visual_server_scene.cpp 36 KB

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  1. #include "visual_server_scene.h"
  2. #include "visual_server_global.h"
  3. /* CAMERA API */
  4. RID VisualServerScene::camera_create() {
  5. Camera * camera = memnew( Camera );
  6. return camera_owner.make_rid( camera );
  7. }
  8. void VisualServerScene::camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far) {
  9. Camera *camera = camera_owner.get( p_camera );
  10. ERR_FAIL_COND(!camera);
  11. camera->type=Camera::PERSPECTIVE;
  12. camera->fov=p_fovy_degrees;
  13. camera->znear=p_z_near;
  14. camera->zfar=p_z_far;
  15. }
  16. void VisualServerScene::camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far) {
  17. Camera *camera = camera_owner.get( p_camera );
  18. ERR_FAIL_COND(!camera);
  19. camera->type=Camera::ORTHOGONAL;
  20. camera->size=p_size;
  21. camera->znear=p_z_near;
  22. camera->zfar=p_z_far;
  23. }
  24. void VisualServerScene::camera_set_transform(RID p_camera,const Transform& p_transform) {
  25. Camera *camera = camera_owner.get( p_camera );
  26. ERR_FAIL_COND(!camera);
  27. camera->transform=p_transform.orthonormalized();
  28. }
  29. void VisualServerScene::camera_set_cull_mask(RID p_camera,uint32_t p_layers) {
  30. Camera *camera = camera_owner.get( p_camera );
  31. ERR_FAIL_COND(!camera);
  32. camera->visible_layers=p_layers;
  33. }
  34. void VisualServerScene::camera_set_environment(RID p_camera,RID p_env) {
  35. Camera *camera = camera_owner.get( p_camera );
  36. ERR_FAIL_COND(!camera);
  37. camera->env=p_env;
  38. }
  39. void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera,bool p_enable) {
  40. Camera *camera = camera_owner.get( p_camera );
  41. ERR_FAIL_COND(!camera);
  42. camera->vaspect=p_enable;
  43. }
  44. /* SCENARIO API */
  45. void* VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int) {
  46. // VisualServerScene *self = (VisualServerScene*)p_self;
  47. Instance *A = p_A;
  48. Instance *B = p_B;
  49. //instance indices are designed so greater always contains lesser
  50. if (A->base_type > B->base_type) {
  51. SWAP(A,B); //lesser always first
  52. }
  53. if (B->base_type==VS::INSTANCE_LIGHT && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
  54. InstanceLightData * light = static_cast<InstanceLightData*>(B->base_data);
  55. InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
  56. InstanceLightData::PairInfo pinfo;
  57. pinfo.geometry=A;
  58. pinfo.L = geom->lighting.push_back(B);
  59. List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo);
  60. light->shadow_sirty=true;
  61. geom->lighting_dirty=true;
  62. return E; //this element should make freeing faster
  63. }
  64. #if 0
  65. if (A->base_type==INSTANCE_PORTAL) {
  66. ERR_FAIL_COND_V( B->base_type!=INSTANCE_PORTAL,NULL );
  67. A->portal_info->candidate_set.insert(B);
  68. B->portal_info->candidate_set.insert(A);
  69. self->_portal_attempt_connect(A);
  70. //attempt to conncet portal A (will go through B anyway)
  71. //this is a little hackish, but works fine in practice
  72. } else if (A->base_type==INSTANCE_BAKED_LIGHT || B->base_type==INSTANCE_BAKED_LIGHT) {
  73. if (B->base_type==INSTANCE_BAKED_LIGHT) {
  74. SWAP(A,B);
  75. }
  76. ERR_FAIL_COND_V(B->base_type!=INSTANCE_BAKED_LIGHT_SAMPLER,NULL);
  77. B->baked_light_sampler_info->baked_lights.insert(A);
  78. } else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) {
  79. if (B->base_type==INSTANCE_ROOM)
  80. SWAP(A,B);
  81. ERR_FAIL_COND_V(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ),NULL);
  82. B->auto_rooms.insert(A);
  83. A->room_info->owned_autoroom_geometry.insert(B);
  84. self->_instance_validate_autorooms(B);
  85. } else {
  86. if (B->base_type==INSTANCE_LIGHT) {
  87. SWAP(A,B);
  88. } else if (A->base_type!=INSTANCE_LIGHT) {
  89. return NULL;
  90. }
  91. A->light_info->affected.insert(B);
  92. B->lights.insert(A);
  93. B->light_cache_dirty=true;
  94. }
  95. #endif
  96. return NULL;
  97. }
  98. void VisualServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int,void* udata) {
  99. // VisualServerScene *self = (VisualServerScene*)p_self;
  100. Instance *A = p_A;
  101. Instance *B = p_B;
  102. //instance indices are designed so greater always contains lesser
  103. if (A->base_type > B->base_type) {
  104. SWAP(A,B); //lesser always first
  105. }
  106. if (B->base_type==VS::INSTANCE_LIGHT && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
  107. InstanceLightData * light = static_cast<InstanceLightData*>(B->base_data);
  108. InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
  109. List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element*>(udata);
  110. geom->lighting.erase(E->get().L);
  111. light->geometries.erase(E);
  112. light->shadow_sirty=true;
  113. geom->lighting_dirty=true;
  114. }
  115. #if 0
  116. if (A->base_type==INSTANCE_PORTAL) {
  117. ERR_FAIL_COND( B->base_type!=INSTANCE_PORTAL );
  118. A->portal_info->candidate_set.erase(B);
  119. B->portal_info->candidate_set.erase(A);
  120. //after disconnecting them, see if they can connect again
  121. self->_portal_attempt_connect(A);
  122. self->_portal_attempt_connect(B);
  123. } else if (A->base_type==INSTANCE_BAKED_LIGHT || B->base_type==INSTANCE_BAKED_LIGHT) {
  124. if (B->base_type==INSTANCE_BAKED_LIGHT) {
  125. SWAP(A,B);
  126. }
  127. ERR_FAIL_COND(B->base_type!=INSTANCE_BAKED_LIGHT_SAMPLER);
  128. B->baked_light_sampler_info->baked_lights.erase(A);
  129. } else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) {
  130. if (B->base_type==INSTANCE_ROOM)
  131. SWAP(A,B);
  132. ERR_FAIL_COND(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ));
  133. B->auto_rooms.erase(A);
  134. B->valid_auto_rooms.erase(A);
  135. A->room_info->owned_autoroom_geometry.erase(B);
  136. }else {
  137. if (B->base_type==INSTANCE_LIGHT) {
  138. SWAP(A,B);
  139. } else if (A->base_type!=INSTANCE_LIGHT) {
  140. return;
  141. }
  142. A->light_info->affected.erase(B);
  143. B->lights.erase(A);
  144. B->light_cache_dirty=true;
  145. }
  146. #endif
  147. }
  148. RID VisualServerScene::scenario_create() {
  149. Scenario *scenario = memnew( Scenario );
  150. ERR_FAIL_COND_V(!scenario,RID());
  151. RID scenario_rid = scenario_owner.make_rid( scenario );
  152. scenario->self=scenario_rid;
  153. scenario->octree.set_pair_callback(_instance_pair,this);
  154. scenario->octree.set_unpair_callback(_instance_unpair,this);
  155. return scenario_rid;
  156. }
  157. void VisualServerScene::scenario_set_debug(RID p_scenario,VS::ScenarioDebugMode p_debug_mode) {
  158. Scenario *scenario = scenario_owner.get(p_scenario);
  159. ERR_FAIL_COND(!scenario);
  160. scenario->debug=p_debug_mode;
  161. }
  162. void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environment) {
  163. Scenario *scenario = scenario_owner.get(p_scenario);
  164. ERR_FAIL_COND(!scenario);
  165. scenario->environment=p_environment;
  166. }
  167. void VisualServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
  168. Scenario *scenario = scenario_owner.get(p_scenario);
  169. ERR_FAIL_COND(!scenario);
  170. scenario->fallback_environment=p_environment;
  171. }
  172. /* INSTANCING API */
  173. void VisualServerScene::_instance_queue_update(Instance *p_instance,bool p_update_aabb,bool p_update_materials) {
  174. if (p_update_aabb)
  175. p_instance->update_aabb=true;
  176. if (p_update_materials)
  177. p_instance->update_materials=true;
  178. if (p_instance->update_item.in_list())
  179. return;
  180. _instance_update_list.add(&p_instance->update_item);
  181. }
  182. // from can be mesh, light, area and portal so far.
  183. RID VisualServerScene::instance_create(){
  184. Instance *instance = memnew( Instance );
  185. ERR_FAIL_COND_V(!instance,RID());
  186. RID instance_rid = instance_owner.make_rid(instance);
  187. instance->self=instance_rid;
  188. return instance_rid;
  189. }
  190. void VisualServerScene::instance_set_base(RID p_instance, RID p_base){
  191. Instance *instance = instance_owner.get( p_instance );
  192. ERR_FAIL_COND( !instance );
  193. Scenario *scenario = instance->scenario;
  194. if (instance->base_type!=VS::INSTANCE_NONE) {
  195. //free anything related to that base
  196. VSG::storage->instance_remove_dependency(instance->base,instance);
  197. if (scenario && instance->octree_id) {
  198. scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
  199. instance->octree_id=0;
  200. }
  201. switch(instance->base_type) {
  202. case VS::INSTANCE_LIGHT: {
  203. InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
  204. if (instance->scenario && light->D) {
  205. instance->scenario->directional_lights.erase( light->D );
  206. light->D=NULL;
  207. }
  208. VSG::scene_render->free(light->instance);
  209. }
  210. }
  211. if (instance->base_data) {
  212. memdelete( instance->base_data );
  213. instance->base_data=NULL;
  214. }
  215. instance->morph_values.clear();
  216. instance->materials.clear();
  217. #if 0
  218. if (instance->light_info) {
  219. if (instance->scenario && instance->light_info->D)
  220. instance->scenario->directional_lights.erase( instance->light_info->D );
  221. rasterizer->free(instance->light_info->instance);
  222. memdelete(instance->light_info);
  223. instance->light_info=NULL;
  224. }
  225. if ( instance->room ) {
  226. instance_set_room(p_instance,RID());
  227. /*
  228. if((1<<instance->base_type)&INSTANCE_GEOMETRY_MASK)
  229. instance->room->room_info->owned_geometry_instances.erase(instance->RE);
  230. else if (instance->base_type==INSTANCE_PORTAL) {
  231. print_line("freeing portal, is it there? "+itos(instance->room->room_info->owned_portal_instances.(instance->RE)));
  232. instance->room->room_info->owned_portal_instances.erase(instance->RE);
  233. } else if (instance->base_type==INSTANCE_ROOM)
  234. instance->room->room_info->owned_room_instances.erase(instance->RE);
  235. else if (instance->base_type==INSTANCE_LIGHT)
  236. instance->room->room_info->owned_light_instances.erase(instance->RE);
  237. instance->RE=NULL;*/
  238. }
  239. if (instance->portal_info) {
  240. _portal_disconnect(instance,true);
  241. memdelete(instance->portal_info);
  242. instance->portal_info=NULL;
  243. }
  244. if (instance->baked_light_info) {
  245. while(instance->baked_light_info->owned_instances.size()) {
  246. Instance *owned=instance->baked_light_info->owned_instances.front()->get();
  247. owned->baked_light=NULL;
  248. owned->data.baked_light=NULL;
  249. owned->data.baked_light_octree_xform=NULL;
  250. owned->BLE=NULL;
  251. instance->baked_light_info->owned_instances.pop_front();
  252. }
  253. memdelete(instance->baked_light_info);
  254. instance->baked_light_info=NULL;
  255. }
  256. if (instance->scenario && instance->octree_id) {
  257. instance->scenario->octree.erase( instance->octree_id );
  258. instance->octree_id=0;
  259. }
  260. if (instance->room_info) {
  261. for(List<Instance*>::Element *E=instance->room_info->owned_geometry_instances.front();E;E=E->next()) {
  262. Instance *owned = E->get();
  263. owned->room=NULL;
  264. owned->RE=NULL;
  265. }
  266. for(List<Instance*>::Element *E=instance->room_info->owned_portal_instances.front();E;E=E->next()) {
  267. _portal_disconnect(E->get(),true);
  268. Instance *owned = E->get();
  269. owned->room=NULL;
  270. owned->RE=NULL;
  271. }
  272. for(List<Instance*>::Element *E=instance->room_info->owned_room_instances.front();E;E=E->next()) {
  273. Instance *owned = E->get();
  274. owned->room=NULL;
  275. owned->RE=NULL;
  276. }
  277. if (instance->room_info->disconnected_child_portals.size()) {
  278. ERR_PRINT("BUG: Disconnected portals remain!");
  279. }
  280. memdelete(instance->room_info);
  281. instance->room_info=NULL;
  282. }
  283. if (instance->particles_info) {
  284. rasterizer->free( instance->particles_info->instance );
  285. memdelete(instance->particles_info);
  286. instance->particles_info=NULL;
  287. }
  288. if (instance->baked_light_sampler_info) {
  289. while (instance->baked_light_sampler_info->owned_instances.size()) {
  290. instance_geometry_set_baked_light_sampler(instance->baked_light_sampler_info->owned_instances.front()->get()->self,RID());
  291. }
  292. if (instance->baked_light_sampler_info->sampled_light.is_valid()) {
  293. rasterizer->free(instance->baked_light_sampler_info->sampled_light);
  294. }
  295. memdelete( instance->baked_light_sampler_info );
  296. instance->baked_light_sampler_info=NULL;
  297. }
  298. #endif
  299. }
  300. instance->base_type=VS::INSTANCE_NONE;
  301. instance->base=RID();
  302. if (p_base.is_valid()) {
  303. instance->base_type=VSG::storage->get_base_type(p_base);
  304. ERR_FAIL_COND(instance->base_type==VS::INSTANCE_NONE);
  305. switch(instance->base_type) {
  306. case VS::INSTANCE_LIGHT: {
  307. InstanceLightData *light = memnew( InstanceLightData );
  308. if (scenario && VSG::storage->light_get_type(p_base)==VS::LIGHT_DIRECTIONAL) {
  309. light->D = scenario->directional_lights.push_back(instance);
  310. }
  311. light->instance = VSG::scene_render->light_instance_create(p_base);
  312. instance->base_data=light;
  313. }
  314. case VS::INSTANCE_MESH: {
  315. InstanceGeometryData *geom = memnew( InstanceGeometryData );
  316. instance->base_data=geom;
  317. }
  318. }
  319. VSG::storage->instance_add_dependency(p_base,instance);
  320. instance->base=p_base;
  321. if (scenario)
  322. _instance_queue_update(instance,true,true);
  323. #if 0
  324. if (rasterizer->is_mesh(p_base)) {
  325. instance->base_type=INSTANCE_MESH;
  326. instance->data.morph_values.resize( rasterizer->mesh_get_morph_target_count(p_base));
  327. instance->data.materials.resize( rasterizer->mesh_get_surface_count(p_base));
  328. } else if (rasterizer->is_multimesh(p_base)) {
  329. instance->base_type=INSTANCE_MULTIMESH;
  330. } else if (rasterizer->is_immediate(p_base)) {
  331. instance->base_type=INSTANCE_IMMEDIATE;
  332. } else if (rasterizer->is_particles(p_base)) {
  333. instance->base_type=INSTANCE_PARTICLES;
  334. instance->particles_info=memnew( Instance::ParticlesInfo );
  335. instance->particles_info->instance = rasterizer->particles_instance_create( p_base );
  336. } else if (rasterizer->is_light(p_base)) {
  337. instance->base_type=INSTANCE_LIGHT;
  338. instance->light_info = memnew( Instance::LightInfo );
  339. instance->light_info->instance = rasterizer->light_instance_create(p_base);
  340. if (instance->scenario && rasterizer->light_get_type(p_base)==LIGHT_DIRECTIONAL) {
  341. instance->light_info->D = instance->scenario->directional_lights.push_back(instance->self);
  342. }
  343. } else if (room_owner.owns(p_base)) {
  344. instance->base_type=INSTANCE_ROOM;
  345. instance->room_info = memnew( Instance::RoomInfo );
  346. instance->room_info->room=room_owner.get(p_base);
  347. } else if (portal_owner.owns(p_base)) {
  348. instance->base_type=INSTANCE_PORTAL;
  349. instance->portal_info = memnew(Instance::PortalInfo);
  350. instance->portal_info->portal=portal_owner.get(p_base);
  351. } else if (baked_light_owner.owns(p_base)) {
  352. instance->base_type=INSTANCE_BAKED_LIGHT;
  353. instance->baked_light_info=memnew(Instance::BakedLightInfo);
  354. instance->baked_light_info->baked_light=baked_light_owner.get(p_base);
  355. //instance->portal_info = memnew(Instance::PortalInfo);
  356. //instance->portal_info->portal=portal_owner.get(p_base);
  357. } else if (baked_light_sampler_owner.owns(p_base)) {
  358. instance->base_type=INSTANCE_BAKED_LIGHT_SAMPLER;
  359. instance->baked_light_sampler_info=memnew( Instance::BakedLightSamplerInfo);
  360. instance->baked_light_sampler_info->sampler=baked_light_sampler_owner.get(p_base);
  361. //instance->portal_info = memnew(Instance::PortalInfo);
  362. //instance->portal_info->portal=portal_owner.get(p_base);
  363. } else {
  364. ERR_EXPLAIN("Invalid base RID for instance!")
  365. ERR_FAIL();
  366. }
  367. instance_dependency_map[ p_base ].insert( instance->self );
  368. #endif
  369. }
  370. }
  371. void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario){
  372. Instance *instance = instance_owner.get( p_instance );
  373. ERR_FAIL_COND( !instance );
  374. if (instance->scenario) {
  375. instance->scenario->instances.remove( &instance->scenario_item );
  376. if (instance->octree_id) {
  377. instance->scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
  378. instance->octree_id=0;
  379. }
  380. switch(instance->base_type) {
  381. case VS::INSTANCE_LIGHT: {
  382. InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
  383. if (light->D) {
  384. instance->scenario->directional_lights.erase( light->D );
  385. light->D=NULL;
  386. }
  387. }
  388. }
  389. instance->scenario=NULL;
  390. }
  391. if (p_scenario.is_valid()) {
  392. Scenario *scenario = scenario_owner.get( p_scenario );
  393. ERR_FAIL_COND(!scenario);
  394. instance->scenario=scenario;
  395. scenario->instances.add( &instance->scenario_item );
  396. switch(instance->base_type) {
  397. case VS::INSTANCE_LIGHT: {
  398. InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
  399. if (VSG::storage->light_get_type(instance->base)==VS::LIGHT_DIRECTIONAL) {
  400. light->D = scenario->directional_lights.push_back(instance);
  401. }
  402. }
  403. }
  404. _instance_queue_update(instance,true,true);
  405. }
  406. }
  407. void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask){
  408. Instance *instance = instance_owner.get( p_instance );
  409. ERR_FAIL_COND( !instance );
  410. instance->layer_mask=p_mask;
  411. }
  412. void VisualServerScene::instance_set_transform(RID p_instance, const Transform& p_transform){
  413. Instance *instance = instance_owner.get( p_instance );
  414. ERR_FAIL_COND( !instance );
  415. if (instance->transform==p_transform)
  416. return; //must be checked to avoid worst evil
  417. instance->transform=p_transform;
  418. _instance_queue_update(instance,true);
  419. }
  420. void VisualServerScene::instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID){
  421. Instance *instance = instance_owner.get( p_instance );
  422. ERR_FAIL_COND( !instance );
  423. instance->object_ID=p_ID;
  424. }
  425. void VisualServerScene::instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight){
  426. }
  427. void VisualServerScene::instance_set_surface_material(RID p_instance,int p_surface, RID p_material){
  428. Instance *instance = instance_owner.get( p_instance );
  429. ERR_FAIL_COND( !instance );
  430. _update_dirty_instance(instance);
  431. ERR_FAIL_INDEX(p_surface,instance->materials.size());
  432. instance->materials[p_surface]=p_material;
  433. }
  434. void VisualServerScene::instance_attach_skeleton(RID p_instance,RID p_skeleton){
  435. Instance *instance = instance_owner.get( p_instance );
  436. ERR_FAIL_COND( !instance );
  437. instance->skeleton=p_skeleton;
  438. _instance_queue_update(instance,true);
  439. }
  440. void VisualServerScene::instance_set_exterior( RID p_instance, bool p_enabled ){
  441. }
  442. void VisualServerScene::instance_set_room( RID p_instance, RID p_room ){
  443. }
  444. void VisualServerScene::instance_set_extra_visibility_margin( RID p_instance, real_t p_margin ){
  445. }
  446. // don't use these in a game!
  447. Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB& p_aabb, RID p_scenario) const{
  448. return Vector<ObjectID>();
  449. }
  450. Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{
  451. return Vector<ObjectID>();
  452. }
  453. Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario) const {
  454. return Vector<ObjectID>();
  455. }
  456. void VisualServerScene::instance_geometry_set_flag(RID p_instance,VS::InstanceFlags p_flags,bool p_enabled){
  457. }
  458. void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) {
  459. }
  460. void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material){
  461. }
  462. void VisualServerScene::instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin){
  463. }
  464. void VisualServerScene::instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance){
  465. }
  466. void VisualServerScene::_update_instance(Instance *p_instance) {
  467. p_instance->version++;
  468. if (p_instance->base_type == VS::INSTANCE_LIGHT) {
  469. InstanceLightData *light = static_cast<InstanceLightData*>(p_instance->base_data);
  470. VSG::scene_render->light_instance_set_transform( light->instance, p_instance->transform );
  471. }
  472. if (p_instance->aabb.has_no_surface())
  473. return;
  474. #if 0
  475. if (p_instance->base_type == VS::INSTANCE_PARTICLES) {
  476. rasterizer->particles_instance_set_transform( p_instance->particles_info->instance, p_instance->data.transform );
  477. }
  478. #endif
  479. if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
  480. InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data);
  481. //make sure lights are updated
  482. for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
  483. InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data);
  484. light->shadow_sirty=true;
  485. }
  486. }
  487. #if 0
  488. else if (p_instance->base_type == INSTANCE_ROOM) {
  489. p_instance->room_info->affine_inverse=p_instance->data.transform.affine_inverse();
  490. } else if (p_instance->base_type == INSTANCE_BAKED_LIGHT) {
  491. Transform scale;
  492. scale.basis.scale(p_instance->baked_light_info->baked_light->octree_aabb.size);
  493. scale.origin=p_instance->baked_light_info->baked_light->octree_aabb.pos;
  494. //print_line("scale: "+scale);
  495. p_instance->baked_light_info->affine_inverse=(p_instance->data.transform*scale).affine_inverse();
  496. }
  497. #endif
  498. p_instance->mirror = p_instance->transform.basis.determinant() < 0.0;
  499. AABB new_aabb;
  500. #if 0
  501. if (p_instance->base_type==INSTANCE_PORTAL) {
  502. //portals need to be transformed in a special way, so they don't become too wide if they have scale..
  503. Transform portal_xform = p_instance->data.transform;
  504. portal_xform.basis.set_axis(2,portal_xform.basis.get_axis(2).normalized());
  505. p_instance->portal_info->plane_cache=Plane( p_instance->data.transform.origin, portal_xform.basis.get_axis(2));
  506. int point_count=p_instance->portal_info->portal->shape.size();
  507. p_instance->portal_info->transformed_point_cache.resize(point_count);
  508. AABB portal_aabb;
  509. for(int i=0;i<point_count;i++) {
  510. Point2 src = p_instance->portal_info->portal->shape[i];
  511. Vector3 point = portal_xform.xform(Vector3(src.x,src.y,0));
  512. p_instance->portal_info->transformed_point_cache[i]=point;
  513. if (i==0)
  514. portal_aabb.pos=point;
  515. else
  516. portal_aabb.expand_to(point);
  517. }
  518. portal_aabb.grow_by(p_instance->portal_info->portal->connect_range);
  519. new_aabb = portal_aabb;
  520. } else {
  521. #endif
  522. new_aabb = p_instance->transform.xform(p_instance->aabb);
  523. #if 0
  524. }
  525. #endif
  526. p_instance->transformed_aabb=new_aabb;
  527. if (!p_instance->scenario) {
  528. return;
  529. }
  530. if (p_instance->octree_id==0) {
  531. uint32_t base_type = 1<<p_instance->base_type;
  532. uint32_t pairable_mask=0;
  533. bool pairable=false;
  534. if (p_instance->base_type == VS::INSTANCE_LIGHT) {
  535. pairable_mask=p_instance->visible?VS::INSTANCE_GEOMETRY_MASK:0;
  536. pairable=true;
  537. }
  538. #if 0
  539. if (p_instance->base_type == VS::INSTANCE_PORTAL) {
  540. pairable_mask=(1<<INSTANCE_PORTAL);
  541. pairable=true;
  542. }
  543. if (p_instance->base_type == VS::INSTANCE_BAKED_LIGHT_SAMPLER) {
  544. pairable_mask=(1<<INSTANCE_BAKED_LIGHT);
  545. pairable=true;
  546. }
  547. if (!p_instance->room && (1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
  548. base_type|=VS::INSTANCE_ROOMLESS_MASK;
  549. }
  550. if (p_instance->base_type == VS::INSTANCE_ROOM) {
  551. pairable_mask=INSTANCE_ROOMLESS_MASK;
  552. pairable=true;
  553. }
  554. #endif
  555. // not inside octree
  556. p_instance->octree_id = p_instance->scenario->octree.create(p_instance,new_aabb,0,pairable,base_type,pairable_mask);
  557. } else {
  558. // if (new_aabb==p_instance->data.transformed_aabb)
  559. // return;
  560. p_instance->scenario->octree.move(p_instance->octree_id,new_aabb);
  561. }
  562. #if 0
  563. if (p_instance->base_type==INSTANCE_PORTAL) {
  564. _portal_attempt_connect(p_instance);
  565. }
  566. if (!p_instance->room && (1<<p_instance->base_type)&INSTANCE_GEOMETRY_MASK) {
  567. _instance_validate_autorooms(p_instance);
  568. }
  569. if (p_instance->base_type == INSTANCE_ROOM) {
  570. for(Set<Instance*>::Element *E=p_instance->room_info->owned_autoroom_geometry.front();E;E=E->next())
  571. _instance_validate_autorooms(E->get());
  572. }
  573. #endif
  574. }
  575. void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
  576. AABB new_aabb;
  577. ERR_FAIL_COND(p_instance->base_type!=VS::INSTANCE_NONE && !p_instance->base.is_valid());
  578. switch(p_instance->base_type) {
  579. case VisualServer::INSTANCE_NONE: {
  580. // do nothing
  581. } break;
  582. case VisualServer::INSTANCE_MESH: {
  583. new_aabb = VSG::storage->mesh_get_aabb(p_instance->base,p_instance->skeleton);
  584. } break;
  585. #if 0
  586. case VisualServer::INSTANCE_MULTIMESH: {
  587. new_aabb = rasterizer->multimesh_get_aabb(p_instance->base);
  588. } break;
  589. case VisualServer::INSTANCE_IMMEDIATE: {
  590. new_aabb = rasterizer->immediate_get_aabb(p_instance->base);
  591. } break;
  592. case VisualServer::INSTANCE_PARTICLES: {
  593. new_aabb = rasterizer->particles_get_aabb(p_instance->base);
  594. } break;
  595. #endif
  596. case VisualServer::INSTANCE_LIGHT: {
  597. new_aabb = VSG::storage->light_get_aabb(p_instance->base);
  598. } break;
  599. #if 0
  600. case VisualServer::INSTANCE_ROOM: {
  601. Room *room = room_owner.get( p_instance->base );
  602. ERR_FAIL_COND(!room);
  603. new_aabb=room->bounds.get_aabb();
  604. } break;
  605. case VisualServer::INSTANCE_PORTAL: {
  606. Portal *portal = portal_owner.get( p_instance->base );
  607. ERR_FAIL_COND(!portal);
  608. for (int i=0;i<portal->shape.size();i++) {
  609. Vector3 point( portal->shape[i].x, portal->shape[i].y, 0 );
  610. if (i==0) {
  611. new_aabb.pos=point;
  612. new_aabb.size.z=0.01; // make it not flat for octree
  613. } else {
  614. new_aabb.expand_to(point);
  615. }
  616. }
  617. } break;
  618. case VisualServer::INSTANCE_BAKED_LIGHT: {
  619. BakedLight *baked_light = baked_light_owner.get( p_instance->base );
  620. ERR_FAIL_COND(!baked_light);
  621. new_aabb=baked_light->octree_aabb;
  622. } break;
  623. case VisualServer::INSTANCE_BAKED_LIGHT_SAMPLER: {
  624. BakedLightSampler *baked_light_sampler = baked_light_sampler_owner.get( p_instance->base );
  625. ERR_FAIL_COND(!baked_light_sampler);
  626. float radius = baked_light_sampler->params[VS::BAKED_LIGHT_SAMPLER_RADIUS];
  627. new_aabb=AABB(Vector3(-radius,-radius,-radius),Vector3(radius*2,radius*2,radius*2));
  628. } break;
  629. #endif
  630. default: {}
  631. }
  632. if (p_instance->extra_margin)
  633. new_aabb.grow_by(p_instance->extra_margin);
  634. p_instance->aabb=new_aabb;
  635. }
  636. void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewport_size) {
  637. Camera *camera = camera_owner.getornull(p_camera);
  638. ERR_FAIL_COND(!camera);
  639. Scenario *scenario = scenario_owner.getornull(p_scenario);
  640. render_pass++;
  641. uint32_t camera_layer_mask=camera->visible_layers;
  642. /* STEP 1 - SETUP CAMERA */
  643. CameraMatrix camera_matrix;
  644. bool ortho=false;
  645. switch(camera->type) {
  646. case Camera::ORTHOGONAL: {
  647. camera_matrix.set_orthogonal(
  648. camera->size,
  649. p_viewport_size.width / (float)p_viewport_size.height,
  650. camera->znear,
  651. camera->zfar,
  652. camera->vaspect
  653. );
  654. ortho=true;
  655. } break;
  656. case Camera::PERSPECTIVE: {
  657. camera_matrix.set_perspective(
  658. camera->fov,
  659. p_viewport_size.width / (float)p_viewport_size.height,
  660. camera->znear,
  661. camera->zfar,
  662. camera->vaspect
  663. );
  664. ortho=false;
  665. } break;
  666. }
  667. // rasterizer->set_camera(camera->transform, camera_matrix,ortho);
  668. Vector<Plane> planes = camera_matrix.get_projection_planes(camera->transform);
  669. Plane near_plane(camera->transform.origin,-camera->transform.basis.get_axis(2).normalized());
  670. /* STEP 2 - CULL */
  671. int cull_count = scenario->octree.cull_convex(planes,instance_cull_result,MAX_INSTANCE_CULL);
  672. light_cull_count=0;
  673. // light_samplers_culled=0;
  674. /* print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
  675. print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
  676. // print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
  677. print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
  678. */
  679. /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */
  680. // compute portals
  681. #if 0
  682. exterior_visited=false;
  683. exterior_portal_cull_count=0;
  684. if (room_cull_enabled) {
  685. for(int i=0;i<cull_count;i++) {
  686. Instance *ins = instance_cull_result[i];
  687. ins->last_render_pass=render_pass;
  688. if (ins->base_type!=INSTANCE_PORTAL)
  689. continue;
  690. if (ins->room)
  691. continue;
  692. ERR_CONTINUE(exterior_portal_cull_count>=MAX_EXTERIOR_PORTALS);
  693. exterior_portal_cull_result[exterior_portal_cull_count++]=ins;
  694. }
  695. room_cull_count = p_scenario->octree.cull_point(camera->transform.origin,room_cull_result,MAX_ROOM_CULL,NULL,(1<<INSTANCE_ROOM)|(1<<INSTANCE_PORTAL));
  696. Set<Instance*> current_rooms;
  697. Set<Instance*> portal_rooms;
  698. //add to set
  699. for(int i=0;i<room_cull_count;i++) {
  700. if (room_cull_result[i]->base_type==INSTANCE_ROOM) {
  701. current_rooms.insert(room_cull_result[i]);
  702. }
  703. if (room_cull_result[i]->base_type==INSTANCE_PORTAL) {
  704. //assume inside that room if also inside the portal..
  705. if (room_cull_result[i]->room) {
  706. portal_rooms.insert(room_cull_result[i]->room);
  707. }
  708. SWAP(room_cull_result[i],room_cull_result[room_cull_count-1]);
  709. room_cull_count--;
  710. i--;
  711. }
  712. }
  713. //remove from set if it has a parent room or BSP doesn't contain
  714. for(int i=0;i<room_cull_count;i++) {
  715. Instance *r = room_cull_result[i];
  716. //check inside BSP
  717. Vector3 room_local_point = r->room_info->affine_inverse.xform( camera->transform.origin );
  718. if (!portal_rooms.has(r) && !r->room_info->room->bounds.point_is_inside(room_local_point)) {
  719. current_rooms.erase(r);
  720. continue;
  721. }
  722. //check parent
  723. while (r->room) {// has parent room
  724. current_rooms.erase(r);
  725. r=r->room;
  726. }
  727. }
  728. if (current_rooms.size()) {
  729. //camera is inside a room
  730. // go through rooms
  731. for(Set<Instance*>::Element *E=current_rooms.front();E;E=E->next()) {
  732. _cull_room(camera,E->get());
  733. }
  734. } else {
  735. //start from exterior
  736. _cull_room(camera,NULL);
  737. }
  738. }
  739. #endif
  740. /* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
  741. for(int i=0;i<cull_count;i++) {
  742. Instance *ins = instance_cull_result[i];
  743. bool keep=false;
  744. if ((camera_layer_mask&ins->layer_mask)==0) {
  745. //failure
  746. } else if (ins->base_type==VS::INSTANCE_LIGHT && ins->visible) {
  747. if (light_cull_count<MAX_LIGHTS_CULLED) {
  748. InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data);
  749. if (!light->geometries.empty()) {
  750. //do not add this light if no geometry is affected by it..
  751. light_cull_result[light_cull_count]=ins;
  752. light_instance_cull_result[light_cull_count]=light->instance;
  753. light_cull_count++;
  754. }
  755. // rasterizer->light_instance_set_active_hint(ins->light_info->instance);
  756. }
  757. } else if ((1<<ins->base_type)&VS::INSTANCE_GEOMETRY_MASK && ins->visible && ins->cast_shadows!=VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
  758. keep=true;
  759. #if 0
  760. bool discarded=false;
  761. if (ins->draw_range_end>0) {
  762. float d = cull_range.nearp.distance_to(ins->data.transform.origin);
  763. if (d<0)
  764. d=0;
  765. discarded=(d<ins->draw_range_begin || d>=ins->draw_range_end);
  766. }
  767. if (!discarded) {
  768. // test if this geometry should be visible
  769. if (room_cull_enabled) {
  770. if (ins->visible_in_all_rooms) {
  771. keep=true;
  772. } else if (ins->room) {
  773. if (ins->room->room_info->last_visited_pass==render_pass)
  774. keep=true;
  775. } else if (ins->auto_rooms.size()) {
  776. for(Set<Instance*>::Element *E=ins->auto_rooms.front();E;E=E->next()) {
  777. if (E->get()->room_info->last_visited_pass==render_pass) {
  778. keep=true;
  779. break;
  780. }
  781. }
  782. } else if(exterior_visited)
  783. keep=true;
  784. } else {
  785. keep=true;
  786. }
  787. }
  788. if (keep) {
  789. // update cull range
  790. float min,max;
  791. ins->transformed_aabb.project_range_in_plane(cull_range.nearp,min,max);
  792. if (min<cull_range.min)
  793. cull_range.min=min;
  794. if (max>cull_range.max)
  795. cull_range.max=max;
  796. if (ins->sampled_light && ins->sampled_light->baked_light_sampler_info->last_pass!=render_pass) {
  797. if (light_samplers_culled<MAX_LIGHT_SAMPLERS) {
  798. light_sampler_cull_result[light_samplers_culled++]=ins->sampled_light;
  799. ins->sampled_light->baked_light_sampler_info->last_pass=render_pass;
  800. }
  801. }
  802. }
  803. #endif
  804. InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(ins->base_data);
  805. if (geom->lighting_dirty) {
  806. int l=0;
  807. //only called when lights AABB enter/exit this geometry
  808. ins->light_instances.resize(geom->lighting.size());
  809. for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
  810. InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data);
  811. ins->light_instances[l++]=light->instance;
  812. }
  813. geom->lighting_dirty=false;
  814. }
  815. }
  816. if (!keep) {
  817. // remove, no reason to keep
  818. cull_count--;
  819. SWAP( instance_cull_result[i], instance_cull_result[ cull_count ] );
  820. i--;
  821. ins->last_render_pass=0; // make invalid
  822. } else {
  823. ins->last_render_pass=render_pass;
  824. }
  825. }
  826. /* STEP 5 - PROCESS LIGHTS */
  827. RID *directional_light_ptr=&light_instance_cull_result[light_cull_count];
  828. int directional_light_count=0;
  829. // directional lights
  830. {
  831. for (List<Instance*>::Element *E=scenario->directional_lights.front();E;E=E->next()) {
  832. if (light_cull_count+directional_light_count>=MAX_LIGHTS_CULLED) {
  833. break;
  834. }
  835. if (!E->get()->visible)
  836. continue;
  837. InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data);
  838. //check shadow..
  839. /* if (light && light->light_info->enabled && rasterizer->light_has_shadow(light->base_rid)) {
  840. //rasterizer->light_instance_set_active_hint(light->light_info->instance);
  841. _light_instance_update_shadow(light,p_scenario,camera,cull_range);
  842. }
  843. */
  844. //add to list
  845. directional_light_ptr[directional_light_count++]=light->instance;
  846. }
  847. }
  848. #if 0
  849. { //this should eventually change to
  850. //assign shadows by distance to camera
  851. SortArray<Instance*,_InstanceLightsort> sorter;
  852. sorter.sort(light_cull_result,light_cull_count);
  853. for (int i=0;i<light_cull_count;i++) {
  854. Instance *ins = light_cull_result[i];
  855. if (!rasterizer->light_has_shadow(ins->base_rid) || !shadows_enabled)
  856. continue;
  857. /* for far shadows?
  858. if (ins->version == ins->light_info->last_version && rasterizer->light_instance_has_far_shadow(ins->light_info->instance))
  859. continue; // didn't change
  860. */
  861. _light_instance_update_shadow(ins,p_scenario,camera,cull_range);
  862. ins->light_info->last_version=ins->version;
  863. }
  864. }
  865. #endif
  866. /* ENVIRONMENT */
  867. RID environment;
  868. if (camera->env.is_valid()) //camera has more environment priority
  869. environment=camera->env;
  870. else if (scenario->environment.is_valid())
  871. environment=scenario->environment;
  872. else
  873. environment=scenario->fallback_environment;
  874. #if 0
  875. /* STEP 6 - SAMPLE BAKED LIGHT */
  876. bool islinear =false;
  877. if (environment.is_valid()) {
  878. islinear = rasterizer->environment_is_fx_enabled(environment,VS::ENV_FX_SRGB);
  879. }
  880. for(int i=0;i<light_samplers_culled;i++) {
  881. _process_sampled_light(camera->transform,light_sampler_cull_result[i],islinear);
  882. }
  883. #endif
  884. /* STEP 7 - PROCESS GEOMETRY AND DRAW SCENE*/
  885. #if 0
  886. // add lights
  887. {
  888. List<RID>::Element *E=p_scenario->directional_lights.front();
  889. for(;E;E=E->next()) {
  890. Instance *light = E->get().is_valid()?instance_owner.get(E->get()):NULL;
  891. ERR_CONTINUE(!light);
  892. if (!light->light_info->enabled)
  893. continue;
  894. rasterizer->add_light(light->light_info->instance);
  895. light->light_info->last_add_pass=render_pass;
  896. }
  897. for (int i=0;i<light_cull_count;i++) {
  898. Instance *ins = light_cull_result[i];
  899. rasterizer->add_light(ins->light_info->instance);
  900. ins->light_info->last_add_pass=render_pass;
  901. }
  902. }
  903. // add geometry
  904. #endif
  905. VSG::scene_render->render_scene(camera->transform, camera_matrix,ortho,(RasterizerScene::InstanceBase**)instance_cull_result,cull_count,light_instance_cull_result,light_cull_count,directional_light_ptr,directional_light_count,environment);
  906. }
  907. void VisualServerScene::_update_dirty_instance(Instance *p_instance) {
  908. if (p_instance->update_aabb)
  909. _update_instance_aabb(p_instance);
  910. if (p_instance->update_materials) {
  911. if (p_instance->base_type==VS::INSTANCE_MESH) {
  912. p_instance->materials.resize(VSG::storage->mesh_get_surface_count(p_instance->base));
  913. }
  914. }
  915. _update_instance(p_instance);
  916. p_instance->update_aabb=false;
  917. p_instance->update_materials=false;
  918. _instance_update_list.remove( &p_instance->update_item );
  919. }
  920. void VisualServerScene::update_dirty_instances() {
  921. while(_instance_update_list.first()) {
  922. _update_dirty_instance( _instance_update_list.first()->self() );
  923. }
  924. }
  925. bool VisualServerScene::free(RID p_rid) {
  926. if (camera_owner.owns(p_rid)) {
  927. Camera *camera = camera_owner.get( p_rid );
  928. camera_owner.free(p_rid);
  929. memdelete(camera);
  930. } else if (scenario_owner.owns(p_rid)) {
  931. Scenario *scenario = scenario_owner.get( p_rid );
  932. while(scenario->instances.first()) {
  933. instance_set_scenario(scenario->instances.first()->self()->self,RID());
  934. }
  935. scenario_owner.free(p_rid);
  936. memdelete(scenario);
  937. } else if (instance_owner.owns(p_rid)) {
  938. // delete the instance
  939. update_dirty_instances();
  940. Instance *instance = instance_owner.get(p_rid);
  941. instance_set_room(p_rid,RID());
  942. instance_set_scenario(p_rid,RID());
  943. instance_set_base(p_rid,RID());
  944. if (instance->skeleton.is_valid())
  945. instance_attach_skeleton(p_rid,RID());
  946. instance_owner.free(p_rid);
  947. memdelete(instance);
  948. } else {
  949. return false;
  950. }
  951. return true;
  952. }
  953. VisualServerScene *VisualServerScene::singleton=NULL;
  954. VisualServerScene::VisualServerScene() {
  955. render_pass=1;
  956. singleton=this;
  957. }