void _update_instance(Instance *p_instance);
- _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
- _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
- _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
- void _unpair_instance(Instance *p_instance);
- 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);
- _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);
- RID _render_get_environment(RID p_camera, RID p_scenario);
- struct Cull {
- struct Shadow {
- RID light_instance;
- struct Cascade {
- Frustum frustum;
- CameraMatrix projection;
- Transform transform;
- real_t zfar;
- real_t split;
- real_t shadow_texel_size;
- real_t bias_scale;
- real_t range_begin;
- Vector2 uv_scale;
- } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
- uint32_t cascade_count;
- } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
- uint32_t shadow_count;
- struct SDFGI {
- //have arrays here because SDFGI functions expects this, plus regions can have areas
- AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
- uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
- uint32_t region_count = 0;
- uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
- uint32_t cascade_light_count = 0;
- } sdfgi;
- SpinLock lock;
- Frustum frustum;
- } cull;
- struct FrustumCullData {
- Cull *cull;
- Scenario *scenario;
- RID shadow_atlas;
- Transform cam_transform;
- uint32_t visible_layers;
- Instance *render_reflection_probe;
- };
- void _frustum_cull_threaded(uint32_t p_thread, FrustumCullData *cull_data);
- void _frustum_cull(FrustumCullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
- bool _render_reflection_probe_step(Instance *p_instance, int p_step);
- 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);
- void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
- 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);
- 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);
- void update_dirty_instances();
- void render_particle_colliders();
- virtual void render_probes();
- TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
- //pass to scene render
- /* ENVIRONMENT API */
- #ifdef PASSBASE
- #undef PASSBASE
- #endif
- #define PASSBASE scene_render
- PASS2(directional_shadow_atlas_set_size, int, bool)
- PASS1(gi_probe_set_quality, RS::GIProbeQuality)
- /* SKY API */
- PASS0R(RID, sky_allocate)
- PASS1(sky_initialize, RID)
- PASS2(sky_set_radiance_size, RID, int)
- PASS2(sky_set_mode, RID, RS::SkyMode)
- PASS2(sky_set_material, RID, RID)
- PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
- PASS0R(RID, environment_allocate)
- PASS1(environment_initialize, RID)
- PASS1RC(bool, is_environment, RID)
- PASS2(environment_set_background, RID, RS::EnvironmentBG)
- PASS2(environment_set_sky, RID, RID)
- PASS2(environment_set_sky_custom_fov, RID, float)
- PASS2(environment_set_sky_orientation, RID, const Basis &)
- PASS2(environment_set_bg_color, RID, const Color &)
- PASS2(environment_set_bg_energy, RID, float)
- PASS2(environment_set_canvas_max_layer, RID, int)
- PASS7(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource, const Color &)
- PASS6(environment_set_ssr, RID, bool, int, float, float, float)
- PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
- PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
- PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)
- PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float)
- PASS1(environment_glow_set_use_bicubic_upscale, bool)
- PASS1(environment_glow_set_use_high_quality, bool)
- PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float)
- PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
- PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
- PASS10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
- PASS2(environment_set_volumetric_fog_volume_size, int, int)
- PASS1(environment_set_volumetric_fog_filter_active, bool)
- PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
- PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
- PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
- PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)
- PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
- PASS1RC(int, environment_get_canvas_max_layer, RID)
- PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
- PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
- PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
- PASS2(sub_surface_scattering_set_scale, float, float)
- /* CAMERA EFFECTS */
- PASS0R(RID, camera_effects_allocate)
- PASS1(camera_effects_initialize, RID)
- PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
- PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)
- PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
- PASS3(camera_effects_set_custom_exposure, RID, bool, float)
- PASS1(shadows_quality_set, RS::ShadowQuality)
- PASS1(directional_shadow_quality_set, RS::ShadowQuality)
- PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
- /* Render Buffers */
- PASS0R(RID, render_buffers_create)
- PASS7(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool)
- PASS1(gi_set_use_half_resolution, bool)
- /* Shadow Atlas */
- PASS0R(RID, shadow_atlas_create)
- PASS3(shadow_atlas_set_size, RID, int, bool)
- PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
- PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
- virtual void update();
- bool free(RID p_rid);
- void set_scene_render(RendererSceneRender *p_scene_render);
- RendererSceneCull();
- virtual ~RendererSceneCull();
- };
- #endif // VISUALSERVERSCENE_H
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