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- #include "visual_server_scene.h"
- #include "visual_server_global.h"
- /* CAMERA API */
- RID VisualServerScene::camera_create() {
- Camera * camera = memnew( Camera );
- return camera_owner.make_rid( camera );
- }
- void VisualServerScene::camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far) {
- Camera *camera = camera_owner.get( p_camera );
- ERR_FAIL_COND(!camera);
- camera->type=Camera::PERSPECTIVE;
- camera->fov=p_fovy_degrees;
- camera->znear=p_z_near;
- camera->zfar=p_z_far;
- }
- void VisualServerScene::camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far) {
- Camera *camera = camera_owner.get( p_camera );
- ERR_FAIL_COND(!camera);
- camera->type=Camera::ORTHOGONAL;
- camera->size=p_size;
- camera->znear=p_z_near;
- camera->zfar=p_z_far;
- }
- void VisualServerScene::camera_set_transform(RID p_camera,const Transform& p_transform) {
- Camera *camera = camera_owner.get( p_camera );
- ERR_FAIL_COND(!camera);
- camera->transform=p_transform.orthonormalized();
- }
- void VisualServerScene::camera_set_cull_mask(RID p_camera,uint32_t p_layers) {
- Camera *camera = camera_owner.get( p_camera );
- ERR_FAIL_COND(!camera);
- camera->visible_layers=p_layers;
- }
- void VisualServerScene::camera_set_environment(RID p_camera,RID p_env) {
- Camera *camera = camera_owner.get( p_camera );
- ERR_FAIL_COND(!camera);
- camera->env=p_env;
- }
- void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera,bool p_enable) {
- Camera *camera = camera_owner.get( p_camera );
- ERR_FAIL_COND(!camera);
- camera->vaspect=p_enable;
- }
- /* SCENARIO API */
- void* VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int) {
- // VisualServerScene *self = (VisualServerScene*)p_self;
- Instance *A = p_A;
- Instance *B = p_B;
- //instance indices are designed so greater always contains lesser
- if (A->base_type > B->base_type) {
- SWAP(A,B); //lesser always first
- }
- if (B->base_type==VS::INSTANCE_LIGHT && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
- InstanceLightData * light = static_cast<InstanceLightData*>(B->base_data);
- InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
- InstanceLightData::PairInfo pinfo;
- pinfo.geometry=A;
- pinfo.L = geom->lighting.push_back(B);
- List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo);
- if (geom->can_cast_shadows) {
- light->shadow_dirty=true;
- }
- geom->lighting_dirty=true;
- return E; //this element should make freeing faster
- } else if (B->base_type==VS::INSTANCE_REFLECTION_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
- InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(B->base_data);
- InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
- InstanceReflectionProbeData::PairInfo pinfo;
- pinfo.geometry=A;
- pinfo.L = geom->reflection_probes.push_back(B);
- List<InstanceReflectionProbeData::PairInfo>::Element *E = reflection_probe->geometries.push_back(pinfo);
- geom->reflection_dirty=true;
- return E; //this element should make freeing faster
- }
- #if 0
- if (A->base_type==INSTANCE_PORTAL) {
- ERR_FAIL_COND_V( B->base_type!=INSTANCE_PORTAL,NULL );
- A->portal_info->candidate_set.insert(B);
- B->portal_info->candidate_set.insert(A);
- self->_portal_attempt_connect(A);
- //attempt to conncet portal A (will go through B anyway)
- //this is a little hackish, but works fine in practice
- } else if (A->base_type==INSTANCE_BAKED_LIGHT || B->base_type==INSTANCE_BAKED_LIGHT) {
- if (B->base_type==INSTANCE_BAKED_LIGHT) {
- SWAP(A,B);
- }
- ERR_FAIL_COND_V(B->base_type!=INSTANCE_BAKED_LIGHT_SAMPLER,NULL);
- B->baked_light_sampler_info->baked_lights.insert(A);
- } else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) {
- if (B->base_type==INSTANCE_ROOM)
- SWAP(A,B);
- ERR_FAIL_COND_V(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ),NULL);
- B->auto_rooms.insert(A);
- A->room_info->owned_autoroom_geometry.insert(B);
- self->_instance_validate_autorooms(B);
- } else {
- if (B->base_type==INSTANCE_LIGHT) {
- SWAP(A,B);
- } else if (A->base_type!=INSTANCE_LIGHT) {
- return NULL;
- }
- A->light_info->affected.insert(B);
- B->lights.insert(A);
- B->light_cache_dirty=true;
- }
- #endif
- return NULL;
- }
- void VisualServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int,void* udata) {
- // VisualServerScene *self = (VisualServerScene*)p_self;
- Instance *A = p_A;
- Instance *B = p_B;
- //instance indices are designed so greater always contains lesser
- if (A->base_type > B->base_type) {
- SWAP(A,B); //lesser always first
- }
- if (B->base_type==VS::INSTANCE_LIGHT && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
- InstanceLightData * light = static_cast<InstanceLightData*>(B->base_data);
- InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
- List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element*>(udata);
- geom->lighting.erase(E->get().L);
- light->geometries.erase(E);
- if (geom->can_cast_shadows) {
- light->shadow_dirty=true;
- }
- geom->lighting_dirty=true;
- } else if (B->base_type==VS::INSTANCE_REFLECTION_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
- InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(B->base_data);
- InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
- List<InstanceReflectionProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceReflectionProbeData::PairInfo>::Element*>(udata);
- geom->reflection_probes.erase(E->get().L);
- reflection_probe->geometries.erase(E);
- geom->reflection_dirty=true;
- }
- #if 0
- if (A->base_type==INSTANCE_PORTAL) {
- ERR_FAIL_COND( B->base_type!=INSTANCE_PORTAL );
- A->portal_info->candidate_set.erase(B);
- B->portal_info->candidate_set.erase(A);
- //after disconnecting them, see if they can connect again
- self->_portal_attempt_connect(A);
- self->_portal_attempt_connect(B);
- } else if (A->base_type==INSTANCE_BAKED_LIGHT || B->base_type==INSTANCE_BAKED_LIGHT) {
- if (B->base_type==INSTANCE_BAKED_LIGHT) {
- SWAP(A,B);
- }
- ERR_FAIL_COND(B->base_type!=INSTANCE_BAKED_LIGHT_SAMPLER);
- B->baked_light_sampler_info->baked_lights.erase(A);
- } else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) {
- if (B->base_type==INSTANCE_ROOM)
- SWAP(A,B);
- ERR_FAIL_COND(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ));
- B->auto_rooms.erase(A);
- B->valid_auto_rooms.erase(A);
- A->room_info->owned_autoroom_geometry.erase(B);
- }else {
- if (B->base_type==INSTANCE_LIGHT) {
- SWAP(A,B);
- } else if (A->base_type!=INSTANCE_LIGHT) {
- return;
- }
- A->light_info->affected.erase(B);
- B->lights.erase(A);
- B->light_cache_dirty=true;
- }
- #endif
- }
- RID VisualServerScene::scenario_create() {
- Scenario *scenario = memnew( Scenario );
- ERR_FAIL_COND_V(!scenario,RID());
- RID scenario_rid = scenario_owner.make_rid( scenario );
- scenario->self=scenario_rid;
- scenario->octree.set_pair_callback(_instance_pair,this);
- scenario->octree.set_unpair_callback(_instance_unpair,this);
- scenario->reflection_probe_shadow_atlas=VSG::scene_render->shadow_atlas_create();
- VSG::scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas,1024); //make enough shadows for close distance, don't bother with rest
- VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,0,4);
- VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,1,4);
- VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,2,4);
- VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,3,8);
- scenario->reflection_atlas=VSG::scene_render->reflection_atlas_create();
- return scenario_rid;
- }
- void VisualServerScene::scenario_set_debug(RID p_scenario,VS::ScenarioDebugMode p_debug_mode) {
- Scenario *scenario = scenario_owner.get(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->debug=p_debug_mode;
- }
- void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environment) {
- Scenario *scenario = scenario_owner.get(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->environment=p_environment;
- }
- void VisualServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
- Scenario *scenario = scenario_owner.get(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->fallback_environment=p_environment;
- }
- void VisualServerScene::scenario_set_reflection_atlas_size(RID p_scenario, int p_size,int p_subdiv) {
- Scenario *scenario = scenario_owner.get(p_scenario);
- ERR_FAIL_COND(!scenario);
- VSG::scene_render->reflection_atlas_set_size(scenario->reflection_atlas,p_size);
- VSG::scene_render->reflection_atlas_set_subdivision(scenario->reflection_atlas,p_subdiv);
- }
- /* INSTANCING API */
- void VisualServerScene::_instance_queue_update(Instance *p_instance,bool p_update_aabb,bool p_update_materials) {
- if (p_update_aabb)
- p_instance->update_aabb=true;
- if (p_update_materials)
- p_instance->update_materials=true;
- if (p_instance->update_item.in_list())
- return;
- _instance_update_list.add(&p_instance->update_item);
- }
- // from can be mesh, light, area and portal so far.
- RID VisualServerScene::instance_create(){
- Instance *instance = memnew( Instance );
- ERR_FAIL_COND_V(!instance,RID());
- RID instance_rid = instance_owner.make_rid(instance);
- instance->self=instance_rid;
- return instance_rid;
- }
- void VisualServerScene::instance_set_base(RID p_instance, RID p_base){
- Instance *instance = instance_owner.get( p_instance );
- ERR_FAIL_COND( !instance );
- Scenario *scenario = instance->scenario;
- if (instance->base_type!=VS::INSTANCE_NONE) {
- //free anything related to that base
- VSG::storage->instance_remove_dependency(instance->base,instance);
- if (scenario && instance->octree_id) {
- scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
- instance->octree_id=0;
- }
- switch(instance->base_type) {
- case VS::INSTANCE_LIGHT: {
- InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
- if (instance->scenario && light->D) {
- instance->scenario->directional_lights.erase( light->D );
- light->D=NULL;
- }
- VSG::scene_render->free(light->instance);
- } break;
- case VS::INSTANCE_REFLECTION_PROBE: {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(instance->base_data);
- VSG::scene_render->free(reflection_probe->instance);
- if (reflection_probe->update_list.in_list()) {
- reflection_probe_render_list.remove(&reflection_probe->update_list);
- }
- } break;
- }
- if (instance->base_data) {
- memdelete( instance->base_data );
- instance->base_data=NULL;
- }
- instance->morph_values.clear();
- for(int i=0;i<instance->materials.size();i++) {
- if (instance->materials[i].is_valid()) {
- VSG::storage->material_remove_instance_owner(instance->materials[i],instance);
- }
- }
- instance->materials.clear();
- #if 0
- if (instance->light_info) {
- if (instance->scenario && instance->light_info->D)
- instance->scenario->directional_lights.erase( instance->light_info->D );
- rasterizer->free(instance->light_info->instance);
- memdelete(instance->light_info);
- instance->light_info=NULL;
- }
- if ( instance->room ) {
- instance_set_room(p_instance,RID());
- /*
- if((1<<instance->base_type)&INSTANCE_GEOMETRY_MASK)
- instance->room->room_info->owned_geometry_instances.erase(instance->RE);
- else if (instance->base_type==INSTANCE_PORTAL) {
- print_line("freeing portal, is it there? "+itos(instance->room->room_info->owned_portal_instances.(instance->RE)));
- instance->room->room_info->owned_portal_instances.erase(instance->RE);
- } else if (instance->base_type==INSTANCE_ROOM)
- instance->room->room_info->owned_room_instances.erase(instance->RE);
- else if (instance->base_type==INSTANCE_LIGHT)
- instance->room->room_info->owned_light_instances.erase(instance->RE);
- instance->RE=NULL;*/
- }
- if (instance->portal_info) {
- _portal_disconnect(instance,true);
- memdelete(instance->portal_info);
- instance->portal_info=NULL;
- }
- if (instance->baked_light_info) {
- while(instance->baked_light_info->owned_instances.size()) {
- Instance *owned=instance->baked_light_info->owned_instances.front()->get();
- owned->baked_light=NULL;
- owned->data.baked_light=NULL;
- owned->data.baked_light_octree_xform=NULL;
- owned->BLE=NULL;
- instance->baked_light_info->owned_instances.pop_front();
- }
- memdelete(instance->baked_light_info);
- instance->baked_light_info=NULL;
- }
- if (instance->scenario && instance->octree_id) {
- instance->scenario->octree.erase( instance->octree_id );
- instance->octree_id=0;
- }
- if (instance->room_info) {
- for(List<Instance*>::Element *E=instance->room_info->owned_geometry_instances.front();E;E=E->next()) {
- Instance *owned = E->get();
- owned->room=NULL;
- owned->RE=NULL;
- }
- for(List<Instance*>::Element *E=instance->room_info->owned_portal_instances.front();E;E=E->next()) {
- _portal_disconnect(E->get(),true);
- Instance *owned = E->get();
- owned->room=NULL;
- owned->RE=NULL;
- }
- for(List<Instance*>::Element *E=instance->room_info->owned_room_instances.front();E;E=E->next()) {
- Instance *owned = E->get();
- owned->room=NULL;
- owned->RE=NULL;
- }
- if (instance->room_info->disconnected_child_portals.size()) {
- ERR_PRINT("BUG: Disconnected portals remain!");
- }
- memdelete(instance->room_info);
- instance->room_info=NULL;
- }
- if (instance->particles_info) {
- rasterizer->free( instance->particles_info->instance );
- memdelete(instance->particles_info);
- instance->particles_info=NULL;
- }
- if (instance->baked_light_sampler_info) {
- while (instance->baked_light_sampler_info->owned_instances.size()) {
- instance_geometry_set_baked_light_sampler(instance->baked_light_sampler_info->owned_instances.front()->get()->self,RID());
- }
- if (instance->baked_light_sampler_info->sampled_light.is_valid()) {
- rasterizer->free(instance->baked_light_sampler_info->sampled_light);
- }
- memdelete( instance->baked_light_sampler_info );
- instance->baked_light_sampler_info=NULL;
- }
- #endif
- }
- instance->base_type=VS::INSTANCE_NONE;
- instance->base=RID();
- if (p_base.is_valid()) {
- instance->base_type=VSG::storage->get_base_type(p_base);
- ERR_FAIL_COND(instance->base_type==VS::INSTANCE_NONE);
- switch(instance->base_type) {
- case VS::INSTANCE_LIGHT: {
- InstanceLightData *light = memnew( InstanceLightData );
- if (scenario && VSG::storage->light_get_type(p_base)==VS::LIGHT_DIRECTIONAL) {
- light->D = scenario->directional_lights.push_back(instance);
- }
- light->instance = VSG::scene_render->light_instance_create(p_base);
- instance->base_data=light;
- } break;
- case VS::INSTANCE_MESH:
- case VS::INSTANCE_MULTIMESH:
- case VS::INSTANCE_IMMEDIATE: {
- InstanceGeometryData *geom = memnew( InstanceGeometryData );
- instance->base_data=geom;
- } break;
- case VS::INSTANCE_REFLECTION_PROBE: {
- InstanceReflectionProbeData *reflection_probe = memnew( InstanceReflectionProbeData );
- reflection_probe->owner=instance;
- instance->base_data=reflection_probe;
- reflection_probe->instance=VSG::scene_render->reflection_probe_instance_create(p_base);
- } break;
- }
- VSG::storage->instance_add_dependency(p_base,instance);
- instance->base=p_base;
- if (scenario)
- _instance_queue_update(instance,true,true);
- #if 0
- if (rasterizer->is_mesh(p_base)) {
- instance->base_type=INSTANCE_MESH;
- instance->data.morph_values.resize( rasterizer->mesh_get_morph_target_count(p_base));
- instance->data.materials.resize( rasterizer->mesh_get_surface_count(p_base));
- } else if (rasterizer->is_multimesh(p_base)) {
- instance->base_type=INSTANCE_MULTIMESH;
- } else if (rasterizer->is_immediate(p_base)) {
- instance->base_type=INSTANCE_IMMEDIATE;
- } else if (rasterizer->is_particles(p_base)) {
- instance->base_type=INSTANCE_PARTICLES;
- instance->particles_info=memnew( Instance::ParticlesInfo );
- instance->particles_info->instance = rasterizer->particles_instance_create( p_base );
- } else if (rasterizer->is_light(p_base)) {
- instance->base_type=INSTANCE_LIGHT;
- instance->light_info = memnew( Instance::LightInfo );
- instance->light_info->instance = rasterizer->light_instance_create(p_base);
- if (instance->scenario && rasterizer->light_get_type(p_base)==LIGHT_DIRECTIONAL) {
- instance->light_info->D = instance->scenario->directional_lights.push_back(instance->self);
- }
- } else if (room_owner.owns(p_base)) {
- instance->base_type=INSTANCE_ROOM;
- instance->room_info = memnew( Instance::RoomInfo );
- instance->room_info->room=room_owner.get(p_base);
- } else if (portal_owner.owns(p_base)) {
- instance->base_type=INSTANCE_PORTAL;
- instance->portal_info = memnew(Instance::PortalInfo);
- instance->portal_info->portal=portal_owner.get(p_base);
- } else if (baked_light_owner.owns(p_base)) {
- instance->base_type=INSTANCE_BAKED_LIGHT;
- instance->baked_light_info=memnew(Instance::BakedLightInfo);
- instance->baked_light_info->baked_light=baked_light_owner.get(p_base);
- //instance->portal_info = memnew(Instance::PortalInfo);
- //instance->portal_info->portal=portal_owner.get(p_base);
- } else if (baked_light_sampler_owner.owns(p_base)) {
- instance->base_type=INSTANCE_BAKED_LIGHT_SAMPLER;
- instance->baked_light_sampler_info=memnew( Instance::BakedLightSamplerInfo);
- instance->baked_light_sampler_info->sampler=baked_light_sampler_owner.get(p_base);
- //instance->portal_info = memnew(Instance::PortalInfo);
- //instance->portal_info->portal=portal_owner.get(p_base);
- } else {
- ERR_EXPLAIN("Invalid base RID for instance!")
- ERR_FAIL();
- }
- instance_dependency_map[ p_base ].insert( instance->self );
- #endif
- }
- }
- void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario){
- Instance *instance = instance_owner.get( p_instance );
- ERR_FAIL_COND( !instance );
- if (instance->scenario) {
- instance->scenario->instances.remove( &instance->scenario_item );
- if (instance->octree_id) {
- instance->scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
- instance->octree_id=0;
- }
- switch(instance->base_type) {
- case VS::INSTANCE_LIGHT: {
- InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
- if (light->D) {
- instance->scenario->directional_lights.erase( light->D );
- light->D=NULL;
- }
- } break;
- case VS::INSTANCE_REFLECTION_PROBE: {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(instance->base_data);
- VSG::scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
- } break;
- }
- instance->scenario=NULL;
- }
- if (p_scenario.is_valid()) {
- Scenario *scenario = scenario_owner.get( p_scenario );
- ERR_FAIL_COND(!scenario);
- instance->scenario=scenario;
- scenario->instances.add( &instance->scenario_item );
- switch(instance->base_type) {
- case VS::INSTANCE_LIGHT: {
- InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
- if (VSG::storage->light_get_type(instance->base)==VS::LIGHT_DIRECTIONAL) {
- light->D = scenario->directional_lights.push_back(instance);
- }
- } break;
- }
- _instance_queue_update(instance,true,true);
- }
- }
- void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask){
- Instance *instance = instance_owner.get( p_instance );
- ERR_FAIL_COND( !instance );
- instance->layer_mask=p_mask;
- }
- void VisualServerScene::instance_set_transform(RID p_instance, const Transform& p_transform){
- Instance *instance = instance_owner.get( p_instance );
- ERR_FAIL_COND( !instance );
- if (instance->transform==p_transform)
- return; //must be checked to avoid worst evil
- instance->transform=p_transform;
- _instance_queue_update(instance,true);
- }
- void VisualServerScene::instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID){
- Instance *instance = instance_owner.get( p_instance );
- ERR_FAIL_COND( !instance );
- instance->object_ID=p_ID;
- }
- void VisualServerScene::instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight){
- Instance *instance = instance_owner.get( p_instance );
- ERR_FAIL_COND( !instance );
- if (instance->update_item.in_list()) {
- _update_dirty_instance(instance);
- }
- ERR_FAIL_INDEX(p_shape,instance->morph_values.size());
- instance->morph_values[p_shape]=p_weight;
- }
- void VisualServerScene::instance_set_surface_material(RID p_instance,int p_surface, RID p_material){
- Instance *instance = instance_owner.get( p_instance );
- ERR_FAIL_COND( !instance );
- if (instance->update_item.in_list()) {
- _update_dirty_instance(instance);
- }
- ERR_FAIL_INDEX(p_surface,instance->materials.size());
- if (instance->materials[p_surface].is_valid()) {
- VSG::storage->material_remove_instance_owner(instance->materials[p_surface],instance);
- }
- instance->materials[p_surface]=p_material;
- instance->base_material_changed();
- if (instance->materials[p_surface].is_valid()) {
- VSG::storage->material_add_instance_owner(instance->materials[p_surface],instance);
- }
- }
- void VisualServerScene::instance_attach_skeleton(RID p_instance,RID p_skeleton){
- Instance *instance = instance_owner.get( p_instance );
- ERR_FAIL_COND( !instance );
- if (instance->skeleton==p_skeleton)
- return;
- if (instance->skeleton.is_valid()) {
- VSG::storage->instance_remove_skeleton(p_skeleton,instance);
- }
- instance->skeleton=p_skeleton;
- if (instance->skeleton.is_valid()) {
- VSG::storage->instance_add_skeleton(p_skeleton,instance);
- }
- _instance_queue_update(instance,true);
- }
- void VisualServerScene::instance_set_exterior( RID p_instance, bool p_enabled ){
- }
- void VisualServerScene::instance_set_room( RID p_instance, RID p_room ){
- }
- void VisualServerScene::instance_set_extra_visibility_margin( RID p_instance, real_t p_margin ){
- }
- Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB& p_aabb, RID p_scenario) const {
- Vector<ObjectID> instances;
- Scenario *scenario=scenario_owner.get(p_scenario);
- ERR_FAIL_COND_V(!scenario,instances);
- const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
- int culled=0;
- Instance *cull[1024];
- culled=scenario->octree.cull_AABB(p_aabb,cull,1024);
- for (int i=0;i<culled;i++) {
- Instance *instance=cull[i];
- ERR_CONTINUE(!instance);
- if (instance->object_ID==0)
- continue;
- instances.push_back(instance->object_ID);
- }
- return instances;
- }
- Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{
- Vector<ObjectID> instances;
- Scenario *scenario=scenario_owner.get(p_scenario);
- ERR_FAIL_COND_V(!scenario,instances);
- const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
- int culled=0;
- Instance *cull[1024];
- culled=scenario->octree.cull_segment(p_from,p_to*10000,cull,1024);
- for (int i=0;i<culled;i++) {
- Instance *instance=cull[i];
- ERR_CONTINUE(!instance);
- if (instance->object_ID==0)
- continue;
- instances.push_back(instance->object_ID);
- }
- return instances;
- }
- Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario) const{
- Vector<ObjectID> instances;
- Scenario *scenario=scenario_owner.get(p_scenario);
- ERR_FAIL_COND_V(!scenario,instances);
- const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
- int culled=0;
- Instance *cull[1024];
- culled=scenario->octree.cull_convex(p_convex,cull,1024);
- for (int i=0;i<culled;i++) {
- Instance *instance=cull[i];
- ERR_CONTINUE(!instance);
- if (instance->object_ID==0)
- continue;
- instances.push_back(instance->object_ID);
- }
- return instances;
- }
- void VisualServerScene::instance_geometry_set_flag(RID p_instance,VS::InstanceFlags p_flags,bool p_enabled){
- Instance *instance = instance_owner.get( p_instance );
- ERR_FAIL_COND( !instance );
- switch(p_flags) {
- case VS::INSTANCE_FLAG_VISIBLE: {
- instance->visible=p_enabled;
- } break;
- case VS::INSTANCE_FLAG_BILLBOARD: {
- instance->billboard=p_enabled;
- } break;
- case VS::INSTANCE_FLAG_BILLBOARD_FIX_Y: {
- instance->billboard_y=p_enabled;
- } break;
- case VS::INSTANCE_FLAG_CAST_SHADOW: {
- if (p_enabled == true) {
- instance->cast_shadows = VS::SHADOW_CASTING_SETTING_ON;
- }
- else {
- instance->cast_shadows = VS::SHADOW_CASTING_SETTING_OFF;
- }
- instance->base_material_changed(); // to actually compute if shadows are visible or not
- } break;
- case VS::INSTANCE_FLAG_DEPH_SCALE: {
- instance->depth_scale=p_enabled;
- } break;
- case VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS: {
- instance->visible_in_all_rooms=p_enabled;
- } break;
- }
- }
- void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) {
- }
- void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material){
- Instance *instance = instance_owner.get( p_instance );
- ERR_FAIL_COND( !instance );
- if (instance->material_override.is_valid()) {
- VSG::storage->material_remove_instance_owner(instance->material_override,instance);
- }
- instance->material_override=p_material;
- instance->base_material_changed();
- if (instance->material_override.is_valid()) {
- VSG::storage->material_add_instance_owner(instance->material_override,instance);
- }
- }
- void VisualServerScene::instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin){
- }
- void VisualServerScene::instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance){
- }
- void VisualServerScene::_update_instance(Instance *p_instance) {
- p_instance->version++;
- if (p_instance->base_type == VS::INSTANCE_LIGHT) {
- InstanceLightData *light = static_cast<InstanceLightData*>(p_instance->base_data);
- VSG::scene_render->light_instance_set_transform( light->instance, p_instance->transform );
- light->shadow_dirty=true;
- }
- if (p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(p_instance->base_data);
- VSG::scene_render->reflection_probe_instance_set_transform( reflection_probe->instance, p_instance->transform );
- reflection_probe->reflection_dirty=true;
- }
- if (p_instance->aabb.has_no_surface())
- return;
- #if 0
- if (p_instance->base_type == VS::INSTANCE_PARTICLES) {
- rasterizer->particles_instance_set_transform( p_instance->particles_info->instance, p_instance->data.transform );
- }
- #endif
- if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data);
- //make sure lights are updated if it casts shadow
- if (geom->can_cast_shadows) {
- for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data);
- light->shadow_dirty=true;
- }
- }
- }
- #if 0
- else if (p_instance->base_type == INSTANCE_ROOM) {
- p_instance->room_info->affine_inverse=p_instance->data.transform.affine_inverse();
- } else if (p_instance->base_type == INSTANCE_BAKED_LIGHT) {
- Transform scale;
- scale.basis.scale(p_instance->baked_light_info->baked_light->octree_aabb.size);
- scale.origin=p_instance->baked_light_info->baked_light->octree_aabb.pos;
- //print_line("scale: "+scale);
- p_instance->baked_light_info->affine_inverse=(p_instance->data.transform*scale).affine_inverse();
- }
- #endif
- p_instance->mirror = p_instance->transform.basis.determinant() < 0.0;
- AABB new_aabb;
- #if 0
- if (p_instance->base_type==INSTANCE_PORTAL) {
- //portals need to be transformed in a special way, so they don't become too wide if they have scale..
- Transform portal_xform = p_instance->data.transform;
- portal_xform.basis.set_axis(2,portal_xform.basis.get_axis(2).normalized());
- p_instance->portal_info->plane_cache=Plane( p_instance->data.transform.origin, portal_xform.basis.get_axis(2));
- int point_count=p_instance->portal_info->portal->shape.size();
- p_instance->portal_info->transformed_point_cache.resize(point_count);
- AABB portal_aabb;
- for(int i=0;i<point_count;i++) {
- Point2 src = p_instance->portal_info->portal->shape[i];
- Vector3 point = portal_xform.xform(Vector3(src.x,src.y,0));
- p_instance->portal_info->transformed_point_cache[i]=point;
- if (i==0)
- portal_aabb.pos=point;
- else
- portal_aabb.expand_to(point);
- }
- portal_aabb.grow_by(p_instance->portal_info->portal->connect_range);
- new_aabb = portal_aabb;
- } else {
- #endif
- new_aabb = p_instance->transform.xform(p_instance->aabb);
- #if 0
- }
- #endif
- p_instance->transformed_aabb=new_aabb;
- if (!p_instance->scenario) {
- return;
- }
- if (p_instance->octree_id==0) {
- uint32_t base_type = 1<<p_instance->base_type;
- uint32_t pairable_mask=0;
- bool pairable=false;
- if (p_instance->base_type == VS::INSTANCE_LIGHT || p_instance->base_type==VS::INSTANCE_REFLECTION_PROBE) {
- pairable_mask=p_instance->visible?VS::INSTANCE_GEOMETRY_MASK:0;
- pairable=true;
- }
- #if 0
- if (p_instance->base_type == VS::INSTANCE_PORTAL) {
- pairable_mask=(1<<INSTANCE_PORTAL);
- pairable=true;
- }
- if (p_instance->base_type == VS::INSTANCE_BAKED_LIGHT_SAMPLER) {
- pairable_mask=(1<<INSTANCE_BAKED_LIGHT);
- pairable=true;
- }
- if (!p_instance->room && (1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
- base_type|=VS::INSTANCE_ROOMLESS_MASK;
- }
- if (p_instance->base_type == VS::INSTANCE_ROOM) {
- pairable_mask=INSTANCE_ROOMLESS_MASK;
- pairable=true;
- }
- #endif
- // not inside octree
- p_instance->octree_id = p_instance->scenario->octree.create(p_instance,new_aabb,0,pairable,base_type,pairable_mask);
- } else {
- // if (new_aabb==p_instance->data.transformed_aabb)
- // return;
- p_instance->scenario->octree.move(p_instance->octree_id,new_aabb);
- }
- #if 0
- if (p_instance->base_type==INSTANCE_PORTAL) {
- _portal_attempt_connect(p_instance);
- }
- if (!p_instance->room && (1<<p_instance->base_type)&INSTANCE_GEOMETRY_MASK) {
- _instance_validate_autorooms(p_instance);
- }
- if (p_instance->base_type == INSTANCE_ROOM) {
- for(Set<Instance*>::Element *E=p_instance->room_info->owned_autoroom_geometry.front();E;E=E->next())
- _instance_validate_autorooms(E->get());
- }
- #endif
- }
- void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
- AABB new_aabb;
- ERR_FAIL_COND(p_instance->base_type!=VS::INSTANCE_NONE && !p_instance->base.is_valid());
- switch(p_instance->base_type) {
- case VisualServer::INSTANCE_NONE: {
- // do nothing
- } break;
- case VisualServer::INSTANCE_MESH: {
- new_aabb = VSG::storage->mesh_get_aabb(p_instance->base,p_instance->skeleton);
- } break;
- case VisualServer::INSTANCE_MULTIMESH: {
- new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base);
- } break;
- case VisualServer::INSTANCE_IMMEDIATE: {
- new_aabb = VSG::storage->immediate_get_aabb(p_instance->base);
- } break;
- #if 0
- case VisualServer::INSTANCE_PARTICLES: {
- new_aabb = rasterizer->particles_get_aabb(p_instance->base);
- } break;
- #endif
- case VisualServer::INSTANCE_LIGHT: {
- new_aabb = VSG::storage->light_get_aabb(p_instance->base);
- } break;
- case VisualServer::INSTANCE_REFLECTION_PROBE: {
- new_aabb = VSG::storage->reflection_probe_get_aabb(p_instance->base);
- } break;
- #if 0
- case VisualServer::INSTANCE_ROOM: {
- Room *room = room_owner.get( p_instance->base );
- ERR_FAIL_COND(!room);
- new_aabb=room->bounds.get_aabb();
- } break;
- case VisualServer::INSTANCE_PORTAL: {
- Portal *portal = portal_owner.get( p_instance->base );
- ERR_FAIL_COND(!portal);
- for (int i=0;i<portal->shape.size();i++) {
- Vector3 point( portal->shape[i].x, portal->shape[i].y, 0 );
- if (i==0) {
- new_aabb.pos=point;
- new_aabb.size.z=0.01; // make it not flat for octree
- } else {
- new_aabb.expand_to(point);
- }
- }
- } break;
- case VisualServer::INSTANCE_BAKED_LIGHT: {
- BakedLight *baked_light = baked_light_owner.get( p_instance->base );
- ERR_FAIL_COND(!baked_light);
- new_aabb=baked_light->octree_aabb;
- } break;
- case VisualServer::INSTANCE_BAKED_LIGHT_SAMPLER: {
- BakedLightSampler *baked_light_sampler = baked_light_sampler_owner.get( p_instance->base );
- ERR_FAIL_COND(!baked_light_sampler);
- float radius = baked_light_sampler->params[VS::BAKED_LIGHT_SAMPLER_RADIUS];
- new_aabb=AABB(Vector3(-radius,-radius,-radius),Vector3(radius*2,radius*2,radius*2));
- } break;
- #endif
- default: {}
- }
- if (p_instance->extra_margin)
- new_aabb.grow_by(p_instance->extra_margin);
- p_instance->aabb=new_aabb;
- }
- void VisualServerScene::_light_instance_update_shadow(Instance *p_instance,const Transform p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_orthogonal,RID p_shadow_atlas,Scenario* p_scenario) {
- InstanceLightData * light = static_cast<InstanceLightData*>(p_instance->base_data);
- switch(VSG::storage->light_get_type(p_instance->base)) {
- case VS::LIGHT_DIRECTIONAL: {
- float max_distance =p_cam_projection.get_z_far();
- float shadow_max = VSG::storage->light_get_param(p_instance->base,VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
- if (shadow_max>0) {
- max_distance=MIN(shadow_max,max_distance);
- }
- max_distance=MAX(max_distance,p_cam_projection.get_z_near()+0.001);
- float range = max_distance-p_cam_projection.get_z_near();
- int splits=0;
- switch(VSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
- case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: splits=1; break;
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: splits=2; break;
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: splits=4; break;
- }
- float distances[5];
- distances[0]=p_cam_projection.get_z_near();
- for(int i=0;i<splits;i++) {
- distances[i+1]=p_cam_projection.get_z_near()+VSG::storage->light_get_param(p_instance->base,VS::LightParam(VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET+i))*range;
- };
- distances[splits]=max_distance;
- float texture_size=VSG::scene_render->get_directional_light_shadow_size(light->instance);
- bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);
- for (int i=0;i<splits;i++) {
- // setup a camera matrix for that range!
- CameraMatrix camera_matrix;
- float aspect = p_cam_projection.get_aspect();
- if (p_cam_orthogonal) {
- float w,h;
- p_cam_projection.get_viewport_size(w,h);
- camera_matrix.set_orthogonal(w,aspect,distances[(i==0 || !overlap )?i:i-1],distances[i+1],false);
- } else {
- float fov = p_cam_projection.get_fov();
- camera_matrix.set_perspective(fov,aspect,distances[(i==0 || !overlap )?i:i-1],distances[i+1],false);
- }
- //obtain the frustum endpoints
- Vector3 endpoints[8]; // frustum plane endpoints
- bool res = camera_matrix.get_endpoints(p_cam_transform,endpoints);
- ERR_CONTINUE(!res);
- // obtain the light frustm ranges (given endpoints)
- Vector3 x_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_X ).normalized();
- Vector3 y_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_Y ).normalized();
- Vector3 z_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_Z ).normalized();
- //z_vec points agsint the camera, like in default opengl
- float x_min,x_max;
- float y_min,y_max;
- float z_min,z_max;
- float x_min_cam,x_max_cam;
- float y_min_cam,y_max_cam;
- float z_min_cam,z_max_cam;
- //used for culling
- for(int j=0;j<8;j++) {
- float d_x=x_vec.dot(endpoints[j]);
- float d_y=y_vec.dot(endpoints[j]);
- float d_z=z_vec.dot(endpoints[j]);
- if (j==0 || d_x<x_min)
- x_min=d_x;
- if (j==0 || d_x>x_max)
- x_max=d_x;
- if (j==0 || d_y<y_min)
- y_min=d_y;
- if (j==0 || d_y>y_max)
- y_max=d_y;
- if (j==0 || d_z<z_min)
- z_min=d_z;
- if (j==0 || d_z>z_max)
- z_max=d_z;
- }
- {
- //camera viewport stuff
- //this trick here is what stabilizes the shadow (make potential jaggies to not move)
- //at the cost of some wasted resolution. Still the quality increase is very well worth it
- Vector3 center;
- for(int j=0;j<8;j++) {
- center+=endpoints[j];
- }
- center/=8.0;
- //center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;
- float radius=0;
- for(int j=0;j<8;j++) {
- float d = center.distance_to(endpoints[j]);
- if (d>radius)
- radius=d;
- }
- radius *= texture_size/(texture_size-2.0); //add a texel by each side, so stepified texture will always fit
- x_max_cam=x_vec.dot(center)+radius;
- x_min_cam=x_vec.dot(center)-radius;
- y_max_cam=y_vec.dot(center)+radius;
- y_min_cam=y_vec.dot(center)-radius;
- z_max_cam=z_vec.dot(center)+radius;
- z_min_cam=z_vec.dot(center)-radius;
- float unit = radius*2.0/texture_size;
- x_max_cam=Math::stepify(x_max_cam,unit);
- x_min_cam=Math::stepify(x_min_cam,unit);
- y_max_cam=Math::stepify(y_max_cam,unit);
- y_min_cam=Math::stepify(y_min_cam,unit);
- }
- //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
- Vector<Plane> light_frustum_planes;
- light_frustum_planes.resize(6);
- //right/left
- light_frustum_planes[0]=Plane( x_vec, x_max );
- light_frustum_planes[1]=Plane( -x_vec, -x_min );
- //top/bottom
- light_frustum_planes[2]=Plane( y_vec, y_max );
- light_frustum_planes[3]=Plane( -y_vec, -y_min );
- //near/far
- light_frustum_planes[4]=Plane( z_vec, z_max+1e6 );
- light_frustum_planes[5]=Plane( -z_vec, -z_min ); // z_min is ok, since casters further than far-light plane are not needed
- int cull_count = p_scenario->octree.cull_convex(light_frustum_planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK);
- // a pre pass will need to be needed to determine the actual z-near to be used
- for (int j=0;j<cull_count;j++) {
- float min,max;
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
- j--;
- }
- instance->transformed_aabb.project_range_in_plane(Plane(z_vec,0),min,max);
- if (max>z_max)
- z_max=max;
- }
- {
- CameraMatrix ortho_camera;
- real_t half_x = (x_max_cam-x_min_cam) * 0.5;
- real_t half_y = (y_max_cam-y_min_cam) * 0.5;
- ortho_camera.set_orthogonal( -half_x, half_x,-half_y,half_y, 0, (z_max-z_min_cam) );
- Transform ortho_transform;
- ortho_transform.basis=p_instance->transform.basis;
- ortho_transform.origin=x_vec*(x_min_cam+half_x)+y_vec*(y_min_cam+half_y)+z_vec*z_max;
- VSG::scene_render->light_instance_set_shadow_transform(light->instance,ortho_camera,ortho_transform,0,distances[i+1],i);
- }
- VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count);
- }
- } break;
- case VS::LIGHT_OMNI: {
- VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base);
- switch(shadow_mode) {
- case VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: {
- for(int i=0;i<2;i++) {
- //using this one ensures that raster deferred will have it
- float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE);
- float z =i==0?-1:1;
- Vector<Plane> planes;
- planes.resize(5);
- planes[0]=p_instance->transform.xform(Plane(Vector3(0,0,z),radius));
- planes[1]=p_instance->transform.xform(Plane(Vector3(1,0,z).normalized(),radius));
- planes[2]=p_instance->transform.xform(Plane(Vector3(-1,0,z).normalized(),radius));
- planes[3]=p_instance->transform.xform(Plane(Vector3(0,1,z).normalized(),radius));
- planes[4]=p_instance->transform.xform(Plane(Vector3(0,-1,z).normalized(),radius));
- int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK);
- for (int j=0;j<cull_count;j++) {
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
- j--;
- }
- }
- VSG::scene_render->light_instance_set_shadow_transform(light->instance,CameraMatrix(),p_instance->transform,radius,0,i);
- VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count);
- }
- } break;
- case VS::LIGHT_OMNI_SHADOW_CUBE: {
- float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE);
- CameraMatrix cm;
- cm.set_perspective(90,1,0.01,radius);
- for(int i=0;i<6;i++) {
- //using this one ensures that raster deferred will have it
- static const Vector3 view_normals[6]={
- Vector3(-1, 0, 0),
- Vector3(+1, 0, 0),
- Vector3( 0,-1, 0),
- Vector3( 0,+1, 0),
- Vector3( 0, 0,-1),
- Vector3( 0, 0,+1)
- };
- static const Vector3 view_up[6]={
- Vector3( 0,-1, 0),
- Vector3( 0,-1, 0),
- Vector3( 0, 0,-1),
- Vector3( 0, 0,+1),
- Vector3( 0,-1, 0),
- Vector3( 0,-1, 0)
- };
- Transform xform = p_instance->transform * Transform().looking_at(view_normals[i],view_up[i]);
- Vector<Plane> planes = cm.get_projection_planes(xform);
- int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK);
- for (int j=0;j<cull_count;j++) {
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
- j--;
- }
- }
- VSG::scene_render->light_instance_set_shadow_transform(light->instance,cm,xform,radius,0,i);
- VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count);
- }
- //restore the regular DP matrix
- VSG::scene_render->light_instance_set_shadow_transform(light->instance,CameraMatrix(),p_instance->transform,radius,0,0);
- } break;
- }
- } break;
- case VS::LIGHT_SPOT: {
- float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE);
- float angle = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_SPOT_ANGLE);
- CameraMatrix cm;
- cm.set_perspective( angle, 1.0, 0.01, radius );
- Vector<Plane> planes = cm.get_projection_planes(p_instance->transform);
- int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK);
- for (int j=0;j<cull_count;j++) {
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
- j--;
- }
- }
- VSG::scene_render->light_instance_set_shadow_transform(light->instance,cm,p_instance->transform,radius,0,0);
- VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,0,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count);
- } break;
- }
- }
- void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewport_size,RID p_shadow_atlas) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- /* STEP 1 - SETUP CAMERA */
- CameraMatrix camera_matrix;
- bool ortho=false;
- switch(camera->type) {
- case Camera::ORTHOGONAL: {
- camera_matrix.set_orthogonal(
- camera->size,
- p_viewport_size.width / (float)p_viewport_size.height,
- camera->znear,
- camera->zfar,
- camera->vaspect
- );
- ortho=true;
- } break;
- case Camera::PERSPECTIVE: {
- camera_matrix.set_perspective(
- camera->fov,
- p_viewport_size.width / (float)p_viewport_size.height,
- camera->znear,
- camera->zfar,
- camera->vaspect
- );
- ortho=false;
- } break;
- }
- _render_scene(camera->transform,camera_matrix,ortho,camera->env,camera->visible_layers,p_scenario,p_shadow_atlas,RID(),-1);
- }
- void VisualServerScene::_render_scene(const Transform p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_orthogonal,RID p_force_environment,uint32_t p_visible_layers, RID p_scenario,RID p_shadow_atlas,RID p_reflection_probe,int p_reflection_probe_pass) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- render_pass++;
- uint32_t camera_layer_mask=p_visible_layers;
- VSG::scene_render->set_scene_pass(render_pass);
- // rasterizer->set_camera(camera->transform, camera_matrix,ortho);
- Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
- Plane near_plane(p_cam_transform.origin,-p_cam_transform.basis.get_axis(2).normalized());
- float z_far = p_cam_projection.get_z_far();
- /* STEP 2 - CULL */
- int cull_count = scenario->octree.cull_convex(planes,instance_cull_result,MAX_INSTANCE_CULL);
- light_cull_count=0;
- reflection_probe_cull_count=0;
- // light_samplers_culled=0;
- /* print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
- print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
- // print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
- print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
- */
- /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */
- // compute portals
- #if 0
- exterior_visited=false;
- exterior_portal_cull_count=0;
- if (room_cull_enabled) {
- for(int i=0;i<cull_count;i++) {
- Instance *ins = instance_cull_result[i];
- ins->last_render_pass=render_pass;
- if (ins->base_type!=INSTANCE_PORTAL)
- continue;
- if (ins->room)
- continue;
- ERR_CONTINUE(exterior_portal_cull_count>=MAX_EXTERIOR_PORTALS);
- exterior_portal_cull_result[exterior_portal_cull_count++]=ins;
- }
- room_cull_count = p_scenario->octree.cull_point(camera->transform.origin,room_cull_result,MAX_ROOM_CULL,NULL,(1<<INSTANCE_ROOM)|(1<<INSTANCE_PORTAL));
- Set<Instance*> current_rooms;
- Set<Instance*> portal_rooms;
- //add to set
- for(int i=0;i<room_cull_count;i++) {
- if (room_cull_result[i]->base_type==INSTANCE_ROOM) {
- current_rooms.insert(room_cull_result[i]);
- }
- if (room_cull_result[i]->base_type==INSTANCE_PORTAL) {
- //assume inside that room if also inside the portal..
- if (room_cull_result[i]->room) {
- portal_rooms.insert(room_cull_result[i]->room);
- }
- SWAP(room_cull_result[i],room_cull_result[room_cull_count-1]);
- room_cull_count--;
- i--;
- }
- }
- //remove from set if it has a parent room or BSP doesn't contain
- for(int i=0;i<room_cull_count;i++) {
- Instance *r = room_cull_result[i];
- //check inside BSP
- Vector3 room_local_point = r->room_info->affine_inverse.xform( camera->transform.origin );
- if (!portal_rooms.has(r) && !r->room_info->room->bounds.point_is_inside(room_local_point)) {
- current_rooms.erase(r);
- continue;
- }
- //check parent
- while (r->room) {// has parent room
- current_rooms.erase(r);
- r=r->room;
- }
- }
- if (current_rooms.size()) {
- //camera is inside a room
- // go through rooms
- for(Set<Instance*>::Element *E=current_rooms.front();E;E=E->next()) {
- _cull_room(camera,E->get());
- }
- } else {
- //start from exterior
- _cull_room(camera,NULL);
- }
- }
- #endif
- /* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
- for(int i=0;i<cull_count;i++) {
- Instance *ins = instance_cull_result[i];
- bool keep=false;
- if ((camera_layer_mask&ins->layer_mask)==0) {
- //failure
- } else if (ins->base_type==VS::INSTANCE_LIGHT && ins->visible) {
- if (ins->visible && light_cull_count<MAX_LIGHTS_CULLED) {
- InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data);
- if (!light->geometries.empty()) {
- //do not add this light if no geometry is affected by it..
- light_cull_result[light_cull_count]=ins;
- light_instance_cull_result[light_cull_count]=light->instance;
- if (p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(ins->base)) {
- VSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
- }
- light_cull_count++;
- }
- }
- } else if (ins->base_type==VS::INSTANCE_REFLECTION_PROBE && ins->visible) {
- if (ins->visible && reflection_probe_cull_count<MAX_REFLECTION_PROBES_CULLED) {
- InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(ins->base_data);
- if (p_reflection_probe!=reflection_probe->instance) {
- //avoid entering The Matrix
- if (!reflection_probe->geometries.empty()) {
- //do not add this light if no geometry is affected by it..
- if (reflection_probe->reflection_dirty || VSG::scene_render->reflection_probe_instance_needs_redraw(reflection_probe->instance)) {
- if (!reflection_probe->update_list.in_list()) {
- reflection_probe->render_step=0;
- reflection_probe_render_list.add(&reflection_probe->update_list);
- }
- reflection_probe->reflection_dirty=false;
- }
- if (VSG::scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) {
- reflection_probe_instance_cull_result[reflection_probe_cull_count]=reflection_probe->instance;
- reflection_probe_cull_count++;
- }
- }
- }
- }
- } else if ((1<<ins->base_type)&VS::INSTANCE_GEOMETRY_MASK && ins->visible && ins->cast_shadows!=VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
- keep=true;
- #if 0
- bool discarded=false;
- if (ins->draw_range_end>0) {
- float d = cull_range.nearp.distance_to(ins->data.transform.origin);
- if (d<0)
- d=0;
- discarded=(d<ins->draw_range_begin || d>=ins->draw_range_end);
- }
- if (!discarded) {
- // test if this geometry should be visible
- if (room_cull_enabled) {
- if (ins->visible_in_all_rooms) {
- keep=true;
- } else if (ins->room) {
- if (ins->room->room_info->last_visited_pass==render_pass)
- keep=true;
- } else if (ins->auto_rooms.size()) {
- for(Set<Instance*>::Element *E=ins->auto_rooms.front();E;E=E->next()) {
- if (E->get()->room_info->last_visited_pass==render_pass) {
- keep=true;
- break;
- }
- }
- } else if(exterior_visited)
- keep=true;
- } else {
- keep=true;
- }
- }
- if (keep) {
- // update cull range
- float min,max;
- ins->transformed_aabb.project_range_in_plane(cull_range.nearp,min,max);
- if (min<cull_range.min)
- cull_range.min=min;
- if (max>cull_range.max)
- cull_range.max=max;
- if (ins->sampled_light && ins->sampled_light->baked_light_sampler_info->last_pass!=render_pass) {
- if (light_samplers_culled<MAX_LIGHT_SAMPLERS) {
- light_sampler_cull_result[light_samplers_culled++]=ins->sampled_light;
- ins->sampled_light->baked_light_sampler_info->last_pass=render_pass;
- }
- }
- }
- #endif
- InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(ins->base_data);
- if (geom->lighting_dirty) {
- int l=0;
- //only called when lights AABB enter/exit this geometry
- ins->light_instances.resize(geom->lighting.size());
- for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
- InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data);
- ins->light_instances[l++]=light->instance;
- }
- geom->lighting_dirty=false;
- }
- if (geom->reflection_dirty) {
- int l=0;
- //only called when reflection probe AABB enter/exit this geometry
- ins->reflection_probe_instances.resize(geom->reflection_probes.size());
- for (List<Instance*>::Element *E=geom->reflection_probes.front();E;E=E->next()) {
- InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(E->get()->base_data);
- ins->reflection_probe_instances[l++]=reflection_probe->instance;
- }
- geom->reflection_dirty=false;
- }
- ins->depth = near_plane.distance_to(ins->transform.origin);
- ins->depth_layer=CLAMP(int(ins->depth*8/z_far),0,7);
- }
- if (!keep) {
- // remove, no reason to keep
- cull_count--;
- SWAP( instance_cull_result[i], instance_cull_result[ cull_count ] );
- i--;
- ins->last_render_pass=0; // make invalid
- } else {
- ins->last_render_pass=render_pass;
- }
- }
- /* STEP 5 - PROCESS LIGHTS */
- RID *directional_light_ptr=&light_instance_cull_result[light_cull_count];
- int directional_light_count=0;
- // directional lights
- {
- Instance** lights_with_shadow = (Instance**)alloca(sizeof(Instance*)*light_cull_count);
- int directional_shadow_count=0;
- for (List<Instance*>::Element *E=scenario->directional_lights.front();E;E=E->next()) {
- if (light_cull_count+directional_light_count>=MAX_LIGHTS_CULLED) {
- break;
- }
- if (!E->get()->visible)
- continue;
- InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data);
- //check shadow..
- if (light && p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(E->get()->base)) {
- lights_with_shadow[directional_shadow_count++]=E->get();
- }
- //add to list
- directional_light_ptr[directional_light_count++]=light->instance;
- }
- VSG::scene_render->set_directional_shadow_count(directional_shadow_count);
- for(int i=0;i<directional_shadow_count;i++) {
- _light_instance_update_shadow(lights_with_shadow[i],p_cam_transform,p_cam_projection,p_cam_orthogonal,p_shadow_atlas,scenario);
- }
- }
- { //setup shadow maps
- //SortArray<Instance*,_InstanceLightsort> sorter;
- //sorter.sort(light_cull_result,light_cull_count);
- for (int i=0;i<light_cull_count;i++) {
- Instance *ins = light_cull_result[i];
- if (!p_shadow_atlas.is_valid() || !VSG::storage->light_has_shadow(ins->base))
- continue;
- InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data);
- float coverage;
- { //compute coverage
- Transform cam_xf = p_cam_transform;
- float zn = p_cam_projection.get_z_near();
- Plane p (cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2) ); //camera near plane
- float vp_w,vp_h; //near plane size in screen coordinates
- p_cam_projection.get_viewport_size(vp_w,vp_h);
- switch(VSG::storage->light_get_type(ins->base)) {
- case VS::LIGHT_OMNI: {
- float radius = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_RANGE);
- //get two points parallel to near plane
- Vector3 points[2]={
- ins->transform.origin,
- ins->transform.origin+cam_xf.basis.get_axis(0)*radius
- };
- if (!p_cam_orthogonal) {
- //if using perspetive, map them to near plane
- for(int j=0;j<2;j++) {
- if (p.distance_to(points[j]) < 0 ) {
- points[j].z=-zn; //small hack to keep size constant when hitting the screen
- }
- p.intersects_segment(cam_xf.origin,points[j],&points[j]); //map to plane
- }
- }
- float screen_diameter = points[0].distance_to(points[1])*2;
- coverage = screen_diameter / (vp_w+vp_h);
- } break;
- case VS::LIGHT_SPOT: {
- float radius = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_RANGE);
- float angle = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_SPOT_ANGLE);
- float w = radius*Math::sin(Math::deg2rad(angle));
- float d = radius*Math::cos(Math::deg2rad(angle));
- Vector3 base = ins->transform.origin-ins->transform.basis.get_axis(2).normalized()*d;
- Vector3 points[2]={
- base,
- base+cam_xf.basis.get_axis(0)*w
- };
- if (!p_cam_orthogonal) {
- //if using perspetive, map them to near plane
- for(int j=0;j<2;j++) {
- if (p.distance_to(points[j]) < 0 ) {
- points[j].z=-zn; //small hack to keep size constant when hitting the screen
- }
- p.intersects_segment(cam_xf.origin,points[j],&points[j]); //map to plane
- }
- }
- float screen_diameter = points[0].distance_to(points[1])*2;
- coverage = screen_diameter / (vp_w+vp_h);
- } break;
- default: {
- ERR_PRINT("Invalid Light Type");
- }
- }
- }
- if (light->shadow_dirty) {
- light->last_version++;
- light->shadow_dirty=false;
- }
- bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas,light->instance,coverage,light->last_version);
- if (redraw) {
- //must redraw!
- _light_instance_update_shadow(ins,p_cam_transform,p_cam_projection,p_cam_orthogonal,p_shadow_atlas,scenario);
- }
- }
- }
- /* ENVIRONMENT */
- RID environment;
- if (p_force_environment.is_valid()) //camera has more environment priority
- environment=p_force_environment;
- else if (scenario->environment.is_valid())
- environment=scenario->environment;
- else
- environment=scenario->fallback_environment;
- #if 0
- /* STEP 6 - SAMPLE BAKED LIGHT */
- bool islinear =false;
- if (environment.is_valid()) {
- islinear = rasterizer->environment_is_fx_enabled(environment,VS::ENV_FX_SRGB);
- }
- for(int i=0;i<light_samplers_culled;i++) {
- _process_sampled_light(camera->transform,light_sampler_cull_result[i],islinear);
- }
- #endif
- /* STEP 7 - PROCESS GEOMETRY AND DRAW SCENE*/
- VSG::scene_render->render_scene(p_cam_transform, p_cam_projection,p_cam_orthogonal,(RasterizerScene::InstanceBase**)instance_cull_result,cull_count,light_instance_cull_result,light_cull_count+directional_light_count,reflection_probe_instance_cull_result,reflection_probe_cull_count,environment,p_shadow_atlas,scenario->reflection_atlas,p_reflection_probe,p_reflection_probe_pass);
- }
- bool VisualServerScene::_render_probe_step(Instance* p_instance,int p_step) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(p_instance->base_data);
- Scenario *scenario = p_instance->scenario;
- ERR_FAIL_COND_V(!scenario,true);
- if (p_step==0) {
- if (!VSG::scene_render->reflection_probe_instance_begin_render(reflection_probe->instance,scenario->reflection_atlas)) {
- return true; //sorry, all full :(
- }
- }
- if (p_step>=0 && p_step<6) {
- static const Vector3 view_normals[6]={
- Vector3(-1, 0, 0),
- Vector3(+1, 0, 0),
- Vector3( 0,-1, 0),
- Vector3( 0,+1, 0),
- Vector3( 0, 0,-1),
- Vector3( 0, 0,+1)
- };
- Vector3 extents = VSG::storage->reflection_probe_get_extents(p_instance->base);
- Vector3 origin_offset = VSG::storage->reflection_probe_get_origin_offset(p_instance->base);
- float max_distance = VSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
- Vector3 edge = view_normals[p_step]*extents;
- float distance = ABS(view_normals[p_step].dot(edge)-view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
- max_distance = MAX(max_distance,distance);
- //render cubemap side
- CameraMatrix cm;
- cm.set_perspective(90,1,0.01,max_distance);
- static const Vector3 view_up[6]={
- Vector3( 0,-1, 0),
- Vector3( 0,-1, 0),
- Vector3( 0, 0,-1),
- Vector3( 0, 0,+1),
- Vector3( 0,-1, 0),
- Vector3( 0,-1, 0)
- };
- Transform local_view;
- local_view.set_look_at(origin_offset,origin_offset+view_normals[p_step],view_up[p_step]);
- Transform xform = p_instance->transform * local_view;
- RID shadow_atlas;
- if (VSG::storage->reflection_probe_renders_shadows(p_instance->base)) {
- shadow_atlas=scenario->reflection_probe_shadow_atlas;
- }
- _render_scene(xform,cm,false,RID(),VSG::storage->reflection_probe_get_cull_mask(p_instance->base),p_instance->scenario->self,shadow_atlas,reflection_probe->instance,p_step);
- } else {
- //do roughness postprocess step until it belives it's done
- return VSG::scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
- }
- return false;
- }
- void VisualServerScene::render_probes() {
- SelfList<InstanceReflectionProbeData> *probe = reflection_probe_render_list.first();
- bool busy=false;
- while(probe) {
- SelfList<InstanceReflectionProbeData> *next=probe->next();
- RID base = probe->self()->owner->base;
- switch(VSG::storage->reflection_probe_get_update_mode(base)) {
- case VS::REFLECTION_PROBE_UPDATE_ONCE: {
- if (busy) //already rendering something
- break;
- bool done = _render_probe_step(probe->self()->owner,probe->self()->render_step);
- if (done) {
- reflection_probe_render_list.remove(probe);
- } else {
- probe->self()->render_step++;
- }
- busy=true; //do not render another one of this kind
- } break;
- case VS::REFLECTION_PROBE_UPDATE_ALWAYS: {
- int step=0;
- bool done=false;
- while(!done) {
- done = _render_probe_step(probe->self()->owner,step);
- step++;
- }
- reflection_probe_render_list.remove(probe);
- } break;
- }
- probe=next;
- }
- }
- void VisualServerScene::_update_dirty_instance(Instance *p_instance) {
- if (p_instance->update_aabb)
- _update_instance_aabb(p_instance);
- if (p_instance->update_materials) {
- if (p_instance->base_type==VS::INSTANCE_MESH) {
- //remove materials no longer used and un-own them
- int new_mat_count = VSG::storage->mesh_get_surface_count(p_instance->base);
- for(int i=p_instance->materials.size()-1;i>=new_mat_count;i--) {
- if (p_instance->materials[i].is_valid()) {
- VSG::storage->material_remove_instance_owner(p_instance->materials[i],p_instance);
- }
- }
- p_instance->materials.resize(new_mat_count);
- int new_morph_count = VSG::storage->mesh_get_morph_target_count(p_instance->base);
- if (new_morph_count!=p_instance->morph_values.size()) {
- p_instance->morph_values.resize(new_morph_count);
- for(int i=0;i<new_morph_count;i++) {
- p_instance->morph_values[i]=0;
- }
- }
- }
- if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data);
- bool can_cast_shadows=true;
- if (p_instance->cast_shadows==VS::SHADOW_CASTING_SETTING_OFF) {
- can_cast_shadows=false;
- } else if (p_instance->material_override.is_valid()) {
- can_cast_shadows=VSG::storage->material_casts_shadows(p_instance->material_override);
- } else {
- if (p_instance->base_type==VS::INSTANCE_MESH) {
- RID mesh=p_instance->base;
- if (mesh.is_valid()) {
- bool cast_shadows=false;
- for(int i=0;i<p_instance->materials.size();i++) {
- RID mat = p_instance->materials[i].is_valid()?p_instance->materials[i]:VSG::storage->mesh_surface_get_material(mesh,i);
- if (!mat.is_valid()) {
- cast_shadows=true;
- break;
- }
- if (VSG::storage->material_casts_shadows(mat)) {
- cast_shadows=true;
- break;
- }
- }
- if (!cast_shadows) {
- can_cast_shadows=false;
- }
- }
- } else if (p_instance->base_type==VS::INSTANCE_MULTIMESH) {
- RID mesh = VSG::storage->multimesh_get_mesh(p_instance->base);
- if (mesh.is_valid()) {
- bool cast_shadows=false;
- int sc = VSG::storage->mesh_get_surface_count(mesh);
- for(int i=0;i<sc;i++) {
- RID mat =VSG::storage->mesh_surface_get_material(mesh,i);
- if (!mat.is_valid()) {
- cast_shadows=true;
- break;
- }
- if (VSG::storage->material_casts_shadows(mat)) {
- cast_shadows=true;
- break;
- }
- }
- if (!cast_shadows) {
- can_cast_shadows=false;
- }
- }
- } else if (p_instance->base_type==VS::INSTANCE_IMMEDIATE) {
- RID mat = VSG::storage->immediate_get_material(p_instance->base);
- if (!mat.is_valid() || VSG::storage->material_casts_shadows(mat)) {
- can_cast_shadows=true;
- } else {
- can_cast_shadows=false;
- }
- }
- }
- if (can_cast_shadows!=geom->can_cast_shadows) {
- //ability to cast shadows change, let lights now
- for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data);
- light->shadow_dirty=true;
- }
- geom->can_cast_shadows=can_cast_shadows;
- }
- }
- }
- _update_instance(p_instance);
- p_instance->update_aabb=false;
- p_instance->update_materials=false;
- _instance_update_list.remove( &p_instance->update_item );
- }
- void VisualServerScene::update_dirty_instances() {
- while(_instance_update_list.first()) {
- _update_dirty_instance( _instance_update_list.first()->self() );
- }
- }
- bool VisualServerScene::free(RID p_rid) {
- if (camera_owner.owns(p_rid)) {
- Camera *camera = camera_owner.get( p_rid );
- camera_owner.free(p_rid);
- memdelete(camera);
- } else if (scenario_owner.owns(p_rid)) {
- Scenario *scenario = scenario_owner.get( p_rid );
- while(scenario->instances.first()) {
- instance_set_scenario(scenario->instances.first()->self()->self,RID());
- }
- VSG::scene_render->free(scenario->reflection_probe_shadow_atlas);
- VSG::scene_render->free(scenario->reflection_atlas);
- scenario_owner.free(p_rid);
- memdelete(scenario);
- } else if (instance_owner.owns(p_rid)) {
- // delete the instance
- update_dirty_instances();
- Instance *instance = instance_owner.get(p_rid);
- instance_set_room(p_rid,RID());
- instance_set_scenario(p_rid,RID());
- instance_set_base(p_rid,RID());
- instance_geometry_set_material_override(p_rid,RID());
- instance_attach_skeleton(p_rid,RID());
- update_dirty_instances(); //in case something changed this
- instance_owner.free(p_rid);
- memdelete(instance);
- } else {
- return false;
- }
- return true;
- }
- VisualServerScene *VisualServerScene::singleton=NULL;
- VisualServerScene::VisualServerScene() {
- render_pass=1;
- singleton=this;
- }
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