renderer_scene_cull.cpp 152 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_cull.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_cull.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "rendering_server_default.h"
  34. #include "rendering_server_globals.h"
  35. #include <new>
  36. /* CAMERA API */
  37. RID RendererSceneCull::camera_allocate() {
  38. return camera_owner.allocate_rid();
  39. }
  40. void RendererSceneCull::camera_initialize(RID p_rid) {
  41. camera_owner.initialize_rid(p_rid);
  42. }
  43. void RendererSceneCull::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
  44. Camera *camera = camera_owner.get_or_null(p_camera);
  45. ERR_FAIL_COND(!camera);
  46. camera->type = Camera::PERSPECTIVE;
  47. camera->fov = p_fovy_degrees;
  48. camera->znear = p_z_near;
  49. camera->zfar = p_z_far;
  50. }
  51. void RendererSceneCull::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
  52. Camera *camera = camera_owner.get_or_null(p_camera);
  53. ERR_FAIL_COND(!camera);
  54. camera->type = Camera::ORTHOGONAL;
  55. camera->size = p_size;
  56. camera->znear = p_z_near;
  57. camera->zfar = p_z_far;
  58. }
  59. void RendererSceneCull::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
  60. Camera *camera = camera_owner.get_or_null(p_camera);
  61. ERR_FAIL_COND(!camera);
  62. camera->type = Camera::FRUSTUM;
  63. camera->size = p_size;
  64. camera->offset = p_offset;
  65. camera->znear = p_z_near;
  66. camera->zfar = p_z_far;
  67. }
  68. void RendererSceneCull::camera_set_transform(RID p_camera, const Transform3D &p_transform) {
  69. Camera *camera = camera_owner.get_or_null(p_camera);
  70. ERR_FAIL_COND(!camera);
  71. camera->transform = p_transform.orthonormalized();
  72. }
  73. void RendererSceneCull::camera_set_cull_mask(RID p_camera, uint32_t p_layers) {
  74. Camera *camera = camera_owner.get_or_null(p_camera);
  75. ERR_FAIL_COND(!camera);
  76. camera->visible_layers = p_layers;
  77. }
  78. void RendererSceneCull::camera_set_environment(RID p_camera, RID p_env) {
  79. Camera *camera = camera_owner.get_or_null(p_camera);
  80. ERR_FAIL_COND(!camera);
  81. camera->env = p_env;
  82. }
  83. void RendererSceneCull::camera_set_camera_effects(RID p_camera, RID p_fx) {
  84. Camera *camera = camera_owner.get_or_null(p_camera);
  85. ERR_FAIL_COND(!camera);
  86. camera->effects = p_fx;
  87. }
  88. void RendererSceneCull::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
  89. Camera *camera = camera_owner.get_or_null(p_camera);
  90. ERR_FAIL_COND(!camera);
  91. camera->vaspect = p_enable;
  92. }
  93. bool RendererSceneCull::is_camera(RID p_camera) const {
  94. return camera_owner.owns(p_camera);
  95. }
  96. /* OCCLUDER API */
  97. RID RendererSceneCull::occluder_allocate() {
  98. return RendererSceneOcclusionCull::get_singleton()->occluder_allocate();
  99. }
  100. void RendererSceneCull::occluder_initialize(RID p_rid) {
  101. RendererSceneOcclusionCull::get_singleton()->occluder_initialize(p_rid);
  102. }
  103. void RendererSceneCull::occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {
  104. RendererSceneOcclusionCull::get_singleton()->occluder_set_mesh(p_occluder, p_vertices, p_indices);
  105. }
  106. /* SCENARIO API */
  107. void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
  108. RendererSceneCull *self = (RendererSceneCull *)singleton;
  109. Instance *A = p_A;
  110. Instance *B = p_B;
  111. //instance indices are designed so greater always contains lesser
  112. if (A->base_type > B->base_type) {
  113. SWAP(A, B); //lesser always first
  114. }
  115. if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  116. InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
  117. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  118. geom->lights.insert(B);
  119. light->geometries.insert(A);
  120. if (geom->can_cast_shadows) {
  121. light->shadow_dirty = true;
  122. }
  123. if (A->scenario && A->array_index >= 0) {
  124. InstanceData &idata = A->scenario->instance_data[A->array_index];
  125. idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
  126. }
  127. if (light->uses_projector) {
  128. geom->projector_count++;
  129. if (geom->projector_count == 1) {
  130. InstanceData &idata = A->scenario->instance_data[A->array_index];
  131. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  132. }
  133. }
  134. if (light->uses_softshadow) {
  135. geom->softshadow_count++;
  136. if (geom->softshadow_count == 1) {
  137. InstanceData &idata = A->scenario->instance_data[A->array_index];
  138. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  139. }
  140. }
  141. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  142. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
  143. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  144. geom->reflection_probes.insert(B);
  145. reflection_probe->geometries.insert(A);
  146. if (A->scenario && A->array_index >= 0) {
  147. InstanceData &idata = A->scenario->instance_data[A->array_index];
  148. idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
  149. }
  150. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  151. InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
  152. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  153. geom->decals.insert(B);
  154. decal->geometries.insert(A);
  155. if (A->scenario && A->array_index >= 0) {
  156. InstanceData &idata = A->scenario->instance_data[A->array_index];
  157. idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
  158. }
  159. } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  160. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
  161. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  162. if (A->dynamic_gi) {
  163. geom->lightmap_captures.insert(A);
  164. lightmap_data->geometries.insert(B);
  165. if (A->scenario && A->array_index >= 0) {
  166. InstanceData &idata = A->scenario->instance_data[A->array_index];
  167. idata.flags |= InstanceData::FLAG_LIGHTMAP_CAPTURE;
  168. }
  169. ((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
  170. }
  171. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_VOXEL_GI) && B->base_type == RS::INSTANCE_VOXEL_GI && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  172. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  173. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  174. geom->voxel_gi_instances.insert(B);
  175. if (A->dynamic_gi) {
  176. voxel_gi->dynamic_geometries.insert(A);
  177. } else {
  178. voxel_gi->geometries.insert(A);
  179. }
  180. if (A->scenario && A->array_index >= 0) {
  181. InstanceData &idata = A->scenario->instance_data[A->array_index];
  182. idata.flags |= InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY;
  183. }
  184. } else if (B->base_type == RS::INSTANCE_VOXEL_GI && A->base_type == RS::INSTANCE_LIGHT) {
  185. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  186. voxel_gi->lights.insert(A);
  187. } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
  188. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
  189. RSG::storage->particles_add_collision(A->base, collision->instance);
  190. }
  191. }
  192. void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
  193. RendererSceneCull *self = (RendererSceneCull *)singleton;
  194. Instance *A = p_A;
  195. Instance *B = p_B;
  196. //instance indices are designed so greater always contains lesser
  197. if (A->base_type > B->base_type) {
  198. SWAP(A, B); //lesser always first
  199. }
  200. if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  201. InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
  202. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  203. geom->lights.erase(B);
  204. light->geometries.erase(A);
  205. if (geom->can_cast_shadows) {
  206. light->shadow_dirty = true;
  207. }
  208. if (A->scenario && A->array_index >= 0) {
  209. InstanceData &idata = A->scenario->instance_data[A->array_index];
  210. idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
  211. }
  212. if (light->uses_projector) {
  213. #ifdef DEBUG_ENABLED
  214. if (geom->projector_count == 0) {
  215. ERR_PRINT("geom->projector_count==0 - BUG!");
  216. }
  217. #endif
  218. geom->projector_count--;
  219. if (geom->projector_count == 0) {
  220. InstanceData &idata = A->scenario->instance_data[A->array_index];
  221. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  222. }
  223. }
  224. if (light->uses_softshadow) {
  225. #ifdef DEBUG_ENABLED
  226. if (geom->softshadow_count == 0) {
  227. ERR_PRINT("geom->softshadow_count==0 - BUG!");
  228. }
  229. #endif
  230. geom->softshadow_count--;
  231. if (geom->softshadow_count == 0) {
  232. InstanceData &idata = A->scenario->instance_data[A->array_index];
  233. idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
  234. }
  235. }
  236. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  237. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
  238. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  239. geom->reflection_probes.erase(B);
  240. reflection_probe->geometries.erase(A);
  241. if (A->scenario && A->array_index >= 0) {
  242. InstanceData &idata = A->scenario->instance_data[A->array_index];
  243. idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
  244. }
  245. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  246. InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
  247. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  248. geom->decals.erase(B);
  249. decal->geometries.erase(A);
  250. if (A->scenario && A->array_index >= 0) {
  251. InstanceData &idata = A->scenario->instance_data[A->array_index];
  252. idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
  253. }
  254. } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  255. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
  256. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  257. if (A->dynamic_gi) {
  258. geom->lightmap_captures.erase(B);
  259. if (geom->lightmap_captures.is_empty() && A->scenario && A->array_index >= 0) {
  260. InstanceData &idata = A->scenario->instance_data[A->array_index];
  261. idata.flags &= ~uint32_t(InstanceData::FLAG_LIGHTMAP_CAPTURE);
  262. }
  263. lightmap_data->geometries.erase(A);
  264. ((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
  265. }
  266. } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_VOXEL_GI) && B->base_type == RS::INSTANCE_VOXEL_GI && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
  267. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  268. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
  269. geom->voxel_gi_instances.erase(B);
  270. if (A->dynamic_gi) {
  271. voxel_gi->dynamic_geometries.erase(A);
  272. } else {
  273. voxel_gi->geometries.erase(A);
  274. }
  275. if (A->scenario && A->array_index >= 0) {
  276. InstanceData &idata = A->scenario->instance_data[A->array_index];
  277. idata.flags |= InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY;
  278. }
  279. } else if (B->base_type == RS::INSTANCE_VOXEL_GI && A->base_type == RS::INSTANCE_LIGHT) {
  280. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(B->base_data);
  281. voxel_gi->lights.erase(A);
  282. } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
  283. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
  284. RSG::storage->particles_remove_collision(A->base, collision->instance);
  285. }
  286. }
  287. RID RendererSceneCull::scenario_allocate() {
  288. return scenario_owner.allocate_rid();
  289. }
  290. void RendererSceneCull::scenario_initialize(RID p_rid) {
  291. scenario_owner.initialize_rid(p_rid);
  292. Scenario *scenario = scenario_owner.get_or_null(p_rid);
  293. scenario->self = p_rid;
  294. scenario->reflection_probe_shadow_atlas = scene_render->shadow_atlas_create();
  295. scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
  296. scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
  297. scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
  298. scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
  299. scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
  300. scenario->reflection_atlas = scene_render->reflection_atlas_create();
  301. scenario->instance_aabbs.set_page_pool(&instance_aabb_page_pool);
  302. scenario->instance_data.set_page_pool(&instance_data_page_pool);
  303. scenario->instance_visibility.set_page_pool(&instance_visibility_data_page_pool);
  304. RendererSceneOcclusionCull::get_singleton()->add_scenario(p_rid);
  305. }
  306. void RendererSceneCull::scenario_set_environment(RID p_scenario, RID p_environment) {
  307. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  308. ERR_FAIL_COND(!scenario);
  309. scenario->environment = p_environment;
  310. }
  311. void RendererSceneCull::scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) {
  312. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  313. ERR_FAIL_COND(!scenario);
  314. scenario->camera_effects = p_camera_effects;
  315. }
  316. void RendererSceneCull::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
  317. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  318. ERR_FAIL_COND(!scenario);
  319. scenario->fallback_environment = p_environment;
  320. }
  321. void RendererSceneCull::scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) {
  322. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  323. ERR_FAIL_COND(!scenario);
  324. scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_reflection_size, p_reflection_count);
  325. }
  326. bool RendererSceneCull::is_scenario(RID p_scenario) const {
  327. return scenario_owner.owns(p_scenario);
  328. }
  329. RID RendererSceneCull::scenario_get_environment(RID p_scenario) {
  330. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  331. ERR_FAIL_COND_V(!scenario, RID());
  332. return scenario->environment;
  333. }
  334. void RendererSceneCull::scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport) {
  335. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  336. ERR_FAIL_COND(!scenario);
  337. if (!scenario->viewport_visibility_masks.has(p_viewport)) {
  338. return;
  339. }
  340. uint64_t mask = scenario->viewport_visibility_masks[p_viewport];
  341. scenario->used_viewport_visibility_bits &= ~mask;
  342. scenario->viewport_visibility_masks.erase(p_viewport);
  343. }
  344. void RendererSceneCull::scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport) {
  345. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  346. ERR_FAIL_COND(!scenario);
  347. ERR_FAIL_COND(scenario->viewport_visibility_masks.has(p_viewport));
  348. uint64_t new_mask = 1;
  349. while (new_mask & scenario->used_viewport_visibility_bits) {
  350. new_mask <<= 1;
  351. }
  352. if (new_mask == 0) {
  353. ERR_PRINT("Only 64 viewports per scenario allowed when using visibility ranges.");
  354. new_mask = ((uint64_t)1) << 63;
  355. }
  356. scenario->viewport_visibility_masks[p_viewport] = new_mask;
  357. scenario->used_viewport_visibility_bits |= new_mask;
  358. }
  359. /* INSTANCING API */
  360. void RendererSceneCull::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies) {
  361. if (p_update_aabb) {
  362. p_instance->update_aabb = true;
  363. }
  364. if (p_update_dependencies) {
  365. p_instance->update_dependencies = true;
  366. }
  367. if (p_instance->update_item.in_list()) {
  368. return;
  369. }
  370. _instance_update_list.add(&p_instance->update_item);
  371. }
  372. RID RendererSceneCull::instance_allocate() {
  373. return instance_owner.allocate_rid();
  374. }
  375. void RendererSceneCull::instance_initialize(RID p_rid) {
  376. instance_owner.initialize_rid(p_rid);
  377. Instance *instance = instance_owner.get_or_null(p_rid);
  378. instance->self = p_rid;
  379. }
  380. void RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
  381. bool needs_instance = RSG::storage->mesh_needs_instance(p_instance->base, p_instance->skeleton.is_valid());
  382. if (needs_instance != p_instance->mesh_instance.is_valid()) {
  383. if (needs_instance) {
  384. p_instance->mesh_instance = RSG::storage->mesh_instance_create(p_instance->base);
  385. } else {
  386. RSG::storage->free(p_instance->mesh_instance);
  387. p_instance->mesh_instance = RID();
  388. }
  389. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  390. scene_render->geometry_instance_set_mesh_instance(geom->geometry_instance, p_instance->mesh_instance);
  391. if (p_instance->scenario && p_instance->array_index >= 0) {
  392. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  393. if (p_instance->mesh_instance.is_valid()) {
  394. idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
  395. } else {
  396. idata.flags &= ~uint32_t(InstanceData::FLAG_USES_MESH_INSTANCE);
  397. }
  398. }
  399. }
  400. if (p_instance->mesh_instance.is_valid()) {
  401. RSG::storage->mesh_instance_set_skeleton(p_instance->mesh_instance, p_instance->skeleton);
  402. }
  403. }
  404. void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
  405. Instance *instance = instance_owner.get_or_null(p_instance);
  406. ERR_FAIL_COND(!instance);
  407. Scenario *scenario = instance->scenario;
  408. if (instance->base_type != RS::INSTANCE_NONE) {
  409. //free anything related to that base
  410. if (scenario && instance->indexer_id.is_valid()) {
  411. _unpair_instance(instance);
  412. }
  413. if (instance->mesh_instance.is_valid()) {
  414. RSG::storage->free(instance->mesh_instance);
  415. instance->mesh_instance = RID();
  416. // no need to set instance data flag here, as it was freed above
  417. }
  418. switch (instance->base_type) {
  419. case RS::INSTANCE_MESH:
  420. case RS::INSTANCE_MULTIMESH:
  421. case RS::INSTANCE_PARTICLES: {
  422. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  423. scene_render->geometry_instance_free(geom->geometry_instance);
  424. } break;
  425. case RS::INSTANCE_LIGHT: {
  426. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  427. if (scenario && instance->visible && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  428. scenario->dynamic_lights.erase(light->instance);
  429. }
  430. #ifdef DEBUG_ENABLED
  431. if (light->geometries.size()) {
  432. ERR_PRINT("BUG, indexing did not unpair geometries from light.");
  433. }
  434. #endif
  435. if (scenario && light->D) {
  436. scenario->directional_lights.erase(light->D);
  437. light->D = nullptr;
  438. }
  439. scene_render->free(light->instance);
  440. } break;
  441. case RS::INSTANCE_PARTICLES_COLLISION: {
  442. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
  443. RSG::storage->free(collision->instance);
  444. } break;
  445. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  446. //none
  447. } break;
  448. case RS::INSTANCE_REFLECTION_PROBE: {
  449. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
  450. scene_render->free(reflection_probe->instance);
  451. if (reflection_probe->update_list.in_list()) {
  452. reflection_probe_render_list.remove(&reflection_probe->update_list);
  453. }
  454. } break;
  455. case RS::INSTANCE_DECAL: {
  456. InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
  457. scene_render->free(decal->instance);
  458. } break;
  459. case RS::INSTANCE_LIGHTMAP: {
  460. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(instance->base_data);
  461. //erase dependencies, since no longer a lightmap
  462. while (lightmap_data->users.front()) {
  463. instance_geometry_set_lightmap(lightmap_data->users.front()->get()->self, RID(), Rect2(), 0);
  464. }
  465. scene_render->free(lightmap_data->instance);
  466. } break;
  467. case RS::INSTANCE_VOXEL_GI: {
  468. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  469. #ifdef DEBUG_ENABLED
  470. if (voxel_gi->geometries.size()) {
  471. ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
  472. }
  473. #endif
  474. #ifdef DEBUG_ENABLED
  475. if (voxel_gi->lights.size()) {
  476. ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
  477. }
  478. #endif
  479. if (voxel_gi->update_element.in_list()) {
  480. voxel_gi_update_list.remove(&voxel_gi->update_element);
  481. }
  482. scene_render->free(voxel_gi->probe_instance);
  483. } break;
  484. case RS::INSTANCE_OCCLUDER: {
  485. if (scenario && instance->visible) {
  486. RendererSceneOcclusionCull::get_singleton()->scenario_remove_instance(instance->scenario->self, p_instance);
  487. }
  488. } break;
  489. default: {
  490. }
  491. }
  492. if (instance->base_data) {
  493. memdelete(instance->base_data);
  494. instance->base_data = nullptr;
  495. }
  496. instance->materials.clear();
  497. }
  498. instance->base_type = RS::INSTANCE_NONE;
  499. instance->base = RID();
  500. if (p_base.is_valid()) {
  501. instance->base_type = RSG::storage->get_base_type(p_base);
  502. if (instance->base_type == RS::INSTANCE_NONE && RendererSceneOcclusionCull::get_singleton()->is_occluder(p_base)) {
  503. instance->base_type = RS::INSTANCE_OCCLUDER;
  504. }
  505. ERR_FAIL_COND(instance->base_type == RS::INSTANCE_NONE);
  506. switch (instance->base_type) {
  507. case RS::INSTANCE_LIGHT: {
  508. InstanceLightData *light = memnew(InstanceLightData);
  509. if (scenario && RSG::storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
  510. light->D = scenario->directional_lights.push_back(instance);
  511. }
  512. light->instance = scene_render->light_instance_create(p_base);
  513. instance->base_data = light;
  514. } break;
  515. case RS::INSTANCE_MESH:
  516. case RS::INSTANCE_MULTIMESH:
  517. case RS::INSTANCE_PARTICLES: {
  518. InstanceGeometryData *geom = memnew(InstanceGeometryData);
  519. instance->base_data = geom;
  520. geom->geometry_instance = scene_render->geometry_instance_create(p_base);
  521. scene_render->geometry_instance_set_skeleton(geom->geometry_instance, instance->skeleton);
  522. scene_render->geometry_instance_set_material_override(geom->geometry_instance, instance->material_override);
  523. scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, instance->materials);
  524. scene_render->geometry_instance_set_transform(geom->geometry_instance, instance->transform, instance->aabb, instance->transformed_aabb);
  525. scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, instance->layer_mask);
  526. scene_render->geometry_instance_set_lod_bias(geom->geometry_instance, instance->lod_bias);
  527. scene_render->geometry_instance_set_use_baked_light(geom->geometry_instance, instance->baked_light);
  528. scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, instance->dynamic_gi);
  529. scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  530. scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, RID(), instance->lightmap_uv_scale, instance->lightmap_slice_index);
  531. if (instance->lightmap_sh.size() == 9) {
  532. scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, instance->lightmap_sh.ptr());
  533. }
  534. for (Set<Instance *>::Element *E = instance->visibility_dependencies.front(); E; E = E->next()) {
  535. Instance *dep_instance = E->get();
  536. ERR_CONTINUE(dep_instance->array_index == -1);
  537. ERR_CONTINUE(dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index != -1);
  538. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = instance->array_index;
  539. }
  540. } break;
  541. case RS::INSTANCE_PARTICLES_COLLISION: {
  542. InstanceParticlesCollisionData *collision = memnew(InstanceParticlesCollisionData);
  543. collision->instance = RSG::storage->particles_collision_instance_create(p_base);
  544. RSG::storage->particles_collision_instance_set_active(collision->instance, instance->visible);
  545. instance->base_data = collision;
  546. } break;
  547. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  548. InstanceVisibilityNotifierData *vnd = memnew(InstanceVisibilityNotifierData);
  549. vnd->base = p_base;
  550. instance->base_data = vnd;
  551. } break;
  552. case RS::INSTANCE_REFLECTION_PROBE: {
  553. InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
  554. reflection_probe->owner = instance;
  555. instance->base_data = reflection_probe;
  556. reflection_probe->instance = scene_render->reflection_probe_instance_create(p_base);
  557. } break;
  558. case RS::INSTANCE_DECAL: {
  559. InstanceDecalData *decal = memnew(InstanceDecalData);
  560. decal->owner = instance;
  561. instance->base_data = decal;
  562. decal->instance = scene_render->decal_instance_create(p_base);
  563. } break;
  564. case RS::INSTANCE_LIGHTMAP: {
  565. InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
  566. instance->base_data = lightmap_data;
  567. lightmap_data->instance = scene_render->lightmap_instance_create(p_base);
  568. } break;
  569. case RS::INSTANCE_VOXEL_GI: {
  570. InstanceVoxelGIData *voxel_gi = memnew(InstanceVoxelGIData);
  571. instance->base_data = voxel_gi;
  572. voxel_gi->owner = instance;
  573. if (scenario && !voxel_gi->update_element.in_list()) {
  574. voxel_gi_update_list.add(&voxel_gi->update_element);
  575. }
  576. voxel_gi->probe_instance = scene_render->voxel_gi_instance_create(p_base);
  577. } break;
  578. case RS::INSTANCE_OCCLUDER: {
  579. if (scenario) {
  580. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(scenario->self, p_instance, p_base, instance->transform, instance->visible);
  581. }
  582. } break;
  583. default: {
  584. }
  585. }
  586. instance->base = p_base;
  587. if (instance->base_type == RS::INSTANCE_MESH) {
  588. _instance_update_mesh_instance(instance);
  589. }
  590. //forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
  591. RSG::storage->base_update_dependency(p_base, &instance->dependency_tracker);
  592. }
  593. _instance_queue_update(instance, true, true);
  594. }
  595. void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
  596. Instance *instance = instance_owner.get_or_null(p_instance);
  597. ERR_FAIL_COND(!instance);
  598. if (instance->scenario) {
  599. instance->scenario->instances.remove(&instance->scenario_item);
  600. if (instance->indexer_id.is_valid()) {
  601. _unpair_instance(instance);
  602. }
  603. switch (instance->base_type) {
  604. case RS::INSTANCE_LIGHT: {
  605. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  606. #ifdef DEBUG_ENABLED
  607. if (light->geometries.size()) {
  608. ERR_PRINT("BUG, indexing did not unpair geometries from light.");
  609. }
  610. #endif
  611. if (light->D) {
  612. instance->scenario->directional_lights.erase(light->D);
  613. light->D = nullptr;
  614. }
  615. } break;
  616. case RS::INSTANCE_REFLECTION_PROBE: {
  617. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
  618. scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
  619. } break;
  620. case RS::INSTANCE_PARTICLES_COLLISION: {
  621. heightfield_particle_colliders_update_list.erase(instance);
  622. } break;
  623. case RS::INSTANCE_VOXEL_GI: {
  624. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  625. #ifdef DEBUG_ENABLED
  626. if (voxel_gi->geometries.size()) {
  627. ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
  628. }
  629. #endif
  630. #ifdef DEBUG_ENABLED
  631. if (voxel_gi->lights.size()) {
  632. ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
  633. }
  634. #endif
  635. if (voxel_gi->update_element.in_list()) {
  636. voxel_gi_update_list.remove(&voxel_gi->update_element);
  637. }
  638. } break;
  639. case RS::INSTANCE_OCCLUDER: {
  640. if (instance->visible) {
  641. RendererSceneOcclusionCull::get_singleton()->scenario_remove_instance(instance->scenario->self, p_instance);
  642. }
  643. } break;
  644. default: {
  645. }
  646. }
  647. instance->scenario = nullptr;
  648. }
  649. if (p_scenario.is_valid()) {
  650. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  651. ERR_FAIL_COND(!scenario);
  652. instance->scenario = scenario;
  653. scenario->instances.add(&instance->scenario_item);
  654. switch (instance->base_type) {
  655. case RS::INSTANCE_LIGHT: {
  656. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  657. if (RSG::storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
  658. light->D = scenario->directional_lights.push_back(instance);
  659. }
  660. } break;
  661. case RS::INSTANCE_VOXEL_GI: {
  662. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
  663. if (!voxel_gi->update_element.in_list()) {
  664. voxel_gi_update_list.add(&voxel_gi->update_element);
  665. }
  666. } break;
  667. case RS::INSTANCE_OCCLUDER: {
  668. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(scenario->self, p_instance, instance->base, instance->transform, instance->visible);
  669. } break;
  670. default: {
  671. }
  672. }
  673. _instance_queue_update(instance, true, true);
  674. }
  675. }
  676. void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
  677. Instance *instance = instance_owner.get_or_null(p_instance);
  678. ERR_FAIL_COND(!instance);
  679. instance->layer_mask = p_mask;
  680. if (instance->scenario && instance->array_index >= 0) {
  681. instance->scenario->instance_data[instance->array_index].layer_mask = p_mask;
  682. }
  683. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  684. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  685. scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, p_mask);
  686. }
  687. }
  688. void RendererSceneCull::instance_geometry_set_transparency(RID p_instance, float p_transparency) {
  689. Instance *instance = instance_owner.get_or_null(p_instance);
  690. ERR_FAIL_COND(!instance);
  691. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  692. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  693. scene_render->geometry_instance_set_transparency(geom->geometry_instance, p_transparency);
  694. }
  695. }
  696. void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  697. Instance *instance = instance_owner.get_or_null(p_instance);
  698. ERR_FAIL_COND(!instance);
  699. if (instance->transform == p_transform) {
  700. return; //must be checked to avoid worst evil
  701. }
  702. #ifdef DEBUG_ENABLED
  703. for (int i = 0; i < 4; i++) {
  704. const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin;
  705. ERR_FAIL_COND(Math::is_inf(v.x));
  706. ERR_FAIL_COND(Math::is_nan(v.x));
  707. ERR_FAIL_COND(Math::is_inf(v.y));
  708. ERR_FAIL_COND(Math::is_nan(v.y));
  709. ERR_FAIL_COND(Math::is_inf(v.z));
  710. ERR_FAIL_COND(Math::is_nan(v.z));
  711. }
  712. #endif
  713. instance->transform = p_transform;
  714. _instance_queue_update(instance, true);
  715. }
  716. void RendererSceneCull::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
  717. Instance *instance = instance_owner.get_or_null(p_instance);
  718. ERR_FAIL_COND(!instance);
  719. instance->object_id = p_id;
  720. }
  721. void RendererSceneCull::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
  722. Instance *instance = instance_owner.get_or_null(p_instance);
  723. ERR_FAIL_COND(!instance);
  724. if (instance->update_item.in_list()) {
  725. _update_dirty_instance(instance);
  726. }
  727. if (instance->mesh_instance.is_valid()) {
  728. RSG::storage->mesh_instance_set_blend_shape_weight(instance->mesh_instance, p_shape, p_weight);
  729. }
  730. }
  731. void RendererSceneCull::instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) {
  732. Instance *instance = instance_owner.get_or_null(p_instance);
  733. ERR_FAIL_COND(!instance);
  734. if (instance->base_type == RS::INSTANCE_MESH) {
  735. //may not have been updated yet, may also have not been set yet. When updated will be correcte, worst case
  736. instance->materials.resize(MAX(p_surface + 1, RSG::storage->mesh_get_surface_count(instance->base)));
  737. }
  738. ERR_FAIL_INDEX(p_surface, instance->materials.size());
  739. instance->materials.write[p_surface] = p_material;
  740. _instance_queue_update(instance, false, true);
  741. }
  742. void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
  743. Instance *instance = instance_owner.get_or_null(p_instance);
  744. ERR_FAIL_COND(!instance);
  745. if (instance->visible == p_visible) {
  746. return;
  747. }
  748. instance->visible = p_visible;
  749. if (p_visible) {
  750. if (instance->scenario != nullptr) {
  751. _instance_queue_update(instance, true, false);
  752. }
  753. } else if (instance->indexer_id.is_valid()) {
  754. _unpair_instance(instance);
  755. }
  756. if (instance->base_type == RS::INSTANCE_LIGHT) {
  757. InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
  758. if (instance->scenario && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  759. if (p_visible) {
  760. instance->scenario->dynamic_lights.push_back(light->instance);
  761. } else {
  762. instance->scenario->dynamic_lights.erase(light->instance);
  763. }
  764. }
  765. }
  766. if (instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  767. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
  768. RSG::storage->particles_collision_instance_set_active(collision->instance, p_visible);
  769. }
  770. if (instance->base_type == RS::INSTANCE_OCCLUDER) {
  771. if (instance->scenario) {
  772. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(instance->scenario->self, p_instance, instance->base, instance->transform, p_visible);
  773. }
  774. }
  775. }
  776. inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
  777. return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES;
  778. }
  779. void RendererSceneCull::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
  780. Instance *instance = instance_owner.get_or_null(p_instance);
  781. ERR_FAIL_COND(!instance);
  782. ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
  783. if (p_aabb != AABB()) {
  784. // Set custom AABB
  785. if (instance->custom_aabb == nullptr) {
  786. instance->custom_aabb = memnew(AABB);
  787. }
  788. *instance->custom_aabb = p_aabb;
  789. } else {
  790. // Clear custom AABB
  791. if (instance->custom_aabb != nullptr) {
  792. memdelete(instance->custom_aabb);
  793. instance->custom_aabb = nullptr;
  794. }
  795. }
  796. if (instance->scenario) {
  797. _instance_queue_update(instance, true, false);
  798. }
  799. }
  800. void RendererSceneCull::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
  801. Instance *instance = instance_owner.get_or_null(p_instance);
  802. ERR_FAIL_COND(!instance);
  803. if (instance->skeleton == p_skeleton) {
  804. return;
  805. }
  806. instance->skeleton = p_skeleton;
  807. if (p_skeleton.is_valid()) {
  808. //update the dependency now, so if cleared, we remove it
  809. RSG::storage->skeleton_update_dependency(p_skeleton, &instance->dependency_tracker);
  810. }
  811. _instance_queue_update(instance, true, true);
  812. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  813. _instance_update_mesh_instance(instance);
  814. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  815. scene_render->geometry_instance_set_skeleton(geom->geometry_instance, p_skeleton);
  816. }
  817. }
  818. void RendererSceneCull::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
  819. Instance *instance = instance_owner.get_or_null(p_instance);
  820. ERR_FAIL_COND(!instance);
  821. instance->extra_margin = p_margin;
  822. _instance_queue_update(instance, true, false);
  823. }
  824. Vector<ObjectID> RendererSceneCull::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
  825. Vector<ObjectID> instances;
  826. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  827. ERR_FAIL_COND_V(!scenario, instances);
  828. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  829. struct CullAABB {
  830. Vector<ObjectID> instances;
  831. _FORCE_INLINE_ bool operator()(void *p_data) {
  832. Instance *p_instance = (Instance *)p_data;
  833. if (!p_instance->object_id.is_null()) {
  834. instances.push_back(p_instance->object_id);
  835. }
  836. return false;
  837. }
  838. };
  839. CullAABB cull_aabb;
  840. scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(p_aabb, cull_aabb);
  841. scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(p_aabb, cull_aabb);
  842. return cull_aabb.instances;
  843. }
  844. Vector<ObjectID> RendererSceneCull::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
  845. Vector<ObjectID> instances;
  846. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  847. ERR_FAIL_COND_V(!scenario, instances);
  848. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  849. struct CullRay {
  850. Vector<ObjectID> instances;
  851. _FORCE_INLINE_ bool operator()(void *p_data) {
  852. Instance *p_instance = (Instance *)p_data;
  853. if (!p_instance->object_id.is_null()) {
  854. instances.push_back(p_instance->object_id);
  855. }
  856. return false;
  857. }
  858. };
  859. CullRay cull_ray;
  860. scenario->indexers[Scenario::INDEXER_GEOMETRY].ray_query(p_from, p_to, cull_ray);
  861. scenario->indexers[Scenario::INDEXER_VOLUMES].ray_query(p_from, p_to, cull_ray);
  862. return cull_ray.instances;
  863. }
  864. Vector<ObjectID> RendererSceneCull::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
  865. Vector<ObjectID> instances;
  866. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  867. ERR_FAIL_COND_V(!scenario, instances);
  868. const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
  869. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&p_convex[0], p_convex.size());
  870. struct CullConvex {
  871. Vector<ObjectID> instances;
  872. _FORCE_INLINE_ bool operator()(void *p_data) {
  873. Instance *p_instance = (Instance *)p_data;
  874. if (!p_instance->object_id.is_null()) {
  875. instances.push_back(p_instance->object_id);
  876. }
  877. return false;
  878. }
  879. };
  880. CullConvex cull_convex;
  881. scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
  882. scenario->indexers[Scenario::INDEXER_VOLUMES].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
  883. return cull_convex.instances;
  884. }
  885. void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) {
  886. Instance *instance = instance_owner.get_or_null(p_instance);
  887. ERR_FAIL_COND(!instance);
  888. //ERR_FAIL_COND(((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK));
  889. switch (p_flags) {
  890. case RS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
  891. instance->baked_light = p_enabled;
  892. if (instance->scenario && instance->array_index >= 0) {
  893. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  894. if (instance->baked_light) {
  895. idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
  896. } else {
  897. idata.flags &= ~uint32_t(InstanceData::FLAG_USES_BAKED_LIGHT);
  898. }
  899. }
  900. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  901. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  902. scene_render->geometry_instance_set_use_baked_light(geom->geometry_instance, p_enabled);
  903. }
  904. } break;
  905. case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
  906. if (p_enabled == instance->dynamic_gi) {
  907. //bye, redundant
  908. return;
  909. }
  910. if (instance->indexer_id.is_valid()) {
  911. _unpair_instance(instance);
  912. _instance_queue_update(instance, true, true);
  913. }
  914. //once out of octree, can be changed
  915. instance->dynamic_gi = p_enabled;
  916. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  917. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  918. scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, p_enabled);
  919. }
  920. } break;
  921. case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
  922. instance->redraw_if_visible = p_enabled;
  923. if (instance->scenario && instance->array_index >= 0) {
  924. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  925. if (instance->redraw_if_visible) {
  926. idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
  927. } else {
  928. idata.flags &= ~uint32_t(InstanceData::FLAG_REDRAW_IF_VISIBLE);
  929. }
  930. }
  931. } break;
  932. case RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING: {
  933. instance->ignore_occlusion_culling = p_enabled;
  934. if (instance->scenario && instance->array_index >= 0) {
  935. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  936. if (instance->ignore_occlusion_culling) {
  937. idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
  938. } else {
  939. idata.flags &= ~uint32_t(InstanceData::FLAG_IGNORE_OCCLUSION_CULLING);
  940. }
  941. }
  942. } break;
  943. default: {
  944. }
  945. }
  946. }
  947. void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) {
  948. Instance *instance = instance_owner.get_or_null(p_instance);
  949. ERR_FAIL_COND(!instance);
  950. instance->cast_shadows = p_shadow_casting_setting;
  951. if (instance->scenario && instance->array_index >= 0) {
  952. InstanceData &idata = instance->scenario->instance_data[instance->array_index];
  953. if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  954. idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
  955. } else {
  956. idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS);
  957. }
  958. if (instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  959. idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
  960. } else {
  961. idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS_ONLY);
  962. }
  963. }
  964. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  965. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  966. scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  967. }
  968. _instance_queue_update(instance, false, true);
  969. }
  970. void RendererSceneCull::instance_geometry_set_material_override(RID p_instance, RID p_material) {
  971. Instance *instance = instance_owner.get_or_null(p_instance);
  972. ERR_FAIL_COND(!instance);
  973. instance->material_override = p_material;
  974. _instance_queue_update(instance, false, true);
  975. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  976. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  977. scene_render->geometry_instance_set_material_override(geom->geometry_instance, p_material);
  978. }
  979. }
  980. void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) {
  981. Instance *instance = instance_owner.get_or_null(p_instance);
  982. ERR_FAIL_COND(!instance);
  983. instance->visibility_range_begin = p_min;
  984. instance->visibility_range_end = p_max;
  985. instance->visibility_range_begin_margin = p_min_margin;
  986. instance->visibility_range_end_margin = p_max_margin;
  987. instance->visibility_range_fade_mode = p_fade_mode;
  988. _update_instance_visibility_dependencies(instance);
  989. if (instance->scenario && instance->visibility_index != -1) {
  990. InstanceVisibilityData &vd = instance->scenario->instance_visibility[instance->visibility_index];
  991. vd.range_begin = instance->visibility_range_begin;
  992. vd.range_end = instance->visibility_range_end;
  993. vd.range_begin_margin = instance->visibility_range_begin_margin;
  994. vd.range_end_margin = instance->visibility_range_end_margin;
  995. vd.fade_mode = p_fade_mode;
  996. }
  997. }
  998. void RendererSceneCull::instance_set_visibility_parent(RID p_instance, RID p_parent_instance) {
  999. Instance *instance = instance_owner.get_or_null(p_instance);
  1000. ERR_FAIL_COND(!instance);
  1001. Instance *old_parent = instance->visibility_parent;
  1002. if (old_parent) {
  1003. old_parent->visibility_dependencies.erase(instance);
  1004. instance->visibility_parent = nullptr;
  1005. _update_instance_visibility_depth(old_parent);
  1006. }
  1007. Instance *parent = instance_owner.get_or_null(p_parent_instance);
  1008. ERR_FAIL_COND(p_parent_instance.is_valid() && !parent);
  1009. if (parent) {
  1010. parent->visibility_dependencies.insert(instance);
  1011. instance->visibility_parent = parent;
  1012. bool cycle_detected = _update_instance_visibility_depth(parent);
  1013. if (cycle_detected) {
  1014. ERR_PRINT("Cycle detected in the visibility dependencies tree. The latest change to visibility_parent will have no effect.");
  1015. parent->visibility_dependencies.erase(instance);
  1016. instance->visibility_parent = nullptr;
  1017. }
  1018. }
  1019. _update_instance_visibility_dependencies(instance);
  1020. }
  1021. bool RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance) {
  1022. bool cycle_detected = false;
  1023. Set<Instance *> traversed_nodes;
  1024. {
  1025. Instance *instance = p_instance;
  1026. while (instance) {
  1027. if (!instance->visibility_dependencies.is_empty()) {
  1028. uint32_t depth = 0;
  1029. for (Set<Instance *>::Element *E = instance->visibility_dependencies.front(); E; E = E->next()) {
  1030. depth = MAX(depth, E->get()->visibility_dependencies_depth);
  1031. }
  1032. instance->visibility_dependencies_depth = depth + 1;
  1033. } else {
  1034. instance->visibility_dependencies_depth = 0;
  1035. }
  1036. if (instance->scenario && instance->visibility_index != -1) {
  1037. instance->scenario->instance_visibility.move(instance->visibility_index, instance->visibility_dependencies_depth);
  1038. }
  1039. traversed_nodes.insert(instance);
  1040. instance = instance->visibility_parent;
  1041. if (traversed_nodes.has(instance)) {
  1042. cycle_detected = true;
  1043. break;
  1044. }
  1045. }
  1046. }
  1047. return cycle_detected;
  1048. }
  1049. void RendererSceneCull::_update_instance_visibility_dependencies(Instance *p_instance) {
  1050. bool is_geometry_instance = ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) && p_instance->base_data;
  1051. bool has_visibility_range = p_instance->visibility_range_begin > 0.0 || p_instance->visibility_range_end > 0.0;
  1052. bool needs_visibility_cull = has_visibility_range && is_geometry_instance && p_instance->array_index != -1;
  1053. if (!needs_visibility_cull && p_instance->visibility_index != -1) {
  1054. p_instance->scenario->instance_visibility.remove(p_instance->visibility_index);
  1055. p_instance->visibility_index = -1;
  1056. } else if (needs_visibility_cull && p_instance->visibility_index == -1) {
  1057. InstanceVisibilityData vd;
  1058. vd.instance = p_instance;
  1059. vd.range_begin = p_instance->visibility_range_begin;
  1060. vd.range_end = p_instance->visibility_range_end;
  1061. vd.range_begin_margin = p_instance->visibility_range_begin_margin;
  1062. vd.range_end_margin = p_instance->visibility_range_end_margin;
  1063. vd.position = p_instance->transformed_aabb.get_center();
  1064. vd.array_index = p_instance->array_index;
  1065. vd.fade_mode = p_instance->visibility_range_fade_mode;
  1066. p_instance->scenario->instance_visibility.insert(vd, p_instance->visibility_dependencies_depth);
  1067. }
  1068. if (p_instance->scenario && p_instance->array_index != -1) {
  1069. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  1070. idata.visibility_index = p_instance->visibility_index;
  1071. if (is_geometry_instance) {
  1072. if (has_visibility_range && p_instance->visibility_range_fade_mode == RS::VISIBILITY_RANGE_FADE_SELF) {
  1073. bool begin_enabled = p_instance->visibility_range_begin > 0.0f;
  1074. float begin_min = p_instance->visibility_range_begin - p_instance->visibility_range_begin_margin;
  1075. float begin_max = p_instance->visibility_range_begin + p_instance->visibility_range_begin_margin;
  1076. bool end_enabled = p_instance->visibility_range_end > 0.0f;
  1077. float end_min = p_instance->visibility_range_end - p_instance->visibility_range_end_margin;
  1078. float end_max = p_instance->visibility_range_end + p_instance->visibility_range_end_margin;
  1079. scene_render->geometry_instance_set_fade_range(idata.instance_geometry, begin_enabled, begin_min, begin_max, end_enabled, end_min, end_max);
  1080. } else {
  1081. scene_render->geometry_instance_set_fade_range(idata.instance_geometry, false, 0.0f, 0.0f, false, 0.0f, 0.0f);
  1082. }
  1083. }
  1084. if ((has_visibility_range || p_instance->visibility_parent) && (p_instance->visibility_index == -1 || p_instance->visibility_dependencies_depth == 0)) {
  1085. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
  1086. } else {
  1087. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
  1088. }
  1089. if (p_instance->visibility_parent) {
  1090. idata.parent_array_index = p_instance->visibility_parent->array_index;
  1091. } else {
  1092. idata.parent_array_index = -1;
  1093. if (is_geometry_instance) {
  1094. scene_render->geometry_instance_set_parent_fade_alpha(idata.instance_geometry, 1.0f);
  1095. }
  1096. }
  1097. }
  1098. }
  1099. void RendererSceneCull::instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) {
  1100. Instance *instance = instance_owner.get_or_null(p_instance);
  1101. ERR_FAIL_COND(!instance);
  1102. if (instance->lightmap) {
  1103. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(((Instance *)instance->lightmap)->base_data);
  1104. lightmap_data->users.erase(instance);
  1105. instance->lightmap = nullptr;
  1106. }
  1107. Instance *lightmap_instance = instance_owner.get_or_null(p_lightmap);
  1108. instance->lightmap = lightmap_instance;
  1109. instance->lightmap_uv_scale = p_lightmap_uv_scale;
  1110. instance->lightmap_slice_index = p_slice_index;
  1111. RID lightmap_instance_rid;
  1112. if (lightmap_instance) {
  1113. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(lightmap_instance->base_data);
  1114. lightmap_data->users.insert(instance);
  1115. lightmap_instance_rid = lightmap_data->instance;
  1116. }
  1117. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1118. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1119. scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, lightmap_instance_rid, p_lightmap_uv_scale, p_slice_index);
  1120. }
  1121. }
  1122. void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) {
  1123. Instance *instance = instance_owner.get_or_null(p_instance);
  1124. ERR_FAIL_COND(!instance);
  1125. instance->lod_bias = p_lod_bias;
  1126. if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
  1127. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  1128. scene_render->geometry_instance_set_lod_bias(geom->geometry_instance, p_lod_bias);
  1129. }
  1130. }
  1131. void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
  1132. Instance *instance = instance_owner.get_or_null(p_instance);
  1133. ERR_FAIL_COND(!instance);
  1134. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
  1135. Map<StringName, Instance::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
  1136. if (!E) {
  1137. Instance::InstanceShaderParameter isp;
  1138. isp.index = -1;
  1139. isp.info = PropertyInfo();
  1140. isp.value = p_value;
  1141. instance->instance_shader_parameters[p_parameter] = isp;
  1142. } else {
  1143. E->get().value = p_value;
  1144. if (E->get().index >= 0 && instance->instance_allocated_shader_parameters) {
  1145. //update directly
  1146. RSG::storage->global_variables_instance_update(p_instance, E->get().index, p_value);
  1147. }
  1148. }
  1149. }
  1150. Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
  1151. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
  1152. ERR_FAIL_COND_V(!instance, Variant());
  1153. if (instance->instance_shader_parameters.has(p_parameter)) {
  1154. return instance->instance_shader_parameters[p_parameter].value;
  1155. }
  1156. return Variant();
  1157. }
  1158. Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
  1159. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
  1160. ERR_FAIL_COND_V(!instance, Variant());
  1161. if (instance->instance_shader_parameters.has(p_parameter)) {
  1162. return instance->instance_shader_parameters[p_parameter].default_value;
  1163. }
  1164. return Variant();
  1165. }
  1166. void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
  1167. const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
  1168. ERR_FAIL_COND(!instance);
  1169. const_cast<RendererSceneCull *>(this)->update_dirty_instances();
  1170. Vector<StringName> names;
  1171. for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_parameters) {
  1172. names.push_back(E.key);
  1173. }
  1174. names.sort_custom<StringName::AlphCompare>();
  1175. for (int i = 0; i < names.size(); i++) {
  1176. PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
  1177. p_parameters->push_back(pinfo);
  1178. }
  1179. }
  1180. void RendererSceneCull::_update_instance(Instance *p_instance) {
  1181. p_instance->version++;
  1182. if (p_instance->base_type == RS::INSTANCE_LIGHT) {
  1183. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1184. scene_render->light_instance_set_transform(light->instance, p_instance->transform);
  1185. scene_render->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb));
  1186. light->shadow_dirty = true;
  1187. RS::LightBakeMode bake_mode = RSG::storage->light_get_bake_mode(p_instance->base);
  1188. if (RSG::storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
  1189. if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  1190. p_instance->scenario->dynamic_lights.erase(light->instance);
  1191. }
  1192. light->bake_mode = bake_mode;
  1193. if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
  1194. p_instance->scenario->dynamic_lights.push_back(light->instance);
  1195. }
  1196. }
  1197. uint32_t max_sdfgi_cascade = RSG::storage->light_get_max_sdfgi_cascade(p_instance->base);
  1198. if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
  1199. light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
  1200. }
  1201. } else if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
  1202. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
  1203. scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform);
  1204. if (p_instance->scenario && p_instance->array_index >= 0) {
  1205. InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
  1206. idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
  1207. }
  1208. } else if (p_instance->base_type == RS::INSTANCE_DECAL) {
  1209. InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
  1210. scene_render->decal_instance_set_transform(decal->instance, p_instance->transform);
  1211. } else if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
  1212. InstanceLightmapData *lightmap = static_cast<InstanceLightmapData *>(p_instance->base_data);
  1213. scene_render->lightmap_instance_set_transform(lightmap->instance, p_instance->transform);
  1214. } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
  1215. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(p_instance->base_data);
  1216. scene_render->voxel_gi_instance_set_transform_to_data(voxel_gi->probe_instance, p_instance->transform);
  1217. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  1218. RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
  1219. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  1220. InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(p_instance->base_data);
  1221. //remove materials no longer used and un-own them
  1222. if (RSG::storage->particles_collision_is_heightfield(p_instance->base)) {
  1223. heightfield_particle_colliders_update_list.insert(p_instance);
  1224. }
  1225. RSG::storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
  1226. } else if (p_instance->base_type == RS::INSTANCE_OCCLUDER) {
  1227. if (p_instance->scenario) {
  1228. RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(p_instance->scenario->self, p_instance->self, p_instance->base, p_instance->transform, p_instance->visible);
  1229. }
  1230. }
  1231. if (p_instance->aabb.has_no_surface()) {
  1232. return;
  1233. }
  1234. if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
  1235. //if this moved, update the captured objects
  1236. InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
  1237. //erase dependencies, since no longer a lightmap
  1238. for (Set<Instance *>::Element *E = lightmap_data->geometries.front(); E; E = E->next()) {
  1239. Instance *geom = E->get();
  1240. _instance_queue_update(geom, true, false);
  1241. }
  1242. }
  1243. AABB new_aabb;
  1244. new_aabb = p_instance->transform.xform(p_instance->aabb);
  1245. p_instance->transformed_aabb = new_aabb;
  1246. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1247. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1248. //make sure lights are updated if it casts shadow
  1249. if (geom->can_cast_shadows) {
  1250. for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
  1251. InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
  1252. light->shadow_dirty = true;
  1253. }
  1254. }
  1255. if (!p_instance->lightmap && geom->lightmap_captures.size()) {
  1256. //affected by lightmap captures, must update capture info!
  1257. _update_instance_lightmap_captures(p_instance);
  1258. } else {
  1259. if (!p_instance->lightmap_sh.is_empty()) {
  1260. p_instance->lightmap_sh.clear(); //don't need SH
  1261. p_instance->lightmap_target_sh.clear(); //don't need SH
  1262. scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, nullptr);
  1263. }
  1264. }
  1265. scene_render->geometry_instance_set_transform(geom->geometry_instance, p_instance->transform, p_instance->aabb, p_instance->transformed_aabb);
  1266. }
  1267. // note: we had to remove is equal approx check here, it meant that det == 0.000004 won't work, which is the case for some of our scenes.
  1268. if (p_instance->scenario == nullptr || !p_instance->visible || p_instance->transform.basis.determinant() == 0) {
  1269. p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
  1270. return;
  1271. }
  1272. //quantize to improve moving object performance
  1273. AABB bvh_aabb = p_instance->transformed_aabb;
  1274. if (p_instance->indexer_id.is_valid() && bvh_aabb != p_instance->prev_transformed_aabb) {
  1275. //assume motion, see if bounds need to be quantized
  1276. AABB motion_aabb = bvh_aabb.merge(p_instance->prev_transformed_aabb);
  1277. float motion_longest_axis = motion_aabb.get_longest_axis_size();
  1278. float longest_axis = p_instance->transformed_aabb.get_longest_axis_size();
  1279. if (motion_longest_axis < longest_axis * 2) {
  1280. //moved but not a lot, use motion aabb quantizing
  1281. float quantize_size = Math::pow(2.0, Math::ceil(Math::log(motion_longest_axis) / Math::log(2.0))) * 0.5; //one fifth
  1282. bvh_aabb.quantize(quantize_size);
  1283. }
  1284. }
  1285. if (!p_instance->indexer_id.is_valid()) {
  1286. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1287. p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].insert(bvh_aabb, p_instance);
  1288. } else {
  1289. p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].insert(bvh_aabb, p_instance);
  1290. }
  1291. p_instance->array_index = p_instance->scenario->instance_data.size();
  1292. InstanceData idata;
  1293. idata.instance = p_instance;
  1294. idata.layer_mask = p_instance->layer_mask;
  1295. idata.flags = p_instance->base_type; //changing it means de-indexing, so this never needs to be changed later
  1296. idata.base_rid = p_instance->base;
  1297. idata.parent_array_index = p_instance->visibility_parent ? p_instance->visibility_parent->array_index : -1;
  1298. idata.visibility_index = p_instance->visibility_index;
  1299. for (Set<Instance *>::Element *E = p_instance->visibility_dependencies.front(); E; E = E->next()) {
  1300. Instance *dep_instance = E->get();
  1301. if (dep_instance->array_index != -1) {
  1302. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = p_instance->array_index;
  1303. }
  1304. }
  1305. switch (p_instance->base_type) {
  1306. case RS::INSTANCE_MESH:
  1307. case RS::INSTANCE_MULTIMESH:
  1308. case RS::INSTANCE_PARTICLES: {
  1309. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1310. idata.instance_geometry = geom->geometry_instance;
  1311. } break;
  1312. case RS::INSTANCE_LIGHT: {
  1313. InstanceLightData *light_data = static_cast<InstanceLightData *>(p_instance->base_data);
  1314. idata.instance_data_rid = light_data->instance.get_id();
  1315. light_data->uses_projector = RSG::storage->light_has_projector(p_instance->base);
  1316. light_data->uses_softshadow = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE) > CMP_EPSILON;
  1317. } break;
  1318. case RS::INSTANCE_REFLECTION_PROBE: {
  1319. idata.instance_data_rid = static_cast<InstanceReflectionProbeData *>(p_instance->base_data)->instance.get_id();
  1320. } break;
  1321. case RS::INSTANCE_DECAL: {
  1322. idata.instance_data_rid = static_cast<InstanceDecalData *>(p_instance->base_data)->instance.get_id();
  1323. } break;
  1324. case RS::INSTANCE_LIGHTMAP: {
  1325. idata.instance_data_rid = static_cast<InstanceLightmapData *>(p_instance->base_data)->instance.get_id();
  1326. } break;
  1327. case RS::INSTANCE_VOXEL_GI: {
  1328. idata.instance_data_rid = static_cast<InstanceVoxelGIData *>(p_instance->base_data)->probe_instance.get_id();
  1329. } break;
  1330. case RS::INSTANCE_VISIBLITY_NOTIFIER: {
  1331. idata.visibility_notifier = static_cast<InstanceVisibilityNotifierData *>(p_instance->base_data);
  1332. } break;
  1333. default: {
  1334. }
  1335. }
  1336. if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
  1337. //always dirty when added
  1338. idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
  1339. }
  1340. if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  1341. idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
  1342. }
  1343. if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  1344. idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
  1345. }
  1346. if (p_instance->redraw_if_visible) {
  1347. idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
  1348. }
  1349. // dirty flags should not be set here, since no pairing has happened
  1350. if (p_instance->baked_light) {
  1351. idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
  1352. }
  1353. if (p_instance->mesh_instance.is_valid()) {
  1354. idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
  1355. }
  1356. if (p_instance->ignore_occlusion_culling) {
  1357. idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING;
  1358. }
  1359. p_instance->scenario->instance_data.push_back(idata);
  1360. p_instance->scenario->instance_aabbs.push_back(InstanceBounds(p_instance->transformed_aabb));
  1361. _update_instance_visibility_dependencies(p_instance);
  1362. } else {
  1363. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1364. p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].update(p_instance->indexer_id, bvh_aabb);
  1365. } else {
  1366. p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].update(p_instance->indexer_id, bvh_aabb);
  1367. }
  1368. p_instance->scenario->instance_aabbs[p_instance->array_index] = InstanceBounds(p_instance->transformed_aabb);
  1369. }
  1370. if (p_instance->visibility_index != -1) {
  1371. p_instance->scenario->instance_visibility[p_instance->visibility_index].position = p_instance->transformed_aabb.get_center();
  1372. }
  1373. //move instance and repair
  1374. pair_pass++;
  1375. PairInstances pair;
  1376. pair.instance = p_instance;
  1377. pair.pair_allocator = &pair_allocator;
  1378. pair.pair_pass = pair_pass;
  1379. pair.pair_mask = 0;
  1380. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1381. pair.pair_mask |= 1 << RS::INSTANCE_LIGHT;
  1382. pair.pair_mask |= 1 << RS::INSTANCE_VOXEL_GI;
  1383. pair.pair_mask |= 1 << RS::INSTANCE_LIGHTMAP;
  1384. if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  1385. pair.pair_mask |= 1 << RS::INSTANCE_PARTICLES_COLLISION;
  1386. }
  1387. pair.pair_mask |= geometry_instance_pair_mask;
  1388. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1389. } else if (p_instance->base_type == RS::INSTANCE_LIGHT) {
  1390. pair.pair_mask |= RS::INSTANCE_GEOMETRY_MASK;
  1391. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1392. if (RSG::storage->light_get_bake_mode(p_instance->base) == RS::LIGHT_BAKE_DYNAMIC) {
  1393. pair.pair_mask |= (1 << RS::INSTANCE_VOXEL_GI);
  1394. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1395. }
  1396. } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE)) {
  1397. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
  1398. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1399. } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (p_instance->base_type == RS::INSTANCE_DECAL)) {
  1400. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
  1401. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1402. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
  1403. pair.pair_mask = (1 << RS::INSTANCE_PARTICLES);
  1404. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1405. } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
  1406. //lights and geometries
  1407. pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT);
  1408. pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
  1409. pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
  1410. }
  1411. pair.pair();
  1412. p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
  1413. }
  1414. void RendererSceneCull::_unpair_instance(Instance *p_instance) {
  1415. if (!p_instance->indexer_id.is_valid()) {
  1416. return; //nothing to do
  1417. }
  1418. while (p_instance->pairs.first()) {
  1419. InstancePair *pair = p_instance->pairs.first()->self();
  1420. Instance *other_instance = p_instance == pair->a ? pair->b : pair->a;
  1421. _instance_unpair(p_instance, other_instance);
  1422. pair_allocator.free(pair);
  1423. }
  1424. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1425. p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].remove(p_instance->indexer_id);
  1426. } else {
  1427. p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].remove(p_instance->indexer_id);
  1428. }
  1429. p_instance->indexer_id = DynamicBVH::ID();
  1430. //replace this by last
  1431. int32_t swap_with_index = p_instance->scenario->instance_data.size() - 1;
  1432. if (swap_with_index != p_instance->array_index) {
  1433. Instance *swapped_instance = p_instance->scenario->instance_data[swap_with_index].instance;
  1434. swapped_instance->array_index = p_instance->array_index; //swap
  1435. p_instance->scenario->instance_data[p_instance->array_index] = p_instance->scenario->instance_data[swap_with_index];
  1436. p_instance->scenario->instance_aabbs[p_instance->array_index] = p_instance->scenario->instance_aabbs[swap_with_index];
  1437. if (swapped_instance->visibility_index != -1) {
  1438. swapped_instance->scenario->instance_visibility[swapped_instance->visibility_index].array_index = swapped_instance->array_index;
  1439. }
  1440. for (Set<Instance *>::Element *E = swapped_instance->visibility_dependencies.front(); E; E = E->next()) {
  1441. Instance *dep_instance = E->get();
  1442. if (dep_instance != p_instance && dep_instance->array_index != -1) {
  1443. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = swapped_instance->array_index;
  1444. }
  1445. }
  1446. }
  1447. // pop last
  1448. p_instance->scenario->instance_data.pop_back();
  1449. p_instance->scenario->instance_aabbs.pop_back();
  1450. //uninitialize
  1451. p_instance->array_index = -1;
  1452. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1453. // Clear these now because the InstanceData containing the dirty flags is gone
  1454. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1455. scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, nullptr, 0);
  1456. scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, nullptr, 0);
  1457. scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, nullptr, 0);
  1458. scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, nullptr, 0);
  1459. }
  1460. for (Set<Instance *>::Element *E = p_instance->visibility_dependencies.front(); E; E = E->next()) {
  1461. Instance *dep_instance = E->get();
  1462. if (dep_instance->array_index != -1) {
  1463. dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = -1;
  1464. if ((1 << dep_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  1465. scene_render->geometry_instance_set_parent_fade_alpha(dep_instance->scenario->instance_data[dep_instance->array_index].instance_geometry, 1.0f);
  1466. }
  1467. }
  1468. }
  1469. _update_instance_visibility_dependencies(p_instance);
  1470. }
  1471. void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
  1472. AABB new_aabb;
  1473. ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_NONE && !p_instance->base.is_valid());
  1474. switch (p_instance->base_type) {
  1475. case RenderingServer::INSTANCE_NONE: {
  1476. // do nothing
  1477. } break;
  1478. case RenderingServer::INSTANCE_MESH: {
  1479. if (p_instance->custom_aabb) {
  1480. new_aabb = *p_instance->custom_aabb;
  1481. } else {
  1482. new_aabb = RSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
  1483. }
  1484. } break;
  1485. case RenderingServer::INSTANCE_MULTIMESH: {
  1486. if (p_instance->custom_aabb) {
  1487. new_aabb = *p_instance->custom_aabb;
  1488. } else {
  1489. new_aabb = RSG::storage->multimesh_get_aabb(p_instance->base);
  1490. }
  1491. } break;
  1492. case RenderingServer::INSTANCE_PARTICLES: {
  1493. if (p_instance->custom_aabb) {
  1494. new_aabb = *p_instance->custom_aabb;
  1495. } else {
  1496. new_aabb = RSG::storage->particles_get_aabb(p_instance->base);
  1497. }
  1498. } break;
  1499. case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
  1500. new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base);
  1501. } break;
  1502. case RenderingServer::INSTANCE_VISIBLITY_NOTIFIER: {
  1503. new_aabb = RSG::storage->visibility_notifier_get_aabb(p_instance->base);
  1504. } break;
  1505. case RenderingServer::INSTANCE_LIGHT: {
  1506. new_aabb = RSG::storage->light_get_aabb(p_instance->base);
  1507. } break;
  1508. case RenderingServer::INSTANCE_REFLECTION_PROBE: {
  1509. new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
  1510. } break;
  1511. case RenderingServer::INSTANCE_DECAL: {
  1512. new_aabb = RSG::storage->decal_get_aabb(p_instance->base);
  1513. } break;
  1514. case RenderingServer::INSTANCE_VOXEL_GI: {
  1515. new_aabb = RSG::storage->voxel_gi_get_bounds(p_instance->base);
  1516. } break;
  1517. case RenderingServer::INSTANCE_LIGHTMAP: {
  1518. new_aabb = RSG::storage->lightmap_get_aabb(p_instance->base);
  1519. } break;
  1520. default: {
  1521. }
  1522. }
  1523. // <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
  1524. if (p_instance->extra_margin) {
  1525. new_aabb.grow_by(p_instance->extra_margin);
  1526. }
  1527. p_instance->aabb = new_aabb;
  1528. }
  1529. void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance) {
  1530. bool first_set = p_instance->lightmap_sh.size() == 0;
  1531. p_instance->lightmap_sh.resize(9); //using SH
  1532. p_instance->lightmap_target_sh.resize(9); //using SH
  1533. Color *instance_sh = p_instance->lightmap_target_sh.ptrw();
  1534. bool inside = false;
  1535. Color accum_sh[9];
  1536. float accum_blend = 0.0;
  1537. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  1538. for (Set<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
  1539. Instance *lightmap = E->get();
  1540. bool interior = RSG::storage->lightmap_is_interior(lightmap->base);
  1541. if (inside && !interior) {
  1542. continue; //we are inside, ignore exteriors
  1543. }
  1544. Transform3D to_bounds = lightmap->transform.affine_inverse();
  1545. Vector3 center = p_instance->transform.xform(p_instance->aabb.get_center()); //use aabb center
  1546. Vector3 lm_pos = to_bounds.xform(center);
  1547. AABB bounds = RSG::storage->lightmap_get_aabb(lightmap->base);
  1548. if (!bounds.has_point(lm_pos)) {
  1549. continue; //not in this lightmap
  1550. }
  1551. Color sh[9];
  1552. RSG::storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
  1553. //rotate it
  1554. Basis rot = lightmap->transform.basis.orthonormalized();
  1555. for (int i = 0; i < 3; i++) {
  1556. real_t csh[9];
  1557. for (int j = 0; j < 9; j++) {
  1558. csh[j] = sh[j][i];
  1559. }
  1560. rot.rotate_sh(csh);
  1561. for (int j = 0; j < 9; j++) {
  1562. sh[j][i] = csh[j];
  1563. }
  1564. }
  1565. Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
  1566. real_t blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
  1567. //make blend more rounded
  1568. blend = Math::lerp(inner_pos.length(), blend, blend);
  1569. blend *= blend;
  1570. blend = MAX(0.0, 1.0 - blend);
  1571. if (interior && !inside) {
  1572. //do not blend, just replace
  1573. for (int j = 0; j < 9; j++) {
  1574. accum_sh[j] = sh[j] * blend;
  1575. }
  1576. accum_blend = blend;
  1577. inside = true;
  1578. } else {
  1579. for (int j = 0; j < 9; j++) {
  1580. accum_sh[j] += sh[j] * blend;
  1581. }
  1582. accum_blend += blend;
  1583. }
  1584. }
  1585. if (accum_blend > 0.0) {
  1586. for (int j = 0; j < 9; j++) {
  1587. instance_sh[j] = accum_sh[j] / accum_blend;
  1588. if (first_set) {
  1589. p_instance->lightmap_sh.write[j] = instance_sh[j];
  1590. }
  1591. }
  1592. }
  1593. scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, p_instance->lightmap_sh.ptr());
  1594. }
  1595. void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect) {
  1596. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1597. Transform3D light_transform = p_instance->transform;
  1598. light_transform.orthonormalize(); //scale does not count on lights
  1599. real_t max_distance = p_cam_projection.get_z_far();
  1600. real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
  1601. if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
  1602. max_distance = MIN(shadow_max, max_distance);
  1603. }
  1604. max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
  1605. real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
  1606. real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
  1607. real_t range = max_distance - min_distance;
  1608. int splits = 0;
  1609. switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
  1610. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  1611. splits = 1;
  1612. break;
  1613. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  1614. splits = 2;
  1615. break;
  1616. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  1617. splits = 4;
  1618. break;
  1619. }
  1620. real_t distances[5];
  1621. distances[0] = min_distance;
  1622. for (int i = 0; i < splits; i++) {
  1623. distances[i + 1] = min_distance + RSG::storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
  1624. };
  1625. distances[splits] = max_distance;
  1626. real_t texture_size = scene_render->get_directional_light_shadow_size(light->instance);
  1627. bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
  1628. cull.shadow_count = p_shadow_index + 1;
  1629. cull.shadows[p_shadow_index].cascade_count = splits;
  1630. cull.shadows[p_shadow_index].light_instance = light->instance;
  1631. for (int i = 0; i < splits; i++) {
  1632. RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
  1633. // setup a camera matrix for that range!
  1634. CameraMatrix camera_matrix;
  1635. real_t aspect = p_cam_projection.get_aspect();
  1636. if (p_cam_orthogonal) {
  1637. Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
  1638. camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
  1639. } else {
  1640. real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
  1641. camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
  1642. }
  1643. //obtain the frustum endpoints
  1644. Vector3 endpoints[8]; // frustum plane endpoints
  1645. bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
  1646. ERR_CONTINUE(!res);
  1647. // obtain the light frustum ranges (given endpoints)
  1648. Transform3D transform = light_transform; //discard scale and stabilize light
  1649. Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
  1650. Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
  1651. Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
  1652. //z_vec points against the camera, like in default opengl
  1653. real_t x_min = 0.f, x_max = 0.f;
  1654. real_t y_min = 0.f, y_max = 0.f;
  1655. real_t z_min = 0.f, z_max = 0.f;
  1656. // FIXME: z_max_cam is defined, computed, but not used below when setting up
  1657. // ortho_camera. Commented out for now to fix warnings but should be investigated.
  1658. real_t x_min_cam = 0.f, x_max_cam = 0.f;
  1659. real_t y_min_cam = 0.f, y_max_cam = 0.f;
  1660. real_t z_min_cam = 0.f;
  1661. //real_t z_max_cam = 0.f;
  1662. //real_t bias_scale = 1.0;
  1663. //real_t aspect_bias_scale = 1.0;
  1664. //used for culling
  1665. for (int j = 0; j < 8; j++) {
  1666. real_t d_x = x_vec.dot(endpoints[j]);
  1667. real_t d_y = y_vec.dot(endpoints[j]);
  1668. real_t d_z = z_vec.dot(endpoints[j]);
  1669. if (j == 0 || d_x < x_min) {
  1670. x_min = d_x;
  1671. }
  1672. if (j == 0 || d_x > x_max) {
  1673. x_max = d_x;
  1674. }
  1675. if (j == 0 || d_y < y_min) {
  1676. y_min = d_y;
  1677. }
  1678. if (j == 0 || d_y > y_max) {
  1679. y_max = d_y;
  1680. }
  1681. if (j == 0 || d_z < z_min) {
  1682. z_min = d_z;
  1683. }
  1684. if (j == 0 || d_z > z_max) {
  1685. z_max = d_z;
  1686. }
  1687. }
  1688. real_t radius = 0;
  1689. real_t soft_shadow_expand = 0;
  1690. Vector3 center;
  1691. {
  1692. //camera viewport stuff
  1693. for (int j = 0; j < 8; j++) {
  1694. center += endpoints[j];
  1695. }
  1696. center /= 8.0;
  1697. //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;
  1698. for (int j = 0; j < 8; j++) {
  1699. real_t d = center.distance_to(endpoints[j]);
  1700. if (d > radius) {
  1701. radius = d;
  1702. }
  1703. }
  1704. radius *= texture_size / (texture_size - 2.0); //add a texel by each side
  1705. z_min_cam = z_vec.dot(center) - radius;
  1706. {
  1707. float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
  1708. if (soft_shadow_angle > 0.0) {
  1709. float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
  1710. soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
  1711. x_max += soft_shadow_expand;
  1712. y_max += soft_shadow_expand;
  1713. x_min -= soft_shadow_expand;
  1714. y_min -= soft_shadow_expand;
  1715. }
  1716. }
  1717. // This trick here is what stabilizes the shadow (make potential jaggies to not move)
  1718. // at the cost of some wasted resolution. Still, the quality increase is very well worth it.
  1719. const real_t unit = (radius + soft_shadow_expand) * 2.0 / texture_size;
  1720. x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit);
  1721. x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit);
  1722. y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit);
  1723. y_min_cam = Math::snapped(y_vec.dot(center) - radius - soft_shadow_expand, unit);
  1724. }
  1725. //now that we know all ranges, we can proceed to make the light frustum planes, for culling octree
  1726. Vector<Plane> light_frustum_planes;
  1727. light_frustum_planes.resize(6);
  1728. //right/left
  1729. light_frustum_planes.write[0] = Plane(x_vec, x_max);
  1730. light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
  1731. //top/bottom
  1732. light_frustum_planes.write[2] = Plane(y_vec, y_max);
  1733. light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
  1734. //near/far
  1735. light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
  1736. light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
  1737. // a pre pass will need to be needed to determine the actual z-near to be used
  1738. z_max = z_vec.dot(center) + radius + pancake_size;
  1739. {
  1740. CameraMatrix ortho_camera;
  1741. real_t half_x = (x_max_cam - x_min_cam) * 0.5;
  1742. real_t half_y = (y_max_cam - y_min_cam) * 0.5;
  1743. ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
  1744. Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
  1745. Transform3D ortho_transform;
  1746. ortho_transform.basis = transform.basis;
  1747. ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
  1748. cull.shadows[p_shadow_index].cascades[i].frustum = Frustum(light_frustum_planes);
  1749. cull.shadows[p_shadow_index].cascades[i].projection = ortho_camera;
  1750. cull.shadows[p_shadow_index].cascades[i].transform = ortho_transform;
  1751. cull.shadows[p_shadow_index].cascades[i].zfar = z_max - z_min_cam;
  1752. cull.shadows[p_shadow_index].cascades[i].split = distances[i + 1];
  1753. cull.shadows[p_shadow_index].cascades[i].shadow_texel_size = radius * 2.0 / texture_size;
  1754. cull.shadows[p_shadow_index].cascades[i].bias_scale = (z_max - z_min_cam);
  1755. cull.shadows[p_shadow_index].cascades[i].range_begin = z_max;
  1756. cull.shadows[p_shadow_index].cascades[i].uv_scale = uv_scale;
  1757. }
  1758. }
  1759. }
  1760. bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_lod_threshold) {
  1761. InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
  1762. Transform3D light_transform = p_instance->transform;
  1763. light_transform.orthonormalize(); //scale does not count on lights
  1764. bool animated_material_found = false;
  1765. switch (RSG::storage->light_get_type(p_instance->base)) {
  1766. case RS::LIGHT_DIRECTIONAL: {
  1767. } break;
  1768. case RS::LIGHT_OMNI: {
  1769. RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
  1770. if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !scene_render->light_instances_can_render_shadow_cube()) {
  1771. if (max_shadows_used + 2 > MAX_UPDATE_SHADOWS) {
  1772. return true;
  1773. }
  1774. for (int i = 0; i < 2; i++) {
  1775. //using this one ensures that raster deferred will have it
  1776. RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
  1777. real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  1778. real_t z = i == 0 ? -1 : 1;
  1779. Vector<Plane> planes;
  1780. planes.resize(6);
  1781. planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
  1782. planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
  1783. planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
  1784. planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
  1785. planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
  1786. planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
  1787. instance_shadow_cull_result.clear();
  1788. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  1789. struct CullConvex {
  1790. PagedArray<Instance *> *result;
  1791. _FORCE_INLINE_ bool operator()(void *p_data) {
  1792. Instance *p_instance = (Instance *)p_data;
  1793. result->push_back(p_instance);
  1794. return false;
  1795. }
  1796. };
  1797. CullConvex cull_convex;
  1798. cull_convex.result = &instance_shadow_cull_result;
  1799. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  1800. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  1801. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  1802. Instance *instance = instance_shadow_cull_result[j];
  1803. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
  1804. continue;
  1805. } else {
  1806. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  1807. animated_material_found = true;
  1808. }
  1809. if (instance->mesh_instance.is_valid()) {
  1810. RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
  1811. }
  1812. }
  1813. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  1814. }
  1815. RSG::storage->update_mesh_instances();
  1816. scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
  1817. shadow_data.light = light->instance;
  1818. shadow_data.pass = i;
  1819. }
  1820. } else { //shadow cube
  1821. if (max_shadows_used + 6 > MAX_UPDATE_SHADOWS) {
  1822. return true;
  1823. }
  1824. real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  1825. CameraMatrix cm;
  1826. cm.set_perspective(90, 1, radius * 0.005f, radius);
  1827. for (int i = 0; i < 6; i++) {
  1828. RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i));
  1829. //using this one ensures that raster deferred will have it
  1830. static const Vector3 view_normals[6] = {
  1831. Vector3(+1, 0, 0),
  1832. Vector3(-1, 0, 0),
  1833. Vector3(0, -1, 0),
  1834. Vector3(0, +1, 0),
  1835. Vector3(0, 0, +1),
  1836. Vector3(0, 0, -1)
  1837. };
  1838. static const Vector3 view_up[6] = {
  1839. Vector3(0, -1, 0),
  1840. Vector3(0, -1, 0),
  1841. Vector3(0, 0, -1),
  1842. Vector3(0, 0, +1),
  1843. Vector3(0, -1, 0),
  1844. Vector3(0, -1, 0)
  1845. };
  1846. Transform3D xform = light_transform * Transform3D().looking_at(view_normals[i], view_up[i]);
  1847. Vector<Plane> planes = cm.get_projection_planes(xform);
  1848. instance_shadow_cull_result.clear();
  1849. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  1850. struct CullConvex {
  1851. PagedArray<Instance *> *result;
  1852. _FORCE_INLINE_ bool operator()(void *p_data) {
  1853. Instance *p_instance = (Instance *)p_data;
  1854. result->push_back(p_instance);
  1855. return false;
  1856. }
  1857. };
  1858. CullConvex cull_convex;
  1859. cull_convex.result = &instance_shadow_cull_result;
  1860. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  1861. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  1862. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  1863. Instance *instance = instance_shadow_cull_result[j];
  1864. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
  1865. continue;
  1866. } else {
  1867. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  1868. animated_material_found = true;
  1869. }
  1870. if (instance->mesh_instance.is_valid()) {
  1871. RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
  1872. }
  1873. }
  1874. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  1875. }
  1876. RSG::storage->update_mesh_instances();
  1877. scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
  1878. shadow_data.light = light->instance;
  1879. shadow_data.pass = i;
  1880. }
  1881. //restore the regular DP matrix
  1882. //scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
  1883. }
  1884. } break;
  1885. case RS::LIGHT_SPOT: {
  1886. RENDER_TIMESTAMP("Culling Spot Light");
  1887. if (max_shadows_used + 1 > MAX_UPDATE_SHADOWS) {
  1888. return true;
  1889. }
  1890. real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
  1891. real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  1892. CameraMatrix cm;
  1893. cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
  1894. Vector<Plane> planes = cm.get_projection_planes(light_transform);
  1895. instance_shadow_cull_result.clear();
  1896. Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
  1897. struct CullConvex {
  1898. PagedArray<Instance *> *result;
  1899. _FORCE_INLINE_ bool operator()(void *p_data) {
  1900. Instance *p_instance = (Instance *)p_data;
  1901. result->push_back(p_instance);
  1902. return false;
  1903. }
  1904. };
  1905. CullConvex cull_convex;
  1906. cull_convex.result = &instance_shadow_cull_result;
  1907. p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
  1908. RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
  1909. for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
  1910. Instance *instance = instance_shadow_cull_result[j];
  1911. if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
  1912. continue;
  1913. } else {
  1914. if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
  1915. animated_material_found = true;
  1916. }
  1917. if (instance->mesh_instance.is_valid()) {
  1918. RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
  1919. }
  1920. }
  1921. shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
  1922. }
  1923. RSG::storage->update_mesh_instances();
  1924. scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
  1925. shadow_data.light = light->instance;
  1926. shadow_data.pass = 0;
  1927. } break;
  1928. }
  1929. return animated_material_found;
  1930. }
  1931. void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) {
  1932. #ifndef _3D_DISABLED
  1933. Camera *camera = camera_owner.get_or_null(p_camera);
  1934. ERR_FAIL_COND(!camera);
  1935. RendererSceneRender::CameraData camera_data;
  1936. // Setup Camera(s)
  1937. if (p_xr_interface.is_null()) {
  1938. // Normal camera
  1939. Transform3D transform = camera->transform;
  1940. CameraMatrix projection;
  1941. bool vaspect = camera->vaspect;
  1942. bool is_ortogonal = false;
  1943. switch (camera->type) {
  1944. case Camera::ORTHOGONAL: {
  1945. projection.set_orthogonal(
  1946. camera->size,
  1947. p_viewport_size.width / (float)p_viewport_size.height,
  1948. camera->znear,
  1949. camera->zfar,
  1950. camera->vaspect);
  1951. is_ortogonal = true;
  1952. } break;
  1953. case Camera::PERSPECTIVE: {
  1954. projection.set_perspective(
  1955. camera->fov,
  1956. p_viewport_size.width / (float)p_viewport_size.height,
  1957. camera->znear,
  1958. camera->zfar,
  1959. camera->vaspect);
  1960. } break;
  1961. case Camera::FRUSTUM: {
  1962. projection.set_frustum(
  1963. camera->size,
  1964. p_viewport_size.width / (float)p_viewport_size.height,
  1965. camera->offset,
  1966. camera->znear,
  1967. camera->zfar,
  1968. camera->vaspect);
  1969. } break;
  1970. }
  1971. camera_data.set_camera(transform, projection, is_ortogonal, vaspect);
  1972. } else {
  1973. // Setup our camera for our XR interface.
  1974. // We can support multiple views here each with their own camera
  1975. Transform3D transforms[RendererSceneRender::MAX_RENDER_VIEWS];
  1976. CameraMatrix projections[RendererSceneRender::MAX_RENDER_VIEWS];
  1977. uint32_t view_count = p_xr_interface->get_view_count();
  1978. ERR_FAIL_COND_MSG(view_count > RendererSceneRender::MAX_RENDER_VIEWS, "Requested view count is not supported");
  1979. float aspect = p_viewport_size.width / (float)p_viewport_size.height;
  1980. Transform3D world_origin = XRServer::get_singleton()->get_world_origin();
  1981. // We ignore our camera position, it will have been positioned with a slightly old tracking position.
  1982. // Instead we take our origin point and have our XR interface add fresh tracking data! Whoohoo!
  1983. for (uint32_t v = 0; v < view_count; v++) {
  1984. transforms[v] = p_xr_interface->get_transform_for_view(v, world_origin);
  1985. projections[v] = p_xr_interface->get_projection_for_view(v, aspect, camera->znear, camera->zfar);
  1986. }
  1987. if (view_count == 1) {
  1988. camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect);
  1989. } else if (view_count == 2) {
  1990. camera_data.set_multiview_camera(view_count, transforms, projections, false, camera->vaspect);
  1991. } else {
  1992. // this won't be called (see fail check above) but keeping this comment to indicate we may support more then 2 views in the future...
  1993. }
  1994. }
  1995. RID environment = _render_get_environment(p_camera, p_scenario);
  1996. RENDER_TIMESTAMP("Update occlusion buffer")
  1997. // For now just cull on the first camera
  1998. RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool);
  1999. _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_lod_threshold, true, r_render_info);
  2000. #endif
  2001. }
  2002. void RendererSceneCull::_visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data) {
  2003. uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
  2004. uint32_t bin_from = p_thread * cull_data->cull_count / total_threads;
  2005. uint32_t bin_to = (p_thread + 1 == total_threads) ? cull_data->cull_count : ((p_thread + 1) * cull_data->cull_count / total_threads);
  2006. _visibility_cull(*cull_data, cull_data->cull_offset + bin_from, cull_data->cull_offset + bin_to);
  2007. }
  2008. void RendererSceneCull::_visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to) {
  2009. Scenario *scenario = cull_data.scenario;
  2010. for (unsigned int i = p_from; i < p_to; i++) {
  2011. InstanceVisibilityData &vd = scenario->instance_visibility[i];
  2012. InstanceData &idata = scenario->instance_data[vd.array_index];
  2013. if (idata.parent_array_index >= 0) {
  2014. uint32_t parent_flags = scenario->instance_data[idata.parent_array_index].flags;
  2015. if ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN) || !(parent_flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN))) {
  2016. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2017. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2018. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2019. continue;
  2020. }
  2021. }
  2022. int range_check = _visibility_range_check<true>(vd, cull_data.camera_position, cull_data.viewport_mask);
  2023. if (range_check == -1) {
  2024. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2025. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2026. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2027. } else if (range_check == 1) {
  2028. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2029. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2030. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2031. } else {
  2032. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
  2033. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
  2034. if (range_check == 2) {
  2035. idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2036. } else {
  2037. idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN;
  2038. }
  2039. }
  2040. }
  2041. }
  2042. template <bool p_fade_check>
  2043. int RendererSceneCull::_visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask) {
  2044. float dist = p_camera_pos.distance_to(r_vis_data.position);
  2045. const RS::VisibilityRangeFadeMode &fade_mode = r_vis_data.fade_mode;
  2046. float begin_offset = -r_vis_data.range_begin_margin;
  2047. float end_offset = r_vis_data.range_end_margin;
  2048. if (fade_mode == RS::VISIBILITY_RANGE_FADE_DISABLED && !(p_viewport_mask & r_vis_data.viewport_state)) {
  2049. begin_offset = -begin_offset;
  2050. end_offset = -end_offset;
  2051. }
  2052. if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end + end_offset) {
  2053. r_vis_data.viewport_state &= ~p_viewport_mask;
  2054. return -1;
  2055. } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin + begin_offset) {
  2056. r_vis_data.viewport_state &= ~p_viewport_mask;
  2057. return 1;
  2058. } else {
  2059. r_vis_data.viewport_state |= p_viewport_mask;
  2060. if (p_fade_check) {
  2061. if (fade_mode != RS::VISIBILITY_RANGE_FADE_DISABLED) {
  2062. r_vis_data.children_fade_alpha = 1.0f;
  2063. if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end - end_offset) {
  2064. if (fade_mode == RS::VISIBILITY_RANGE_FADE_DEPENDENCIES) {
  2065. r_vis_data.children_fade_alpha = MIN(1.0f, (dist - (r_vis_data.range_end - end_offset)) / (2.0f * r_vis_data.range_end_margin));
  2066. }
  2067. return 2;
  2068. } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin - begin_offset) {
  2069. if (fade_mode == RS::VISIBILITY_RANGE_FADE_DEPENDENCIES) {
  2070. r_vis_data.children_fade_alpha = MIN(1.0f, 1.0 - (dist - (r_vis_data.range_begin + begin_offset)) / (2.0f * r_vis_data.range_begin_margin));
  2071. }
  2072. return 2;
  2073. }
  2074. }
  2075. }
  2076. return 0;
  2077. }
  2078. }
  2079. bool RendererSceneCull::_visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data) {
  2080. if (p_instance_data.parent_array_index == -1) {
  2081. return true;
  2082. }
  2083. const uint32_t &parent_flags = p_cull_data.scenario->instance_data[p_instance_data.parent_array_index].flags;
  2084. return ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK) == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE) || (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN);
  2085. }
  2086. void RendererSceneCull::_scene_cull_threaded(uint32_t p_thread, CullData *cull_data) {
  2087. uint32_t cull_total = cull_data->scenario->instance_data.size();
  2088. uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
  2089. uint32_t cull_from = p_thread * cull_total / total_threads;
  2090. uint32_t cull_to = (p_thread + 1 == total_threads) ? cull_total : ((p_thread + 1) * cull_total / total_threads);
  2091. _scene_cull(*cull_data, scene_cull_result_threads[p_thread], cull_from, cull_to);
  2092. }
  2093. void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
  2094. uint64_t frame_number = RSG::rasterizer->get_frame_number();
  2095. float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
  2096. uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
  2097. uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
  2098. RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
  2099. Transform3D inv_cam_transform = cull_data.cam_transform.inverse();
  2100. float z_near = cull_data.camera_matrix->get_z_near();
  2101. for (uint64_t i = p_from; i < p_to; i++) {
  2102. bool mesh_visible = false;
  2103. InstanceData &idata = cull_data.scenario->instance_data[i];
  2104. uint32_t visibility_flags = idata.flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN | InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN);
  2105. int32_t visibility_check = -1;
  2106. #define HIDDEN_BY_VISIBILITY_CHECKS (visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE || visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN)
  2107. #define LAYER_CHECK (cull_data.visible_layers & idata.layer_mask)
  2108. #define IN_FRUSTUM(f) (cull_data.scenario->instance_aabbs[i].in_frustum(f))
  2109. #define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check<false>(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_viewport_mask) == 0)
  2110. #define VIS_PARENT_CHECK (_visibility_parent_check(cull_data, idata))
  2111. #define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check)
  2112. #define OCCLUSION_CULLED (cull_data.occlusion_buffer != nullptr && (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING) == 0 && cull_data.occlusion_buffer->is_occluded(cull_data.scenario->instance_aabbs[i].bounds, cull_data.cam_transform.origin, inv_cam_transform, *cull_data.camera_matrix, z_near))
  2113. if (!HIDDEN_BY_VISIBILITY_CHECKS) {
  2114. if (LAYER_CHECK && IN_FRUSTUM(cull_data.cull->frustum) && VIS_CHECK && !OCCLUSION_CULLED) {
  2115. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2116. if (base_type == RS::INSTANCE_LIGHT) {
  2117. cull_result.lights.push_back(idata.instance);
  2118. cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
  2119. if (cull_data.shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
  2120. scene_render->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
  2121. }
  2122. } else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
  2123. if (cull_data.render_reflection_probe != idata.instance) {
  2124. //avoid entering The Matrix
  2125. if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || scene_render->reflection_probe_instance_needs_redraw(RID::from_uint64(idata.instance_data_rid))) {
  2126. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
  2127. cull_data.cull->lock.lock();
  2128. if (!reflection_probe->update_list.in_list()) {
  2129. reflection_probe->render_step = 0;
  2130. reflection_probe_render_list.add_last(&reflection_probe->update_list);
  2131. }
  2132. cull_data.cull->lock.unlock();
  2133. idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
  2134. }
  2135. if (scene_render->reflection_probe_instance_has_reflection(RID::from_uint64(idata.instance_data_rid))) {
  2136. cull_result.reflections.push_back(RID::from_uint64(idata.instance_data_rid));
  2137. }
  2138. }
  2139. } else if (base_type == RS::INSTANCE_DECAL) {
  2140. cull_result.decals.push_back(RID::from_uint64(idata.instance_data_rid));
  2141. } else if (base_type == RS::INSTANCE_VOXEL_GI) {
  2142. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(idata.instance->base_data);
  2143. cull_data.cull->lock.lock();
  2144. if (!voxel_gi->update_element.in_list()) {
  2145. voxel_gi_update_list.add(&voxel_gi->update_element);
  2146. }
  2147. cull_data.cull->lock.unlock();
  2148. cull_result.voxel_gi_instances.push_back(RID::from_uint64(idata.instance_data_rid));
  2149. } else if (base_type == RS::INSTANCE_LIGHTMAP) {
  2150. cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid));
  2151. } else if (base_type == RS::INSTANCE_VISIBLITY_NOTIFIER) {
  2152. InstanceVisibilityNotifierData *vnd = idata.visibility_notifier;
  2153. if (!vnd->list_element.in_list()) {
  2154. visible_notifier_list_lock.lock();
  2155. visible_notifier_list.add(&vnd->list_element);
  2156. visible_notifier_list_lock.unlock();
  2157. vnd->just_visible = true;
  2158. }
  2159. vnd->visible_in_frame = RSG::rasterizer->get_frame_number();
  2160. } else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
  2161. bool keep = true;
  2162. if (idata.flags & InstanceData::FLAG_REDRAW_IF_VISIBLE) {
  2163. RenderingServerDefault::redraw_request();
  2164. }
  2165. if (base_type == RS::INSTANCE_MESH) {
  2166. mesh_visible = true;
  2167. } else if (base_type == RS::INSTANCE_PARTICLES) {
  2168. //particles visible? process them
  2169. if (RSG::storage->particles_is_inactive(idata.base_rid)) {
  2170. //but if nothing is going on, don't do it.
  2171. keep = false;
  2172. } else {
  2173. cull_data.cull->lock.lock();
  2174. RSG::storage->particles_request_process(idata.base_rid);
  2175. cull_data.cull->lock.unlock();
  2176. RSG::storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized(), cull_data.cam_transform.basis.get_axis(1).normalized());
  2177. //particles visible? request redraw
  2178. RenderingServerDefault::redraw_request();
  2179. }
  2180. }
  2181. if (idata.parent_array_index != -1) {
  2182. float fade = 1.0f;
  2183. const uint32_t &parent_flags = cull_data.scenario->instance_data[idata.parent_array_index].flags;
  2184. if (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN) {
  2185. const int32_t &parent_idx = cull_data.scenario->instance_data[idata.parent_array_index].visibility_index;
  2186. fade = cull_data.scenario->instance_visibility[parent_idx].children_fade_alpha;
  2187. }
  2188. scene_render->geometry_instance_set_parent_fade_alpha(idata.instance_geometry, fade);
  2189. }
  2190. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_LIGHT) && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
  2191. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2192. uint32_t idx = 0;
  2193. for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
  2194. InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
  2195. instance_pair_buffer[idx++] = light->instance;
  2196. if (idx == MAX_INSTANCE_PAIRS) {
  2197. break;
  2198. }
  2199. }
  2200. scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2201. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
  2202. }
  2203. if (idata.flags & InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY) {
  2204. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2205. scene_render->geometry_instance_set_softshadow_projector_pairing(geom->geometry_instance, geom->softshadow_count > 0, geom->projector_count > 0);
  2206. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY);
  2207. }
  2208. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
  2209. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2210. uint32_t idx = 0;
  2211. for (Set<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
  2212. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
  2213. instance_pair_buffer[idx++] = reflection_probe->instance;
  2214. if (idx == MAX_INSTANCE_PAIRS) {
  2215. break;
  2216. }
  2217. }
  2218. scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2219. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_REFLECTION_DIRTY);
  2220. }
  2221. if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
  2222. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2223. uint32_t idx = 0;
  2224. for (Set<Instance *>::Element *E = geom->decals.front(); E; E = E->next()) {
  2225. InstanceDecalData *decal = static_cast<InstanceDecalData *>(E->get()->base_data);
  2226. instance_pair_buffer[idx++] = decal->instance;
  2227. if (idx == MAX_INSTANCE_PAIRS) {
  2228. break;
  2229. }
  2230. }
  2231. scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2232. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
  2233. }
  2234. if (idata.flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY) {
  2235. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2236. uint32_t idx = 0;
  2237. for (Set<Instance *>::Element *E = geom->voxel_gi_instances.front(); E; E = E->next()) {
  2238. InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(E->get()->base_data);
  2239. instance_pair_buffer[idx++] = voxel_gi->probe_instance;
  2240. if (idx == MAX_INSTANCE_PAIRS) {
  2241. break;
  2242. }
  2243. }
  2244. scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2245. idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
  2246. }
  2247. if ((idata.flags & InstanceData::FLAG_LIGHTMAP_CAPTURE) && idata.instance->last_frame_pass != frame_number && !idata.instance->lightmap_target_sh.is_empty() && !idata.instance->lightmap_sh.is_empty()) {
  2248. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
  2249. Color *sh = idata.instance->lightmap_sh.ptrw();
  2250. const Color *target_sh = idata.instance->lightmap_target_sh.ptr();
  2251. for (uint32_t j = 0; j < 9; j++) {
  2252. sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
  2253. }
  2254. scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, sh);
  2255. idata.instance->last_frame_pass = frame_number;
  2256. }
  2257. if (keep) {
  2258. cull_result.geometry_instances.push_back(idata.instance_geometry);
  2259. }
  2260. }
  2261. }
  2262. for (uint32_t j = 0; j < cull_data.cull->shadow_count; j++) {
  2263. for (uint32_t k = 0; k < cull_data.cull->shadows[j].cascade_count; k++) {
  2264. if (IN_FRUSTUM(cull_data.cull->shadows[j].cascades[k].frustum) && VIS_CHECK) {
  2265. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2266. if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) {
  2267. cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry);
  2268. mesh_visible = true;
  2269. }
  2270. }
  2271. }
  2272. }
  2273. }
  2274. #undef HIDDEN_BY_VISIBILITY_CHECKS
  2275. #undef LAYER_CHECK
  2276. #undef IN_FRUSTUM
  2277. #undef VIS_RANGE_CHECK
  2278. #undef VIS_PARENT_CHECK
  2279. #undef VIS_CHECK
  2280. #undef OCCLUSION_CULLED
  2281. for (uint32_t j = 0; j < cull_data.cull->sdfgi.region_count; j++) {
  2282. if (cull_data.scenario->instance_aabbs[i].in_aabb(cull_data.cull->sdfgi.region_aabb[j])) {
  2283. uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
  2284. if (base_type == RS::INSTANCE_LIGHT) {
  2285. InstanceLightData *instance_light = (InstanceLightData *)idata.instance->base_data;
  2286. if (instance_light->bake_mode == RS::LIGHT_BAKE_STATIC && cull_data.cull->sdfgi.region_cascade[j] <= instance_light->max_sdfgi_cascade) {
  2287. if (sdfgi_last_light_index != i || sdfgi_last_light_cascade != cull_data.cull->sdfgi.region_cascade[j]) {
  2288. sdfgi_last_light_index = i;
  2289. sdfgi_last_light_cascade = cull_data.cull->sdfgi.region_cascade[j];
  2290. cull_result.sdfgi_cascade_lights[sdfgi_last_light_cascade].push_back(instance_light->instance);
  2291. }
  2292. }
  2293. } else if ((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  2294. if (idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) {
  2295. cull_result.sdfgi_region_geometry_instances[j].push_back(idata.instance_geometry);
  2296. mesh_visible = true;
  2297. }
  2298. }
  2299. }
  2300. }
  2301. if (mesh_visible && cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_USES_MESH_INSTANCE) {
  2302. cull_result.mesh_instances.push_back(cull_data.scenario->instance_data[i].instance->mesh_instance);
  2303. }
  2304. }
  2305. }
  2306. void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) {
  2307. Instance *render_reflection_probe = instance_owner.get_or_null(p_reflection_probe); //if null, not rendering to it
  2308. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2309. render_pass++;
  2310. scene_render->set_scene_pass(render_pass);
  2311. if (p_render_buffers.is_valid()) {
  2312. //no rendering code here, this is only to set up what needs to be done, request regions, etc.
  2313. scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not)
  2314. }
  2315. RENDER_TIMESTAMP("Visibility Dependencies");
  2316. if (scenario->instance_visibility.get_bin_count() > 0) {
  2317. if (!scenario->viewport_visibility_masks.has(p_viewport)) {
  2318. scenario_add_viewport_visibility_mask(scenario->self, p_viewport);
  2319. }
  2320. VisibilityCullData visibility_cull_data;
  2321. visibility_cull_data.scenario = scenario;
  2322. visibility_cull_data.viewport_mask = scenario->viewport_visibility_masks[p_viewport];
  2323. visibility_cull_data.camera_position = p_camera_data->main_transform.origin;
  2324. for (int i = scenario->instance_visibility.get_bin_count() - 1; i > 0; i--) { // We skip bin 0
  2325. visibility_cull_data.cull_offset = scenario->instance_visibility.get_bin_start(i);
  2326. visibility_cull_data.cull_count = scenario->instance_visibility.get_bin_size(i);
  2327. if (visibility_cull_data.cull_count == 0) {
  2328. continue;
  2329. }
  2330. if (visibility_cull_data.cull_count > thread_cull_threshold) {
  2331. RendererThreadPool::singleton->thread_work_pool.do_work(RendererThreadPool::singleton->thread_work_pool.get_thread_count(), this, &RendererSceneCull::_visibility_cull_threaded, &visibility_cull_data);
  2332. } else {
  2333. _visibility_cull(visibility_cull_data, visibility_cull_data.cull_offset, visibility_cull_data.cull_offset + visibility_cull_data.cull_count);
  2334. }
  2335. }
  2336. }
  2337. RENDER_TIMESTAMP("Culling");
  2338. //rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_ortogonal);
  2339. /* STEP 2 - CULL */
  2340. Vector<Plane> planes = p_camera_data->main_projection.get_projection_planes(p_camera_data->main_transform);
  2341. cull.frustum = Frustum(planes);
  2342. Vector<RID> directional_lights;
  2343. // directional lights
  2344. {
  2345. cull.shadow_count = 0;
  2346. Vector<Instance *> lights_with_shadow;
  2347. for (Instance *E : scenario->directional_lights) {
  2348. if (!E->visible) {
  2349. continue;
  2350. }
  2351. if (directional_lights.size() > RendererSceneRender::MAX_DIRECTIONAL_LIGHTS) {
  2352. break;
  2353. }
  2354. InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
  2355. //check shadow..
  2356. if (light) {
  2357. if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->base) && !(RSG::storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->base))) {
  2358. lights_with_shadow.push_back(E);
  2359. }
  2360. //add to list
  2361. directional_lights.push_back(light->instance);
  2362. }
  2363. }
  2364. scene_render->set_directional_shadow_count(lights_with_shadow.size());
  2365. for (int i = 0; i < lights_with_shadow.size(); i++) {
  2366. _light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect);
  2367. }
  2368. }
  2369. { //sdfgi
  2370. cull.sdfgi.region_count = 0;
  2371. if (p_render_buffers.is_valid()) {
  2372. cull.sdfgi.cascade_light_count = 0;
  2373. uint32_t prev_cascade = 0xFFFFFFFF;
  2374. uint32_t pending_region_count = scene_render->sdfgi_get_pending_region_count(p_render_buffers);
  2375. for (uint32_t i = 0; i < pending_region_count; i++) {
  2376. cull.sdfgi.region_aabb[i] = scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
  2377. uint32_t region_cascade = scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
  2378. cull.sdfgi.region_cascade[i] = region_cascade;
  2379. if (region_cascade != prev_cascade) {
  2380. cull.sdfgi.cascade_light_index[cull.sdfgi.cascade_light_count] = region_cascade;
  2381. cull.sdfgi.cascade_light_count++;
  2382. prev_cascade = region_cascade;
  2383. }
  2384. }
  2385. cull.sdfgi.region_count = pending_region_count;
  2386. }
  2387. }
  2388. scene_cull_result.clear();
  2389. {
  2390. uint64_t cull_from = 0;
  2391. uint64_t cull_to = scenario->instance_data.size();
  2392. CullData cull_data;
  2393. //prepare for eventual thread usage
  2394. cull_data.cull = &cull;
  2395. cull_data.scenario = scenario;
  2396. cull_data.shadow_atlas = p_shadow_atlas;
  2397. cull_data.cam_transform = p_camera_data->main_transform;
  2398. cull_data.visible_layers = p_visible_layers;
  2399. cull_data.render_reflection_probe = render_reflection_probe;
  2400. cull_data.occlusion_buffer = RendererSceneOcclusionCull::get_singleton()->buffer_get_ptr(p_viewport);
  2401. cull_data.camera_matrix = &p_camera_data->main_projection;
  2402. cull_data.visibility_viewport_mask = scenario->viewport_visibility_masks.has(p_viewport) ? scenario->viewport_visibility_masks[p_viewport] : 0;
  2403. //#define DEBUG_CULL_TIME
  2404. #ifdef DEBUG_CULL_TIME
  2405. uint64_t time_from = OS::get_singleton()->get_ticks_usec();
  2406. #endif
  2407. if (cull_to > thread_cull_threshold) {
  2408. //multiple threads
  2409. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  2410. scene_cull_result_threads[i].clear();
  2411. }
  2412. RendererThreadPool::singleton->thread_work_pool.do_work(scene_cull_result_threads.size(), this, &RendererSceneCull::_scene_cull_threaded, &cull_data);
  2413. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  2414. scene_cull_result.append_from(scene_cull_result_threads[i]);
  2415. }
  2416. } else {
  2417. //single threaded
  2418. _scene_cull(cull_data, scene_cull_result, cull_from, cull_to);
  2419. }
  2420. #ifdef DEBUG_CULL_TIME
  2421. static float time_avg = 0;
  2422. static uint32_t time_count = 0;
  2423. time_avg += double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0;
  2424. time_count++;
  2425. print_line("time taken: " + rtos(time_avg / time_count));
  2426. #endif
  2427. if (scene_cull_result.mesh_instances.size()) {
  2428. for (uint64_t i = 0; i < scene_cull_result.mesh_instances.size(); i++) {
  2429. RSG::storage->mesh_instance_check_for_update(scene_cull_result.mesh_instances[i]);
  2430. }
  2431. RSG::storage->update_mesh_instances();
  2432. }
  2433. }
  2434. //render shadows
  2435. max_shadows_used = 0;
  2436. if (p_using_shadows) { //setup shadow maps
  2437. // Directional Shadows
  2438. for (uint32_t i = 0; i < cull.shadow_count; i++) {
  2439. for (uint32_t j = 0; j < cull.shadows[i].cascade_count; j++) {
  2440. const Cull::Shadow::Cascade &c = cull.shadows[i].cascades[j];
  2441. // print_line("shadow " + itos(i) + " cascade " + itos(j) + " elements: " + itos(c.cull_result.size()));
  2442. scene_render->light_instance_set_shadow_transform(cull.shadows[i].light_instance, c.projection, c.transform, c.zfar, c.split, j, c.shadow_texel_size, c.bias_scale, c.range_begin, c.uv_scale);
  2443. if (max_shadows_used == MAX_UPDATE_SHADOWS) {
  2444. continue;
  2445. }
  2446. render_shadow_data[max_shadows_used].light = cull.shadows[i].light_instance;
  2447. render_shadow_data[max_shadows_used].pass = j;
  2448. render_shadow_data[max_shadows_used].instances.merge_unordered(scene_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
  2449. max_shadows_used++;
  2450. }
  2451. }
  2452. // Positional Shadowss
  2453. for (uint32_t i = 0; i < (uint32_t)scene_cull_result.lights.size(); i++) {
  2454. Instance *ins = scene_cull_result.lights[i];
  2455. if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
  2456. continue;
  2457. }
  2458. InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
  2459. float coverage = 0.f;
  2460. { //compute coverage
  2461. Transform3D cam_xf = p_camera_data->main_transform;
  2462. float zn = p_camera_data->main_projection.get_z_near();
  2463. Plane p(-cam_xf.basis.get_axis(2), cam_xf.origin + cam_xf.basis.get_axis(2) * -zn); //camera near plane
  2464. // near plane half width and height
  2465. Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents();
  2466. switch (RSG::storage->light_get_type(ins->base)) {
  2467. case RS::LIGHT_OMNI: {
  2468. float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
  2469. //get two points parallel to near plane
  2470. Vector3 points[2] = {
  2471. ins->transform.origin,
  2472. ins->transform.origin + cam_xf.basis.get_axis(0) * radius
  2473. };
  2474. if (!p_camera_data->is_ortogonal) {
  2475. //if using perspetive, map them to near plane
  2476. for (int j = 0; j < 2; j++) {
  2477. if (p.distance_to(points[j]) < 0) {
  2478. points[j].z = -zn; //small hack to keep size constant when hitting the screen
  2479. }
  2480. p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
  2481. }
  2482. }
  2483. float screen_diameter = points[0].distance_to(points[1]) * 2;
  2484. coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
  2485. } break;
  2486. case RS::LIGHT_SPOT: {
  2487. float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
  2488. float angle = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2489. float w = radius * Math::sin(Math::deg2rad(angle));
  2490. float d = radius * Math::cos(Math::deg2rad(angle));
  2491. Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d;
  2492. Vector3 points[2] = {
  2493. base,
  2494. base + cam_xf.basis.get_axis(0) * w
  2495. };
  2496. if (!p_camera_data->is_ortogonal) {
  2497. //if using perspetive, map them to near plane
  2498. for (int j = 0; j < 2; j++) {
  2499. if (p.distance_to(points[j]) < 0) {
  2500. points[j].z = -zn; //small hack to keep size constant when hitting the screen
  2501. }
  2502. p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
  2503. }
  2504. }
  2505. float screen_diameter = points[0].distance_to(points[1]) * 2;
  2506. coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
  2507. } break;
  2508. default: {
  2509. ERR_PRINT("Invalid Light Type");
  2510. }
  2511. }
  2512. }
  2513. if (light->shadow_dirty) {
  2514. light->last_version++;
  2515. light->shadow_dirty = false;
  2516. }
  2517. bool redraw = scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
  2518. if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
  2519. //must redraw!
  2520. RENDER_TIMESTAMP(">Rendering Light " + itos(i));
  2521. light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold);
  2522. RENDER_TIMESTAMP("<Rendering Light " + itos(i));
  2523. } else {
  2524. light->shadow_dirty = redraw;
  2525. }
  2526. }
  2527. }
  2528. //render SDFGI
  2529. {
  2530. sdfgi_update_data.update_static = false;
  2531. if (cull.sdfgi.region_count > 0) {
  2532. //update regions
  2533. for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
  2534. render_sdfgi_data[i].instances.merge_unordered(scene_cull_result.sdfgi_region_geometry_instances[i]);
  2535. render_sdfgi_data[i].region = i;
  2536. }
  2537. //check if static lights were culled
  2538. bool static_lights_culled = false;
  2539. for (uint32_t i = 0; i < cull.sdfgi.cascade_light_count; i++) {
  2540. if (scene_cull_result.sdfgi_cascade_lights[i].size()) {
  2541. static_lights_culled = true;
  2542. break;
  2543. }
  2544. }
  2545. if (static_lights_culled) {
  2546. sdfgi_update_data.static_cascade_count = cull.sdfgi.cascade_light_count;
  2547. sdfgi_update_data.static_cascade_indices = cull.sdfgi.cascade_light_index;
  2548. sdfgi_update_data.static_positional_lights = scene_cull_result.sdfgi_cascade_lights;
  2549. sdfgi_update_data.update_static = true;
  2550. }
  2551. }
  2552. if (p_render_buffers.is_valid()) {
  2553. sdfgi_update_data.directional_lights = &directional_lights;
  2554. sdfgi_update_data.positional_light_instances = scenario->dynamic_lights.ptr();
  2555. sdfgi_update_data.positional_light_count = scenario->dynamic_lights.size();
  2556. }
  2557. }
  2558. //append the directional lights to the lights culled
  2559. for (int i = 0; i < directional_lights.size(); i++) {
  2560. scene_cull_result.light_instances.push_back(directional_lights[i]);
  2561. }
  2562. RID camera_effects;
  2563. if (p_force_camera_effects.is_valid()) {
  2564. camera_effects = p_force_camera_effects;
  2565. } else {
  2566. camera_effects = scenario->camera_effects;
  2567. }
  2568. /* PROCESS GEOMETRY AND DRAW SCENE */
  2569. RID occluders_tex;
  2570. if (p_viewport.is_valid()) {
  2571. occluders_tex = RSG::viewport->viewport_get_occluder_debug_texture(p_viewport);
  2572. }
  2573. RENDER_TIMESTAMP("Render Scene ");
  2574. scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
  2575. for (uint32_t i = 0; i < max_shadows_used; i++) {
  2576. render_shadow_data[i].instances.clear();
  2577. }
  2578. max_shadows_used = 0;
  2579. for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
  2580. render_sdfgi_data[i].instances.clear();
  2581. }
  2582. // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
  2583. }
  2584. RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
  2585. Camera *camera = camera_owner.get_or_null(p_camera);
  2586. if (camera && scene_render->is_environment(camera->env)) {
  2587. return camera->env;
  2588. }
  2589. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2590. if (!scenario) {
  2591. return RID();
  2592. }
  2593. if (scene_render->is_environment(scenario->environment)) {
  2594. return scenario->environment;
  2595. }
  2596. if (scene_render->is_environment(scenario->fallback_environment)) {
  2597. return scenario->fallback_environment;
  2598. }
  2599. return RID();
  2600. }
  2601. void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
  2602. #ifndef _3D_DISABLED
  2603. Scenario *scenario = scenario_owner.get_or_null(p_scenario);
  2604. RID environment;
  2605. if (scenario->environment.is_valid()) {
  2606. environment = scenario->environment;
  2607. } else {
  2608. environment = scenario->fallback_environment;
  2609. }
  2610. RENDER_TIMESTAMP("Render Empty Scene ");
  2611. RendererSceneRender::CameraData camera_data;
  2612. camera_data.set_camera(Transform3D(), CameraMatrix(), true, false);
  2613. scene_render->render_scene(p_render_buffers, &camera_data, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
  2614. #endif
  2615. }
  2616. bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int p_step) {
  2617. InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
  2618. Scenario *scenario = p_instance->scenario;
  2619. ERR_FAIL_COND_V(!scenario, true);
  2620. RenderingServerDefault::redraw_request(); //update, so it updates in editor
  2621. if (p_step == 0) {
  2622. if (!scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
  2623. return true; //all full
  2624. }
  2625. }
  2626. if (p_step >= 0 && p_step < 6) {
  2627. static const Vector3 view_normals[6] = {
  2628. Vector3(+1, 0, 0),
  2629. Vector3(-1, 0, 0),
  2630. Vector3(0, +1, 0),
  2631. Vector3(0, -1, 0),
  2632. Vector3(0, 0, +1),
  2633. Vector3(0, 0, -1)
  2634. };
  2635. static const Vector3 view_up[6] = {
  2636. Vector3(0, -1, 0),
  2637. Vector3(0, -1, 0),
  2638. Vector3(0, 0, +1),
  2639. Vector3(0, 0, -1),
  2640. Vector3(0, -1, 0),
  2641. Vector3(0, -1, 0)
  2642. };
  2643. Vector3 extents = RSG::storage->reflection_probe_get_extents(p_instance->base);
  2644. Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base);
  2645. float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
  2646. float size = scene_render->reflection_atlas_get_size(scenario->reflection_atlas);
  2647. float lod_threshold = RSG::storage->reflection_probe_get_lod_threshold(p_instance->base) / size;
  2648. Vector3 edge = view_normals[p_step] * extents;
  2649. 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
  2650. max_distance = MAX(max_distance, distance);
  2651. //render cubemap side
  2652. CameraMatrix cm;
  2653. cm.set_perspective(90, 1, 0.01, max_distance);
  2654. Transform3D local_view;
  2655. local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]);
  2656. Transform3D xform = p_instance->transform * local_view;
  2657. RID shadow_atlas;
  2658. bool use_shadows = RSG::storage->reflection_probe_renders_shadows(p_instance->base);
  2659. if (use_shadows) {
  2660. shadow_atlas = scenario->reflection_probe_shadow_atlas;
  2661. }
  2662. RID environment;
  2663. if (scenario->environment.is_valid()) {
  2664. environment = scenario->environment;
  2665. } else {
  2666. environment = scenario->fallback_environment;
  2667. }
  2668. RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
  2669. RendererSceneRender::CameraData camera_data;
  2670. camera_data.set_camera(xform, cm, false, false);
  2671. _render_scene(&camera_data, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, lod_threshold, use_shadows);
  2672. } else {
  2673. //do roughness postprocess step until it believes it's done
  2674. RENDER_TIMESTAMP("Post-Process Reflection Probe, Step " + itos(p_step));
  2675. return scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
  2676. }
  2677. return false;
  2678. }
  2679. void RendererSceneCull::render_probes() {
  2680. /* REFLECTION PROBES */
  2681. SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
  2682. bool busy = false;
  2683. while (ref_probe) {
  2684. SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
  2685. RID base = ref_probe->self()->owner->base;
  2686. switch (RSG::storage->reflection_probe_get_update_mode(base)) {
  2687. case RS::REFLECTION_PROBE_UPDATE_ONCE: {
  2688. if (busy) { //already rendering something
  2689. break;
  2690. }
  2691. bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step);
  2692. if (done) {
  2693. reflection_probe_render_list.remove(ref_probe);
  2694. } else {
  2695. ref_probe->self()->render_step++;
  2696. }
  2697. busy = true; //do not render another one of this kind
  2698. } break;
  2699. case RS::REFLECTION_PROBE_UPDATE_ALWAYS: {
  2700. int step = 0;
  2701. bool done = false;
  2702. while (!done) {
  2703. done = _render_reflection_probe_step(ref_probe->self()->owner, step);
  2704. step++;
  2705. }
  2706. reflection_probe_render_list.remove(ref_probe);
  2707. } break;
  2708. }
  2709. ref_probe = next;
  2710. }
  2711. /* VOXEL GIS */
  2712. SelfList<InstanceVoxelGIData> *voxel_gi = voxel_gi_update_list.first();
  2713. if (voxel_gi) {
  2714. RENDER_TIMESTAMP("Render GI Probes");
  2715. }
  2716. while (voxel_gi) {
  2717. SelfList<InstanceVoxelGIData> *next = voxel_gi->next();
  2718. InstanceVoxelGIData *probe = voxel_gi->self();
  2719. //Instance *instance_probe = probe->owner;
  2720. //check if probe must be setup, but don't do if on the lighting thread
  2721. bool cache_dirty = false;
  2722. int cache_count = 0;
  2723. {
  2724. int light_cache_size = probe->light_cache.size();
  2725. const InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptr();
  2726. const RID *instance_caches = probe->light_instances.ptr();
  2727. int idx = 0; //must count visible lights
  2728. for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
  2729. Instance *instance = E->get();
  2730. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2731. if (!instance->visible) {
  2732. continue;
  2733. }
  2734. if (cache_dirty) {
  2735. //do nothing, since idx must count all visible lights anyway
  2736. } else if (idx >= light_cache_size) {
  2737. cache_dirty = true;
  2738. } else {
  2739. const InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2740. if (
  2741. instance_caches[idx] != instance_light->instance ||
  2742. cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
  2743. cache->type != RSG::storage->light_get_type(instance->base) ||
  2744. cache->transform != instance->transform ||
  2745. cache->color != RSG::storage->light_get_color(instance->base) ||
  2746. cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
  2747. cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
  2748. cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
  2749. cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
  2750. cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
  2751. cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
  2752. cache_dirty = true;
  2753. }
  2754. }
  2755. idx++;
  2756. }
  2757. for (const Instance *instance : probe->owner->scenario->directional_lights) {
  2758. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2759. if (!instance->visible) {
  2760. continue;
  2761. }
  2762. if (cache_dirty) {
  2763. //do nothing, since idx must count all visible lights anyway
  2764. } else if (idx >= light_cache_size) {
  2765. cache_dirty = true;
  2766. } else {
  2767. const InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2768. if (
  2769. instance_caches[idx] != instance_light->instance ||
  2770. cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
  2771. cache->type != RSG::storage->light_get_type(instance->base) ||
  2772. cache->transform != instance->transform ||
  2773. cache->color != RSG::storage->light_get_color(instance->base) ||
  2774. cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
  2775. cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
  2776. cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
  2777. cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
  2778. cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
  2779. cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
  2780. cache->sky_only != RSG::storage->light_directional_is_sky_only(instance->base)) {
  2781. cache_dirty = true;
  2782. }
  2783. }
  2784. idx++;
  2785. }
  2786. if (idx != light_cache_size) {
  2787. cache_dirty = true;
  2788. }
  2789. cache_count = idx;
  2790. }
  2791. bool update_lights = scene_render->voxel_gi_needs_update(probe->probe_instance);
  2792. if (cache_dirty) {
  2793. probe->light_cache.resize(cache_count);
  2794. probe->light_instances.resize(cache_count);
  2795. if (cache_count) {
  2796. InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptrw();
  2797. RID *instance_caches = probe->light_instances.ptrw();
  2798. int idx = 0; //must count visible lights
  2799. for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
  2800. Instance *instance = E->get();
  2801. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2802. if (!instance->visible) {
  2803. continue;
  2804. }
  2805. InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2806. instance_caches[idx] = instance_light->instance;
  2807. cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
  2808. cache->type = RSG::storage->light_get_type(instance->base);
  2809. cache->transform = instance->transform;
  2810. cache->color = RSG::storage->light_get_color(instance->base);
  2811. cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
  2812. cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  2813. cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
  2814. cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
  2815. cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2816. cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2817. idx++;
  2818. }
  2819. for (const Instance *instance : probe->owner->scenario->directional_lights) {
  2820. InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
  2821. if (!instance->visible) {
  2822. continue;
  2823. }
  2824. InstanceVoxelGIData::LightCache *cache = &caches[idx];
  2825. instance_caches[idx] = instance_light->instance;
  2826. cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
  2827. cache->type = RSG::storage->light_get_type(instance->base);
  2828. cache->transform = instance->transform;
  2829. cache->color = RSG::storage->light_get_color(instance->base);
  2830. cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
  2831. cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
  2832. cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
  2833. cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
  2834. cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2835. cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2836. cache->sky_only = RSG::storage->light_directional_is_sky_only(instance->base);
  2837. idx++;
  2838. }
  2839. }
  2840. update_lights = true;
  2841. }
  2842. scene_cull_result.geometry_instances.clear();
  2843. RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
  2844. for (Set<Instance *>::Element *E = probe->dynamic_geometries.front(); E; E = E->next()) {
  2845. Instance *ins = E->get();
  2846. if (!ins->visible) {
  2847. continue;
  2848. }
  2849. InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
  2850. if (ins->scenario && ins->array_index >= 0 && (ins->scenario->instance_data[ins->array_index].flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY)) {
  2851. uint32_t idx = 0;
  2852. for (Set<Instance *>::Element *F = geom->voxel_gi_instances.front(); F; F = F->next()) {
  2853. InstanceVoxelGIData *voxel_gi2 = static_cast<InstanceVoxelGIData *>(F->get()->base_data);
  2854. instance_pair_buffer[idx++] = voxel_gi2->probe_instance;
  2855. if (idx == MAX_INSTANCE_PAIRS) {
  2856. break;
  2857. }
  2858. }
  2859. scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, instance_pair_buffer, idx);
  2860. ins->scenario->instance_data[ins->array_index].flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
  2861. }
  2862. scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
  2863. }
  2864. scene_render->voxel_gi_update(probe->probe_instance, update_lights, probe->light_instances, scene_cull_result.geometry_instances);
  2865. voxel_gi_update_list.remove(voxel_gi);
  2866. voxel_gi = next;
  2867. }
  2868. }
  2869. void RendererSceneCull::render_particle_colliders() {
  2870. while (heightfield_particle_colliders_update_list.front()) {
  2871. Instance *hfpc = heightfield_particle_colliders_update_list.front()->get();
  2872. if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
  2873. //update heightfield
  2874. instance_cull_result.clear();
  2875. scene_cull_result.geometry_instances.clear();
  2876. struct CullAABB {
  2877. PagedArray<Instance *> *result;
  2878. _FORCE_INLINE_ bool operator()(void *p_data) {
  2879. Instance *p_instance = (Instance *)p_data;
  2880. result->push_back(p_instance);
  2881. return false;
  2882. }
  2883. };
  2884. CullAABB cull_aabb;
  2885. cull_aabb.result = &instance_cull_result;
  2886. hfpc->scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(hfpc->transformed_aabb, cull_aabb);
  2887. hfpc->scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(hfpc->transformed_aabb, cull_aabb);
  2888. for (int i = 0; i < (int)instance_cull_result.size(); i++) {
  2889. Instance *instance = instance_cull_result[i];
  2890. if (!instance || !((1 << instance->base_type) & (RS::INSTANCE_GEOMETRY_MASK & (~(1 << RS::INSTANCE_PARTICLES))))) { //all but particles to avoid self collision
  2891. continue;
  2892. }
  2893. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
  2894. scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
  2895. }
  2896. scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, scene_cull_result.geometry_instances);
  2897. }
  2898. heightfield_particle_colliders_update_list.erase(heightfield_particle_colliders_update_list.front());
  2899. }
  2900. }
  2901. void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
  2902. List<RendererStorage::InstanceShaderParam> plist;
  2903. RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
  2904. for (const RendererStorage::InstanceShaderParam &E : plist) {
  2905. StringName name = E.info.name;
  2906. if (isparams.has(name)) {
  2907. if (isparams[name].info.type != E.info.type) {
  2908. WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E.info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
  2909. }
  2910. if (isparams[name].index != E.index) {
  2911. WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E.info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
  2912. }
  2913. continue; //first one found always has priority
  2914. }
  2915. Instance::InstanceShaderParameter isp;
  2916. isp.index = E.index;
  2917. isp.info = E.info;
  2918. isp.default_value = E.default_value;
  2919. if (existing_isparams.has(name)) {
  2920. isp.value = existing_isparams[name].value;
  2921. } else {
  2922. isp.value = E.default_value;
  2923. }
  2924. isparams[name] = isp;
  2925. }
  2926. }
  2927. void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
  2928. if (p_instance->update_aabb) {
  2929. _update_instance_aabb(p_instance);
  2930. }
  2931. if (p_instance->update_dependencies) {
  2932. p_instance->dependency_tracker.update_begin();
  2933. if (p_instance->base.is_valid()) {
  2934. RSG::storage->base_update_dependency(p_instance->base, &p_instance->dependency_tracker);
  2935. }
  2936. if (p_instance->material_override.is_valid()) {
  2937. RSG::storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker);
  2938. }
  2939. if (p_instance->base_type == RS::INSTANCE_MESH) {
  2940. //remove materials no longer used and un-own them
  2941. int new_mat_count = RSG::storage->mesh_get_surface_count(p_instance->base);
  2942. p_instance->materials.resize(new_mat_count);
  2943. _instance_update_mesh_instance(p_instance);
  2944. }
  2945. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  2946. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  2947. bool can_cast_shadows = true;
  2948. bool is_animated = false;
  2949. Map<StringName, Instance::InstanceShaderParameter> isparams;
  2950. if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
  2951. can_cast_shadows = false;
  2952. }
  2953. if (p_instance->material_override.is_valid()) {
  2954. if (!RSG::storage->material_casts_shadows(p_instance->material_override)) {
  2955. can_cast_shadows = false;
  2956. }
  2957. is_animated = RSG::storage->material_is_animated(p_instance->material_override);
  2958. _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override);
  2959. } else {
  2960. if (p_instance->base_type == RS::INSTANCE_MESH) {
  2961. RID mesh = p_instance->base;
  2962. if (mesh.is_valid()) {
  2963. bool cast_shadows = false;
  2964. for (int i = 0; i < p_instance->materials.size(); i++) {
  2965. RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : RSG::storage->mesh_surface_get_material(mesh, i);
  2966. if (!mat.is_valid()) {
  2967. cast_shadows = true;
  2968. } else {
  2969. if (RSG::storage->material_casts_shadows(mat)) {
  2970. cast_shadows = true;
  2971. }
  2972. if (RSG::storage->material_is_animated(mat)) {
  2973. is_animated = true;
  2974. }
  2975. _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
  2976. RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  2977. }
  2978. }
  2979. if (!cast_shadows) {
  2980. can_cast_shadows = false;
  2981. }
  2982. }
  2983. } else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
  2984. RID mesh = RSG::storage->multimesh_get_mesh(p_instance->base);
  2985. if (mesh.is_valid()) {
  2986. bool cast_shadows = false;
  2987. int sc = RSG::storage->mesh_get_surface_count(mesh);
  2988. for (int i = 0; i < sc; i++) {
  2989. RID mat = RSG::storage->mesh_surface_get_material(mesh, i);
  2990. if (!mat.is_valid()) {
  2991. cast_shadows = true;
  2992. } else {
  2993. if (RSG::storage->material_casts_shadows(mat)) {
  2994. cast_shadows = true;
  2995. }
  2996. if (RSG::storage->material_is_animated(mat)) {
  2997. is_animated = true;
  2998. }
  2999. _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
  3000. RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  3001. }
  3002. }
  3003. if (!cast_shadows) {
  3004. can_cast_shadows = false;
  3005. }
  3006. RSG::storage->base_update_dependency(mesh, &p_instance->dependency_tracker);
  3007. }
  3008. } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
  3009. bool cast_shadows = false;
  3010. int dp = RSG::storage->particles_get_draw_passes(p_instance->base);
  3011. for (int i = 0; i < dp; i++) {
  3012. RID mesh = RSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
  3013. if (!mesh.is_valid()) {
  3014. continue;
  3015. }
  3016. int sc = RSG::storage->mesh_get_surface_count(mesh);
  3017. for (int j = 0; j < sc; j++) {
  3018. RID mat = RSG::storage->mesh_surface_get_material(mesh, j);
  3019. if (!mat.is_valid()) {
  3020. cast_shadows = true;
  3021. } else {
  3022. if (RSG::storage->material_casts_shadows(mat)) {
  3023. cast_shadows = true;
  3024. }
  3025. if (RSG::storage->material_is_animated(mat)) {
  3026. is_animated = true;
  3027. }
  3028. _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
  3029. RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
  3030. }
  3031. }
  3032. }
  3033. if (!cast_shadows) {
  3034. can_cast_shadows = false;
  3035. }
  3036. }
  3037. }
  3038. if (can_cast_shadows != geom->can_cast_shadows) {
  3039. //ability to cast shadows change, let lights now
  3040. for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
  3041. InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
  3042. light->shadow_dirty = true;
  3043. }
  3044. geom->can_cast_shadows = can_cast_shadows;
  3045. }
  3046. geom->material_is_animated = is_animated;
  3047. p_instance->instance_shader_parameters = isparams;
  3048. if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
  3049. p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
  3050. if (p_instance->instance_allocated_shader_parameters) {
  3051. p_instance->instance_allocated_shader_parameters_offset = RSG::storage->global_variables_instance_allocate(p_instance->self);
  3052. scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, p_instance->instance_allocated_shader_parameters_offset);
  3053. for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_parameters) {
  3054. if (E.value.value.get_type() != Variant::NIL) {
  3055. RSG::storage->global_variables_instance_update(p_instance->self, E.value.index, E.value.value);
  3056. }
  3057. }
  3058. } else {
  3059. RSG::storage->global_variables_instance_free(p_instance->self);
  3060. p_instance->instance_allocated_shader_parameters_offset = -1;
  3061. scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, -1);
  3062. }
  3063. }
  3064. }
  3065. if (p_instance->skeleton.is_valid()) {
  3066. RSG::storage->skeleton_update_dependency(p_instance->skeleton, &p_instance->dependency_tracker);
  3067. }
  3068. p_instance->dependency_tracker.update_end();
  3069. if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
  3070. InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
  3071. scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, p_instance->materials);
  3072. }
  3073. }
  3074. _instance_update_list.remove(&p_instance->update_item);
  3075. _update_instance(p_instance);
  3076. p_instance->update_aabb = false;
  3077. p_instance->update_dependencies = false;
  3078. }
  3079. void RendererSceneCull::update_dirty_instances() {
  3080. RSG::storage->update_dirty_resources();
  3081. while (_instance_update_list.first()) {
  3082. _update_dirty_instance(_instance_update_list.first()->self());
  3083. }
  3084. }
  3085. void RendererSceneCull::update() {
  3086. //optimize bvhs
  3087. for (uint32_t i = 0; i < scenario_owner.get_rid_count(); i++) {
  3088. Scenario *s = scenario_owner.get_ptr_by_index(i);
  3089. s->indexers[Scenario::INDEXER_GEOMETRY].optimize_incremental(indexer_update_iterations);
  3090. s->indexers[Scenario::INDEXER_VOLUMES].optimize_incremental(indexer_update_iterations);
  3091. }
  3092. scene_render->update();
  3093. update_dirty_instances();
  3094. render_particle_colliders();
  3095. }
  3096. bool RendererSceneCull::free(RID p_rid) {
  3097. if (scene_render->free(p_rid)) {
  3098. return true;
  3099. }
  3100. if (camera_owner.owns(p_rid)) {
  3101. camera_owner.free(p_rid);
  3102. } else if (scenario_owner.owns(p_rid)) {
  3103. Scenario *scenario = scenario_owner.get_or_null(p_rid);
  3104. while (scenario->instances.first()) {
  3105. instance_set_scenario(scenario->instances.first()->self()->self, RID());
  3106. }
  3107. scenario->instance_aabbs.reset();
  3108. scenario->instance_data.reset();
  3109. scenario->instance_visibility.reset();
  3110. scene_render->free(scenario->reflection_probe_shadow_atlas);
  3111. scene_render->free(scenario->reflection_atlas);
  3112. scenario_owner.free(p_rid);
  3113. RendererSceneOcclusionCull::get_singleton()->remove_scenario(p_rid);
  3114. } else if (RendererSceneOcclusionCull::get_singleton()->is_occluder(p_rid)) {
  3115. RendererSceneOcclusionCull::get_singleton()->free_occluder(p_rid);
  3116. } else if (instance_owner.owns(p_rid)) {
  3117. // delete the instance
  3118. update_dirty_instances();
  3119. Instance *instance = instance_owner.get_or_null(p_rid);
  3120. instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
  3121. instance_set_scenario(p_rid, RID());
  3122. instance_set_base(p_rid, RID());
  3123. instance_geometry_set_material_override(p_rid, RID());
  3124. instance_attach_skeleton(p_rid, RID());
  3125. if (instance->instance_allocated_shader_parameters) {
  3126. //free the used shader parameters
  3127. RSG::storage->global_variables_instance_free(instance->self);
  3128. }
  3129. update_dirty_instances(); //in case something changed this
  3130. instance_owner.free(p_rid);
  3131. } else {
  3132. return false;
  3133. }
  3134. return true;
  3135. }
  3136. TypedArray<Image> RendererSceneCull::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  3137. return scene_render->bake_render_uv2(p_base, p_material_overrides, p_image_size);
  3138. }
  3139. void RendererSceneCull::update_visibility_notifiers() {
  3140. SelfList<InstanceVisibilityNotifierData> *E = visible_notifier_list.first();
  3141. while (E) {
  3142. SelfList<InstanceVisibilityNotifierData> *N = E->next();
  3143. InstanceVisibilityNotifierData *visibility_notifier = E->self();
  3144. if (visibility_notifier->just_visible) {
  3145. visibility_notifier->just_visible = false;
  3146. RSG::storage->visibility_notifier_call(visibility_notifier->base, true, RSG::threaded);
  3147. } else {
  3148. if (visibility_notifier->visible_in_frame != RSG::rasterizer->get_frame_number()) {
  3149. visible_notifier_list.remove(E);
  3150. RSG::storage->visibility_notifier_call(visibility_notifier->base, false, RSG::threaded);
  3151. }
  3152. }
  3153. E = N;
  3154. }
  3155. }
  3156. /*******************************/
  3157. /* Passthrough to Scene Render */
  3158. /*******************************/
  3159. /* ENVIRONMENT API */
  3160. RendererSceneCull *RendererSceneCull::singleton = nullptr;
  3161. void RendererSceneCull::set_scene_render(RendererSceneRender *p_scene_render) {
  3162. scene_render = p_scene_render;
  3163. geometry_instance_pair_mask = scene_render->geometry_instance_get_pair_mask();
  3164. }
  3165. RendererSceneCull::RendererSceneCull() {
  3166. render_pass = 1;
  3167. singleton = this;
  3168. instance_cull_result.set_page_pool(&instance_cull_page_pool);
  3169. instance_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
  3170. for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
  3171. render_shadow_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
  3172. }
  3173. for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  3174. render_sdfgi_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
  3175. }
  3176. scene_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
  3177. scene_cull_result_threads.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
  3178. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  3179. scene_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
  3180. }
  3181. indexer_update_iterations = GLOBAL_GET("rendering/limits/spatial_indexer/update_iterations_per_frame");
  3182. thread_cull_threshold = GLOBAL_GET("rendering/limits/spatial_indexer/threaded_cull_minimum_instances");
  3183. thread_cull_threshold = MAX(thread_cull_threshold, (uint32_t)RendererThreadPool::singleton->thread_work_pool.get_thread_count()); //make sure there is at least one thread per CPU
  3184. dummy_occlusion_culling = memnew(RendererSceneOcclusionCull);
  3185. }
  3186. RendererSceneCull::~RendererSceneCull() {
  3187. instance_cull_result.reset();
  3188. instance_shadow_cull_result.reset();
  3189. for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
  3190. render_shadow_data[i].instances.reset();
  3191. }
  3192. for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  3193. render_sdfgi_data[i].instances.reset();
  3194. }
  3195. scene_cull_result.reset();
  3196. for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
  3197. scene_cull_result_threads[i].reset();
  3198. }
  3199. scene_cull_result_threads.clear();
  3200. if (dummy_occlusion_culling) {
  3201. memdelete(dummy_occlusion_culling);
  3202. }
  3203. }