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authorreduz <reduzio@gmail.com>2020-12-26 09:05:36 -0300
committerreduz <reduzio@gmail.com>2020-12-26 19:11:33 -0300
commit548524152ebb96a176b57266514003ad2e348f6e (patch)
tree1f5b1bf898f3137875f5a160c4588f6ded764651 /servers/rendering
parentfb16b1e39bb9ff7fe2e551bbf6659e8d502f84a7 (diff)
Rewrite culling to be more cache/thread friendly.
-Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly
Diffstat (limited to 'servers/rendering')
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.cpp21
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp8
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h2
-rw-r--r--servers/rendering/renderer_scene_cull.cpp1307
-rw-r--r--servers/rendering/renderer_scene_cull.h226
-rw-r--r--servers/rendering/renderer_scene_render.h9
7 files changed, 945 insertions, 630 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
index c6b2fa6dc0..983fbc9b64 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
@@ -1532,7 +1532,7 @@ void RendererSceneRenderForward::_add_geometry_with_material(InstanceBase *p_ins
}
}
-void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, bool p_using_sdfgi) {
+void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi) {
scene_state.current_shader_index = 0;
scene_state.current_material_index = 0;
scene_state.used_sss = false;
@@ -1540,6 +1540,10 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase
scene_state.used_normal_texture = false;
scene_state.used_depth_texture = false;
+ Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ near_plane.d += p_cam_projection.get_z_near();
+ float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near();
+
uint32_t geometry_index = 0;
//fill list
@@ -1547,6 +1551,9 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase
for (int i = 0; i < (int)p_instances.size(); i++) {
InstanceBase *inst = p_instances[i];
+ inst->depth = near_plane.distance_to(inst->transform.origin);
+ inst->depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
+
//add geometry for drawing
switch (inst->base_type) {
case RS::INSTANCE_MESH: {
@@ -1782,7 +1789,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
render_list.clear();
- _fill_render_list(p_instances, PASS_MODE_COLOR, using_sdfgi);
+ _fill_render_list(p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi);
bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
@@ -2046,7 +2053,7 @@ void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedAr
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
- _fill_render_list(p_instances, pass_mode);
+ _fill_render_list(p_instances, pass_mode, p_projection, p_transform);
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
@@ -2079,7 +2086,7 @@ void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb,
PassMode pass_mode = PASS_MODE_SHADOW;
- _fill_render_list(p_instances, pass_mode);
+ _fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
@@ -2112,7 +2119,7 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo
render_list.clear();
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
- _fill_render_list(p_instances, pass_mode);
+ _fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
@@ -2151,7 +2158,7 @@ void RendererSceneRenderForward::_render_uv2(const PagedArray<InstanceBase *> &p
render_list.clear();
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
- _fill_render_list(p_instances, pass_mode);
+ _fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
@@ -2209,7 +2216,7 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto
render_list.clear();
PassMode pass_mode = PASS_MODE_SDF;
- _fill_render_list(p_instances, pass_mode);
+ _fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
render_list.sort_by_key(false);
_fill_instances(render_list.elements, render_list.element_count, true);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.h b/servers/rendering/renderer_rd/renderer_scene_render_forward.h
index 5d77c13b43..eca83893c3 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.h
@@ -574,7 +574,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
_FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
_FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
- void _fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, bool p_using_sdfgi = false);
+ void _fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false);
Map<Size2i, RID> sdfgi_framebuffer_size_cache;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 02ec399f58..c9edaa3d37 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -1153,7 +1153,7 @@ void RendererSceneRenderRD::_sdfgi_update_cascades(RID p_render_buffers) {
RD::get_singleton()->buffer_update(rb->sdfgi->cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, true);
}
-void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_environment, const PagedArray<RID> &p_directional_light_instances, const RID *p_positional_light_instances, uint32_t p_positional_light_count) {
+void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(rb == nullptr);
if (rb->sdfgi == nullptr) {
@@ -1179,12 +1179,12 @@ void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_envi
SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
uint32_t idx = 0;
- for (uint32_t j = 0; j < (uint32_t)p_directional_light_instances.size(); j++) {
+ for (uint32_t j = 0; j < (uint32_t)p_directional_lights.size(); j++) {
if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
break;
}
- LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
+ LightInstance *li = light_instance_owner.getornull(p_directional_lights[j]);
ERR_CONTINUE(!li);
if (storage->light_directional_is_sky_only(li->light)) {
@@ -8485,7 +8485,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
cluster.lights_instances = memnew_arr(RID, cluster.max_lights);
cluster.lights_shadow_rect_cache = memnew_arr(Rect2i, cluster.max_lights);
- cluster.max_directional_lights = 8;
+ cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index ded6d99e47..e4dc98571e 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -1516,7 +1516,7 @@ public:
virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const;
virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const;
virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const;
- virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const PagedArray<RID> &p_directional_light_instances, const RID *p_positional_light_instances, uint32_t p_positional_light_count);
+ virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count);
RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
/* SKY API */
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index be2eb71581..6ece46645c 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -129,7 +129,11 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
if (geom->can_cast_shadows) {
light->shadow_dirty = true;
}
- geom->lighting_dirty = true;
+
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
+ }
} else if (self->pair_volumes_to_mesh && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
@@ -138,7 +142,10 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
geom->reflection_probes.insert(B);
reflection_probe->geometries.insert(A);
- geom->reflection_dirty = true;
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
+ }
} else if (self->pair_volumes_to_mesh && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
@@ -147,7 +154,10 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
geom->decals.insert(B);
decal->geometries.insert(A);
- geom->decal_dirty = true;
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
+ }
} else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
@@ -156,6 +166,11 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
if (A->dynamic_gi) {
geom->lightmap_captures.insert(A);
lightmap_data->geometries.insert(B);
+
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_LIGHTMAP_CAPTURE;
+ }
((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
}
@@ -171,7 +186,10 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
gi_probe->geometries.insert(A);
}
- geom->gi_probes_dirty = true;
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_GI_PROBE_DIRTY;
+ }
} else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
@@ -201,7 +219,11 @@ void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
if (geom->can_cast_shadows) {
light->shadow_dirty = true;
}
- geom->lighting_dirty = true;
+
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
+ }
} else if (self->pair_volumes_to_mesh && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
@@ -209,7 +231,11 @@ void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
geom->reflection_probes.erase(B);
reflection_probe->geometries.erase(A);
- geom->reflection_dirty = true;
+
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
+ }
} else if (self->pair_volumes_to_mesh && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
@@ -218,12 +244,22 @@ void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
geom->decals.erase(B);
decal->geometries.erase(A);
- geom->decal_dirty = true;
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
+ }
+
} else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
if (A->dynamic_gi) {
geom->lightmap_captures.erase(B);
+
+ if (geom->lightmap_captures.empty() && A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags &= ~uint32_t(InstanceData::FLAG_LIGHTMAP_CAPTURE);
+ }
+
lightmap_data->geometries.erase(A);
((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
}
@@ -239,7 +275,10 @@ void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
gi_probe->geometries.erase(A);
}
- geom->gi_probes_dirty = true;
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_GI_PROBE_DIRTY;
+ }
} else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
@@ -262,6 +301,10 @@ RID RendererSceneCull::scenario_create() {
scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
scenario->reflection_atlas = scene_render->reflection_atlas_create();
+
+ scenario->instance_aabbs.set_page_pool(&instance_aabb_page_pool);
+ scenario->instance_data.set_page_pool(&instance_data_page_pool);
+
return scenario_rid;
}
@@ -337,10 +380,20 @@ void RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
if (needs_instance != p_instance->mesh_instance.is_valid()) {
if (needs_instance) {
p_instance->mesh_instance = RSG::storage->mesh_instance_create(p_instance->base);
+
} else {
RSG::storage->free(p_instance->mesh_instance);
p_instance->mesh_instance = RID();
}
+
+ if (p_instance->scenario && p_instance->array_index >= 0) {
+ InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
+ if (p_instance->mesh_instance.is_valid()) {
+ idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
+ } else {
+ idata.flags &= ~uint32_t(InstanceData::FLAG_USES_MESH_INSTANCE);
+ }
+ }
}
if (p_instance->mesh_instance.is_valid()) {
@@ -364,6 +417,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
if (instance->mesh_instance.is_valid()) {
RSG::storage->free(instance->mesh_instance);
instance->mesh_instance = RID();
+ // no need to set instance data flag here, as it was freed above
}
switch (instance->base_type) {
@@ -602,6 +656,9 @@ void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask)
ERR_FAIL_COND(!instance);
instance->layer_mask = p_mask;
+ if (instance->scenario && instance->array_index >= 0) {
+ instance->scenario->instance_data[instance->array_index].layer_mask = p_mask;
+ }
}
void RendererSceneCull::instance_set_transform(RID p_instance, const Transform &p_transform) {
@@ -826,6 +883,15 @@ void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceF
case RS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
instance->baked_light = p_enabled;
+ if (instance->scenario && instance->array_index >= 0) {
+ InstanceData &idata = instance->scenario->instance_data[instance->array_index];
+ if (instance->baked_light) {
+ idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
+ } else {
+ idata.flags &= ~uint32_t(InstanceData::FLAG_USES_BAKED_LIGHT);
+ }
+ }
+
} break;
case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
if (p_enabled == instance->dynamic_gi) {
@@ -845,6 +911,15 @@ void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceF
case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
instance->redraw_if_visible = p_enabled;
+ if (instance->scenario && instance->array_index >= 0) {
+ InstanceData &idata = instance->scenario->instance_data[instance->array_index];
+ if (instance->redraw_if_visible) {
+ idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
+ } else {
+ idata.flags &= ~uint32_t(InstanceData::FLAG_REDRAW_IF_VISIBLE);
+ }
+ }
+
} break;
default: {
}
@@ -856,6 +931,23 @@ void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instanc
ERR_FAIL_COND(!instance);
instance->cast_shadows = p_shadow_casting_setting;
+
+ if (instance->scenario && instance->array_index >= 0) {
+ InstanceData &idata = instance->scenario->instance_data[instance->array_index];
+
+ if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
+ idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
+ } else {
+ idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS);
+ }
+
+ if (instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
+ idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
+ } else {
+ idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS_ONLY);
+ }
+ }
+
_instance_queue_update(instance, false, true);
}
@@ -993,7 +1085,11 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform);
- reflection_probe->reflection_dirty = true;
+
+ if (p_instance->scenario && p_instance->array_index >= 0) {
+ InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
+ idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
+ }
}
if (p_instance->base_type == RS::INSTANCE_DECAL) {
@@ -1091,12 +1187,60 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
} else {
p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].insert(bvh_aabb, p_instance);
}
+
+ p_instance->array_index = p_instance->scenario->instance_data.size();
+ InstanceData idata;
+ idata.instance = p_instance;
+ idata.layer_mask = p_instance->layer_mask;
+ idata.flags = p_instance->base_type; //changing it means de-indexing, so this never needs to be changed later
+ idata.base_rid = p_instance->base;
+ switch (p_instance->base_type) {
+ case RS::INSTANCE_LIGHT: {
+ idata.instance_data_rid = static_cast<InstanceLightData *>(p_instance->base_data)->instance;
+ } break;
+ case RS::INSTANCE_REFLECTION_PROBE: {
+ idata.instance_data_rid = static_cast<InstanceReflectionProbeData *>(p_instance->base_data)->instance;
+ } break;
+ case RS::INSTANCE_DECAL: {
+ idata.instance_data_rid = static_cast<InstanceDecalData *>(p_instance->base_data)->instance;
+ } break;
+ case RS::INSTANCE_GI_PROBE: {
+ idata.instance_data_rid = static_cast<InstanceGIProbeData *>(p_instance->base_data)->probe_instance;
+ } break;
+ default: {
+ }
+ }
+
+ if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
+ //always dirty when added
+ idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
+ }
+ if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
+ idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
+ }
+ if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
+ idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
+ }
+ if (p_instance->redraw_if_visible) {
+ idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
+ }
+ // dirty flags should not be set here, since no pairing has happened
+ if (p_instance->baked_light) {
+ idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
+ }
+ if (p_instance->mesh_instance.is_valid()) {
+ idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
+ }
+
+ p_instance->scenario->instance_data.push_back(idata);
+ p_instance->scenario->instance_aabbs.push_back(InstanceBounds(p_instance->transformed_aabb));
} else {
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].update(p_instance->indexer_id, bvh_aabb);
} else {
p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].update(p_instance->indexer_id, bvh_aabb);
}
+ p_instance->scenario->instance_aabbs[p_instance->array_index] = InstanceBounds(p_instance->transformed_aabb);
}
//move instance and repair
@@ -1164,6 +1308,28 @@ void RendererSceneCull::_unpair_instance(Instance *p_instance) {
}
p_instance->indexer_id = DynamicBVH::ID();
+
+ //replace this by last
+ int32_t swap_with_index = p_instance->scenario->instance_data.size() - 1;
+ if (swap_with_index != p_instance->array_index) {
+ p_instance->scenario->instance_data[swap_with_index].instance->array_index = p_instance->array_index; //swap
+ p_instance->scenario->instance_data[p_instance->array_index] = p_instance->scenario->instance_data[swap_with_index];
+ p_instance->scenario->instance_aabbs[p_instance->array_index] = p_instance->scenario->instance_aabbs[swap_with_index];
+ }
+
+ // pop last
+ p_instance->scenario->instance_data.pop_back();
+ p_instance->scenario->instance_aabbs.pop_back();
+
+ //uninitialize
+ p_instance->array_index = -1;
+ if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ // Clear these now because the InstanceData containing the dirty flags is gone
+ p_instance->light_instances.clear();
+ p_instance->reflection_probe_instances.clear();
+ //p_instance->decal_instances.clear(); will implement later
+ p_instance->gi_probe_instances.clear();
+ }
}
void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
@@ -1322,423 +1488,311 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
}
}
-bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_lod_threshold) {
+void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
Transform light_transform = p_instance->transform;
light_transform.orthonormalize(); //scale does not count on lights
- bool animated_material_found = false;
-
- switch (RSG::storage->light_get_type(p_instance->base)) {
- case RS::LIGHT_DIRECTIONAL: {
- Plane camera_plane(p_cam_transform.get_origin(), -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
-
- real_t max_distance = p_cam_projection.get_z_far();
- real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
- if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
- max_distance = MIN(shadow_max, max_distance);
- }
- max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
- real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
-
- RS::LightDirectionalShadowDepthRangeMode depth_range_mode = RSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
-
- real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
+ real_t max_distance = p_cam_projection.get_z_far();
+ real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
+ if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
+ max_distance = MIN(shadow_max, max_distance);
+ }
+ max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
+ real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
- if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
- //optimize min/max
+ RS::LightDirectionalShadowDepthRangeMode depth_range_mode = RSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
- Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
- Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
+ real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
- geometry_instances_to_shadow_render.clear();
+ real_t range = max_distance - min_distance;
- struct CullConvex {
- PagedArray<RendererSceneRender::InstanceBase *> *result;
- _FORCE_INLINE_ bool operator()(void *p_data) {
- Instance *p_instance = (Instance *)p_data;
- result->push_back(p_instance);
- return false;
- }
- };
+ int splits = 0;
+ switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
+ case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
+ splits = 1;
+ break;
+ case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
+ splits = 2;
+ break;
+ case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
+ splits = 4;
+ break;
+ }
- CullConvex cull_convex;
- cull_convex.result = &geometry_instances_to_shadow_render;
+ real_t distances[5];
- p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
+ distances[0] = min_distance;
+ for (int i = 0; i < splits; i++) {
+ distances[i + 1] = min_distance + RSG::storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
+ };
- Plane base(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2));
- //check distance max and min
+ distances[splits] = max_distance;
- bool found_items = false;
- real_t z_max = -1e20;
- real_t z_min = 1e20;
+ real_t texture_size = scene_render->get_directional_light_shadow_size(light->instance);
- for (int i = 0; i < (int)instance_shadow_cull_result.size(); i++) {
- Instance *instance = instance_shadow_cull_result[i];
- if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- continue;
- }
+ bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
- if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
- animated_material_found = true;
- }
+ real_t first_radius = 0.0;
- real_t max, min;
- instance->transformed_aabb.project_range_in_plane(base, min, max);
+ real_t min_distance_bias_scale = distances[1];
- if (max > z_max) {
- z_max = max;
- }
+ cull.shadow_count = p_shadow_index + 1;
+ cull.shadows[p_shadow_index].cascade_count = splits;
+ cull.shadows[p_shadow_index].light_instance = light->instance;
- if (min < z_min) {
- z_min = min;
- }
+ for (int i = 0; i < splits; i++) {
+ RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
- found_items = true;
- }
+ // setup a camera matrix for that range!
+ CameraMatrix camera_matrix;
- if (found_items) {
- min_distance = MAX(min_distance, z_min);
- max_distance = MIN(max_distance, z_max);
- }
- }
+ real_t aspect = p_cam_projection.get_aspect();
- real_t range = max_distance - min_distance;
+ if (p_cam_orthogonal) {
+ Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
- int splits = 0;
- switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
- case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
- splits = 1;
- break;
- case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
- splits = 2;
- break;
- case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
- splits = 4;
- break;
- }
-
- real_t distances[5];
-
- distances[0] = min_distance;
- for (int i = 0; i < splits; i++) {
- distances[i + 1] = min_distance + RSG::storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
- };
-
- distances[splits] = max_distance;
-
- real_t texture_size = scene_render->get_directional_light_shadow_size(light->instance);
-
- bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
-
- real_t first_radius = 0.0;
-
- real_t min_distance_bias_scale = pancake_size > 0 ? distances[1] / 10.0 : 0;
+ camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
+ } else {
+ real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
+ camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
+ }
- for (int i = 0; i < splits; i++) {
- RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
+ //obtain the frustum endpoints
- // setup a camera matrix for that range!
- CameraMatrix camera_matrix;
+ Vector3 endpoints[8]; // frustum plane endpoints
+ bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
+ ERR_CONTINUE(!res);
- real_t aspect = p_cam_projection.get_aspect();
+ // obtain the light frustum ranges (given endpoints)
- if (p_cam_orthogonal) {
- Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
+ Transform transform = light_transform; //discard scale and stabilize light
- camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
- } else {
- real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
- camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
- }
+ Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
+ Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
+ Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
+ //z_vec points against the camera, like in default opengl
- //obtain the frustum endpoints
+ real_t x_min = 0.f, x_max = 0.f;
+ real_t y_min = 0.f, y_max = 0.f;
+ real_t z_min = 0.f, z_max = 0.f;
- Vector3 endpoints[8]; // frustum plane endpoints
- bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
- ERR_CONTINUE(!res);
+ // FIXME: z_max_cam is defined, computed, but not used below when setting up
+ // ortho_camera. Commented out for now to fix warnings but should be investigated.
+ real_t x_min_cam = 0.f, x_max_cam = 0.f;
+ real_t y_min_cam = 0.f, y_max_cam = 0.f;
+ real_t z_min_cam = 0.f;
+ //real_t z_max_cam = 0.f;
- // obtain the light frustm ranges (given endpoints)
+ real_t bias_scale = 1.0;
+ real_t aspect_bias_scale = 1.0;
- Transform transform = light_transform; //discard scale and stabilize light
+ //used for culling
- Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
- Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
- Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
- //z_vec points agsint the camera, like in default opengl
+ for (int j = 0; j < 8; j++) {
+ real_t d_x = x_vec.dot(endpoints[j]);
+ real_t d_y = y_vec.dot(endpoints[j]);
+ real_t d_z = z_vec.dot(endpoints[j]);
- real_t x_min = 0.f, x_max = 0.f;
- real_t y_min = 0.f, y_max = 0.f;
- real_t z_min = 0.f, z_max = 0.f;
+ if (j == 0 || d_x < x_min) {
+ x_min = d_x;
+ }
+ if (j == 0 || d_x > x_max) {
+ x_max = d_x;
+ }
- // FIXME: z_max_cam is defined, computed, but not used below when setting up
- // ortho_camera. Commented out for now to fix warnings but should be investigated.
- real_t x_min_cam = 0.f, x_max_cam = 0.f;
- real_t y_min_cam = 0.f, y_max_cam = 0.f;
- real_t z_min_cam = 0.f;
- //real_t z_max_cam = 0.f;
+ if (j == 0 || d_y < y_min) {
+ y_min = d_y;
+ }
+ if (j == 0 || d_y > y_max) {
+ y_max = d_y;
+ }
- real_t bias_scale = 1.0;
- real_t aspect_bias_scale = 1.0;
+ if (j == 0 || d_z < z_min) {
+ z_min = d_z;
+ }
+ if (j == 0 || d_z > z_max) {
+ z_max = d_z;
+ }
+ }
- //used for culling
+ real_t radius = 0;
+ real_t soft_shadow_expand = 0;
+ Vector3 center;
- for (int j = 0; j < 8; j++) {
- real_t d_x = x_vec.dot(endpoints[j]);
- real_t d_y = y_vec.dot(endpoints[j]);
- real_t d_z = z_vec.dot(endpoints[j]);
+ {
+ //camera viewport stuff
- if (j == 0 || d_x < x_min) {
- x_min = d_x;
- }
- if (j == 0 || d_x > x_max) {
- x_max = d_x;
- }
+ for (int j = 0; j < 8; j++) {
+ center += endpoints[j];
+ }
+ center /= 8.0;
- if (j == 0 || d_y < y_min) {
- y_min = d_y;
- }
- if (j == 0 || d_y > y_max) {
- y_max = d_y;
- }
+ //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;
- if (j == 0 || d_z < z_min) {
- z_min = d_z;
- }
- if (j == 0 || d_z > z_max) {
- z_max = d_z;
- }
+ for (int j = 0; j < 8; j++) {
+ real_t d = center.distance_to(endpoints[j]);
+ if (d > radius) {
+ radius = d;
}
+ }
- real_t radius = 0;
- real_t soft_shadow_expand = 0;
- Vector3 center;
-
- {
- //camera viewport stuff
-
- for (int j = 0; j < 8; j++) {
- center += endpoints[j];
- }
- center /= 8.0;
-
- //center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;
-
- for (int j = 0; j < 8; j++) {
- real_t d = center.distance_to(endpoints[j]);
- if (d > radius) {
- radius = d;
- }
- }
-
- radius *= texture_size / (texture_size - 2.0); //add a texel by each side
-
- if (i == 0) {
- first_radius = radius;
- } else {
- bias_scale = radius / first_radius;
- }
-
- z_min_cam = z_vec.dot(center) - radius;
-
- {
- float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
-
- if (soft_shadow_angle > 0.0 && pancake_size > 0.0) {
- float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
- soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
+ radius *= texture_size / (texture_size - 2.0); //add a texel by each side
- x_max += soft_shadow_expand;
- y_max += soft_shadow_expand;
+ if (i == 0) {
+ first_radius = radius;
+ } else {
+ bias_scale = radius / first_radius;
+ }
- x_min -= soft_shadow_expand;
- y_min -= soft_shadow_expand;
- }
- }
+ z_min_cam = z_vec.dot(center) - radius;
- x_max_cam = x_vec.dot(center) + radius + soft_shadow_expand;
- x_min_cam = x_vec.dot(center) - radius - soft_shadow_expand;
- y_max_cam = y_vec.dot(center) + radius + soft_shadow_expand;
- y_min_cam = y_vec.dot(center) - radius - soft_shadow_expand;
+ {
+ float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
- if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
- //this trick here is what stabilizes the shadow (make potential jaggies to not move)
- //at the cost of some wasted resolution. Still the quality increase is very well worth it
+ if (soft_shadow_angle > 0.0) {
+ float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
+ soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
- real_t unit = radius * 2.0 / texture_size;
+ x_max += soft_shadow_expand;
+ y_max += soft_shadow_expand;
- x_max_cam = Math::stepify(x_max_cam, unit);
- x_min_cam = Math::stepify(x_min_cam, unit);
- y_max_cam = Math::stepify(y_max_cam, unit);
- y_min_cam = Math::stepify(y_min_cam, unit);
- }
+ x_min -= soft_shadow_expand;
+ y_min -= soft_shadow_expand;
}
+ }
- //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
-
- Vector<Plane> light_frustum_planes;
- light_frustum_planes.resize(6);
-
- //right/left
- light_frustum_planes.write[0] = Plane(x_vec, x_max);
- light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
- //top/bottom
- light_frustum_planes.write[2] = Plane(y_vec, y_max);
- light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
- //near/far
- light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
- light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
-
- geometry_instances_to_shadow_render.clear();
- instance_shadow_cull_result.clear();
-
- Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&light_frustum_planes[0], light_frustum_planes.size());
+ x_max_cam = x_vec.dot(center) + radius + soft_shadow_expand;
+ x_min_cam = x_vec.dot(center) - radius - soft_shadow_expand;
+ y_max_cam = y_vec.dot(center) + radius + soft_shadow_expand;
+ y_min_cam = y_vec.dot(center) - radius - soft_shadow_expand;
- struct CullConvex {
- PagedArray<Instance *> *result;
- _FORCE_INLINE_ bool operator()(void *p_data) {
- Instance *p_instance = (Instance *)p_data;
- result->push_back(p_instance);
- return false;
- }
- };
+ if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
+ //this trick here is what stabilizes the shadow (make potential jaggies to not move)
+ //at the cost of some wasted resolution. Still the quality increase is very well worth it
- CullConvex cull_convex;
- cull_convex.result = &instance_shadow_cull_result;
+ real_t unit = radius * 2.0 / texture_size;
- p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(light_frustum_planes.ptr(), light_frustum_planes.size(), points.ptr(), points.size(), cull_convex);
+ x_max_cam = Math::stepify(x_max_cam, unit);
+ x_min_cam = Math::stepify(x_min_cam, unit);
+ y_max_cam = Math::stepify(y_max_cam, unit);
+ y_min_cam = Math::stepify(y_min_cam, unit);
+ }
+ }
- // a pre pass will need to be needed to determine the actual z-near to be used
+ //now that we know all ranges, we can proceed to make the light frustum planes, for culling octree
- Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
+ Vector<Plane> light_frustum_planes;
+ light_frustum_planes.resize(6);
- real_t cull_max = 0;
- for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
- real_t min, max;
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- continue;
- }
+ //right/left
+ light_frustum_planes.write[0] = Plane(x_vec, x_max);
+ light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
+ //top/bottom
+ light_frustum_planes.write[2] = Plane(y_vec, y_max);
+ light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
+ //near/far
+ light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
+ light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
- instance->transformed_aabb.project_range_in_plane(Plane(z_vec, 0), min, max);
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
- if (j == 0 || max > cull_max) {
- cull_max = max;
- }
+ // a pre pass will need to be needed to determine the actual z-near to be used
- if (instance->mesh_instance.is_valid()) {
- RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
- }
+ if (pancake_size > 0) {
+ z_max = z_vec.dot(center) + radius + pancake_size;
+ }
- geometry_instances_to_shadow_render.push_back(instance);
- }
+ if (aspect != 1.0) {
+ // if the aspect is different, then the radius will become larger.
+ // if this happens, then bias needs to be adjusted too, as depth will increase
+ // to do this, compare the depth of one that would have resulted from a square frustum
- if (cull_max > z_max) {
- z_max = cull_max;
+ CameraMatrix camera_matrix_square;
+ if (p_cam_orthogonal) {
+ Vector2 vp_he = camera_matrix.get_viewport_half_extents();
+ if (p_cam_vaspect) {
+ camera_matrix_square.set_orthogonal(vp_he.x * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
+ } else {
+ camera_matrix_square.set_orthogonal(vp_he.y * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
}
-
- if (pancake_size > 0) {
- z_max = z_vec.dot(center) + radius + pancake_size;
+ } else {
+ Vector2 vp_he = camera_matrix.get_viewport_half_extents();
+ if (p_cam_vaspect) {
+ camera_matrix_square.set_frustum(vp_he.x * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
+ } else {
+ camera_matrix_square.set_frustum(vp_he.y * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
}
+ }
- if (aspect != 1.0) {
- // if the aspect is different, then the radius will become larger.
- // if this happens, then bias needs to be adjusted too, as depth will increase
- // to do this, compare the depth of one that would have resulted from a square frustum
-
- CameraMatrix camera_matrix_square;
- if (p_cam_orthogonal) {
- Vector2 vp_he = camera_matrix.get_viewport_half_extents();
- if (p_cam_vaspect) {
- camera_matrix_square.set_orthogonal(vp_he.x * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
- } else {
- camera_matrix_square.set_orthogonal(vp_he.y * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
- }
- } else {
- Vector2 vp_he = camera_matrix.get_viewport_half_extents();
- if (p_cam_vaspect) {
- camera_matrix_square.set_frustum(vp_he.x * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
- } else {
- camera_matrix_square.set_frustum(vp_he.y * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
- }
- }
-
- Vector3 endpoints_square[8]; // frustum plane endpoints
- res = camera_matrix_square.get_endpoints(p_cam_transform, endpoints_square);
- ERR_CONTINUE(!res);
- Vector3 center_square;
- real_t z_max_square = 0;
-
- for (int j = 0; j < 8; j++) {
- center_square += endpoints_square[j];
-
- real_t d_z = z_vec.dot(endpoints_square[j]);
-
- if (j == 0 || d_z > z_max_square) {
- z_max_square = d_z;
- }
- }
+ Vector3 endpoints_square[8]; // frustum plane endpoints
+ res = camera_matrix_square.get_endpoints(p_cam_transform, endpoints_square);
+ ERR_CONTINUE(!res);
+ Vector3 center_square;
- if (cull_max > z_max_square) {
- z_max_square = cull_max;
- }
+ for (int j = 0; j < 8; j++) {
+ center_square += endpoints_square[j];
+ }
- center_square /= 8.0;
+ center_square /= 8.0;
- real_t radius_square = 0;
+ real_t radius_square = 0;
- for (int j = 0; j < 8; j++) {
- real_t d = center_square.distance_to(endpoints_square[j]);
- if (d > radius_square) {
- radius_square = d;
- }
- }
+ for (int j = 0; j < 8; j++) {
+ real_t d = center_square.distance_to(endpoints_square[j]);
+ if (d > radius_square) {
+ radius_square = d;
+ }
+ }
- radius_square *= texture_size / (texture_size - 2.0); //add a texel by each side
+ radius_square *= texture_size / (texture_size - 2.0); //add a texel by each side
- if (pancake_size > 0) {
- z_max_square = z_vec.dot(center_square) + radius_square + pancake_size;
- }
+ float z_max_square = z_vec.dot(center_square) + radius_square + pancake_size;
- real_t z_min_cam_square = z_vec.dot(center_square) - radius_square;
+ real_t z_min_cam_square = z_vec.dot(center_square) - radius_square;
- aspect_bias_scale = (z_max - z_min_cam) / (z_max_square - z_min_cam_square);
+ aspect_bias_scale = (z_max - z_min_cam) / (z_max_square - z_min_cam_square);
- // this is not entirely perfect, because the cull-adjusted z-max may be different
- // but at least it's warranted that it results in a greater bias, so no acne should be present either way.
- // pancaking also helps with this.
- }
+ // this is not entirely perfect, because the cull-adjusted z-max may be different
+ // but at least it's warranted that it results in a greater bias, so no acne should be present either way.
+ // pancaking also helps with this.
+ }
- {
- CameraMatrix ortho_camera;
- real_t half_x = (x_max_cam - x_min_cam) * 0.5;
- real_t half_y = (y_max_cam - y_min_cam) * 0.5;
+ {
+ CameraMatrix ortho_camera;
+ real_t half_x = (x_max_cam - x_min_cam) * 0.5;
+ real_t half_y = (y_max_cam - y_min_cam) * 0.5;
- ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
+ ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
- Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
+ Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
- Transform ortho_transform;
- ortho_transform.basis = transform.basis;
- ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
+ Transform ortho_transform;
+ ortho_transform.basis = transform.basis;
+ ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
- {
- Vector3 max_in_view = p_cam_transform.affine_inverse().xform(z_vec * cull_max);
- Vector3 dir_in_view = p_cam_transform.xform_inv(z_vec).normalized();
- cull_max = dir_in_view.dot(max_in_view);
- }
+ cull.shadows[p_shadow_index].cascades[i].frustum = Frustum(light_frustum_planes);
+ cull.shadows[p_shadow_index].cascades[i].projection = ortho_camera;
+ cull.shadows[p_shadow_index].cascades[i].transform = ortho_transform;
+ cull.shadows[p_shadow_index].cascades[i].zfar = z_max - z_min_cam;
+ cull.shadows[p_shadow_index].cascades[i].split = distances[i + 1];
+ cull.shadows[p_shadow_index].cascades[i].shadow_texel_size = radius * 2.0 / texture_size;
+ cull.shadows[p_shadow_index].cascades[i].bias_scale = bias_scale * aspect_bias_scale * min_distance_bias_scale;
+ cull.shadows[p_shadow_index].cascades[i].range_begin = z_max;
+ cull.shadows[p_shadow_index].cascades[i].uv_scale = uv_scale;
+ }
+ }
+}
- scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, z_max - z_min_cam, distances[i + 1], i, radius * 2.0 / texture_size, bias_scale * aspect_bias_scale * min_distance_bias_scale, z_max, uv_scale);
- }
+bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_lod_threshold) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
- RSG::storage->update_mesh_instances();
+ Transform light_transform = p_instance->transform;
+ light_transform.orthonormalize(); //scale does not count on lights
- scene_render->render_shadow(light->instance, p_shadow_atlas, i, geometry_instances_to_shadow_render, camera_plane, p_cam_projection.get_lod_multiplier(), p_screen_lod_threshold);
- }
+ bool animated_material_found = false;
+ switch (RSG::storage->light_get_type(p_instance->base)) {
+ case RS::LIGHT_DIRECTIONAL: {
} break;
case RS::LIGHT_OMNI: {
RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
@@ -1790,9 +1844,6 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
animated_material_found = true;
}
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
-
if (instance->mesh_instance.is_valid()) {
RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
}
@@ -1866,8 +1917,6 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
if (instance->mesh_instance.is_valid()) {
RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
}
@@ -1926,8 +1975,6 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
if (instance->mesh_instance.is_valid()) {
RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
@@ -2086,10 +2133,11 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
// - p_cam_transform will be a transform in the middle of our two eyes
// - p_cam_projection is a wider frustrum that encompasses both eyes
+ Instance *render_reflection_probe = instance_owner.getornull(p_reflection_probe); //if null, not rendering to it
+
Scenario *scenario = scenario_owner.getornull(p_scenario);
render_pass++;
- uint32_t camera_layer_mask = p_visible_layers;
scene_render->set_scene_pass(render_pass);
@@ -2104,223 +2152,354 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized());
- float z_far = p_cam_projection.get_z_far();
- instance_cull_result.clear();
+ uint64_t frame_number = RSG::rasterizer->get_frame_number();
+ float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
+
/* STEP 2 - CULL */
+
+ cull.frustum = Frustum(planes);
+
+ Vector<RID> directional_lights;
+ // directional lights
{
- CullResult cull_result;
- cull_result.result = &instance_cull_result;
+ //reset shadows
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ cull.shadows[i].cascades[j].cull_result.clear();
+ }
+ }
+
+ cull.shadow_count = 0;
+
+ Vector<Instance *> lights_with_shadow;
- Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
+ for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
+ if (!E->get()->visible) {
+ continue;
+ }
+
+ if (directional_lights.size() > RendererSceneRender::MAX_DIRECTIONAL_LIGHTS) {
+ break;
+ }
- scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_result);
- scenario->indexers[Scenario::INDEXER_VOLUMES].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_result);
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+
+ //check shadow..
+
+ if (light) {
+ if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->get()->base) && !(RSG::storage->light_get_type(E->get()->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->get()->base))) {
+ lights_with_shadow.push_back(E->get());
+ }
+ //add to list
+ directional_lights.push_back(light->instance);
+ }
+ }
+
+ scene_render->set_directional_shadow_count(lights_with_shadow.size());
+
+ for (int i = 0; i < lights_with_shadow.size(); i++) {
+ _light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect);
+ }
}
- //light_samplers_culled=0;
+ { //sdfgi
+ cull.sdfgi.region_count = 0;
- /*
- print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
- print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
- print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
- print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
- */
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ cull.sdfgi.region_cull_result[i].clear();
+ }
- /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */
- //removed, will replace with culling
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ cull.sdfgi.cascade_lights[i].clear();
+ }
- /* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
- uint64_t frame_number = RSG::rasterizer->get_frame_number();
- float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
+ if (p_render_buffers.is_valid()) {
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ cull.sdfgi.cascade_lights[i].clear();
+ }
+ cull.sdfgi.cascade_light_count = 0;
- geometry_instances_to_render.clear();
- light_cull_result.clear();
- lightmap_cull_result.clear();
- reflection_probe_instance_cull_result.clear();
- light_instance_cull_result.clear();
- gi_probe_instance_cull_result.clear();
- lightmap_cull_result.clear();
- decal_instance_cull_result.clear();
-
- for (uint32_t i = 0; i < (uint32_t)instance_cull_result.size(); i++) {
- Instance *ins = instance_cull_result[i];
-
- if ((camera_layer_mask & ins->layer_mask) == 0) {
- //failure
- } else if (ins->base_type == RS::INSTANCE_LIGHT) {
- InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
+ uint32_t prev_cascade = 0xFFFFFFFF;
+ uint32_t pending_region_count = scene_render->sdfgi_get_pending_region_count(p_render_buffers);
- light_cull_result.push_back(ins);
- light_instance_cull_result.push_back(light->instance);
- if (p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(ins->base)) {
- scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
+ for (uint32_t i = 0; i < pending_region_count; i++) {
+ cull.sdfgi.region_aabb[i] = scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
+ uint32_t region_cascade = scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
+ cull.sdfgi.region_cascade[i] = region_cascade;
+
+ if (region_cascade != prev_cascade) {
+ cull.sdfgi.cascade_light_index[cull.sdfgi.cascade_light_count] = region_cascade;
+ cull.sdfgi.cascade_light_count++;
+ prev_cascade = region_cascade;
+ }
}
- } else if (ins->base_type == RS::INSTANCE_REFLECTION_PROBE) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(ins->base_data);
+ cull.sdfgi.region_count = pending_region_count;
+ }
+ }
- if (p_reflection_probe != reflection_probe->instance) {
- //avoid entering The Matrix
+ {
+ //pre-clear results
+ geometry_instances_to_render.clear();
+ light_cull_result.clear();
+ lightmap_cull_result.clear();
+ reflection_probe_instance_cull_result.clear();
+ light_instance_cull_result.clear();
+ gi_probe_instance_cull_result.clear();
+ lightmap_cull_result.clear();
+ decal_instance_cull_result.clear();
+ mesh_instance_cull_result.clear();
+ }
- if (reflection_probe->reflection_dirty || scene_render->reflection_probe_instance_needs_redraw(reflection_probe->instance)) {
- if (!reflection_probe->update_list.in_list()) {
- reflection_probe->render_step = 0;
- reflection_probe_render_list.add_last(&reflection_probe->update_list);
+ {
+ uint64_t cull_count = scenario->instance_data.size();
+ uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
+ uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
+
+ for (uint64_t i = 0; i < cull_count; i++) {
+ bool mesh_visible = false;
+
+ if (scenario->instance_aabbs[i].in_frustum(cull.frustum)) {
+ InstanceData &idata = scenario->instance_data[i];
+ uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
+
+ if ((p_visible_layers & idata.layer_mask) == 0) {
+ //failure
+ } else if (base_type == RS::INSTANCE_LIGHT) {
+ light_cull_result.push_back(idata.instance);
+ light_instance_cull_result.push_back(idata.instance_data_rid);
+ if (p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
+ scene_render->light_instance_mark_visible(idata.instance_data_rid); //mark it visible for shadow allocation later
}
- reflection_probe->reflection_dirty = false;
- }
+ } else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
+ if (render_reflection_probe != idata.instance) {
+ //avoid entering The Matrix
- if (scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) {
- reflection_probe_instance_cull_result.push_back(reflection_probe->instance);
- }
- }
- } else if (ins->base_type == RS::INSTANCE_DECAL) {
- InstanceDecalData *decal = static_cast<InstanceDecalData *>(ins->base_data);
+ if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || scene_render->reflection_probe_instance_needs_redraw(idata.instance_data_rid)) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
+ cull.lock.lock();
+ if (!reflection_probe->update_list.in_list()) {
+ reflection_probe->render_step = 0;
+ reflection_probe_render_list.add_last(&reflection_probe->update_list);
+ }
+ cull.lock.unlock();
- decal_instance_cull_result.push_back(decal->instance);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
+ }
- } else if (ins->base_type == RS::INSTANCE_GI_PROBE) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(ins->base_data);
- if (!gi_probe->update_element.in_list()) {
- gi_probe_update_list.add(&gi_probe->update_element);
- }
+ if (scene_render->reflection_probe_instance_has_reflection(idata.instance_data_rid)) {
+ reflection_probe_instance_cull_result.push_back(idata.instance_data_rid);
+ }
+ }
+ } else if (base_type == RS::INSTANCE_DECAL) {
+ decal_instance_cull_result.push_back(idata.instance_data_rid);
+
+ } else if (base_type == RS::INSTANCE_GI_PROBE) {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(idata.instance->base_data);
+ cull.lock.lock();
+ if (!gi_probe->update_element.in_list()) {
+ gi_probe_update_list.add(&gi_probe->update_element);
+ }
+ cull.lock.unlock();
+ gi_probe_instance_cull_result.push_back(idata.instance_data_rid);
- gi_probe_instance_cull_result.push_back(gi_probe->probe_instance);
+ } else if (base_type == RS::INSTANCE_LIGHTMAP) {
+ lightmap_cull_result.push_back(idata.instance);
+ } else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
+ bool keep = true;
- } else if (ins->base_type == RS::INSTANCE_LIGHTMAP) {
- lightmap_cull_result.push_back(ins);
- } else if (((1 << ins->base_type) & RS::INSTANCE_GEOMETRY_MASK) && ins->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
- bool keep = true;
+ if (idata.flags & InstanceData::FLAG_REDRAW_IF_VISIBLE) {
+ RenderingServerDefault::redraw_request();
+ }
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data);
+ if (base_type == RS::INSTANCE_MESH) {
+ mesh_visible = true;
+ } else if (base_type == RS::INSTANCE_PARTICLES) {
+ //particles visible? process them
+ if (RSG::storage->particles_is_inactive(idata.base_rid)) {
+ //but if nothing is going on, don't do it.
+ keep = false;
+ } else {
+ cull.lock.lock();
+ RSG::storage->particles_request_process(idata.base_rid);
+ cull.lock.unlock();
+ RSG::storage->particles_set_view_axis(idata.base_rid, -p_cam_transform.basis.get_axis(2).normalized());
+ //particles visible? request redraw
+ RenderingServerDefault::redraw_request();
+ }
+ }
- if (ins->redraw_if_visible) {
- RenderingServerDefault::redraw_request();
- }
+ if (pair_volumes_to_mesh && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ int l = 0;
+ //only called when lights AABB enter/exit this geometry
+ idata.instance->light_instances.resize(geom->lights.size());
- if (ins->base_type == RS::INSTANCE_PARTICLES) {
- //particles visible? process them
- if (RSG::storage->particles_is_inactive(ins->base)) {
- //but if nothing is going on, don't do it.
- keep = false;
- } else {
- RSG::storage->particles_request_process(ins->base);
- RSG::storage->particles_set_view_axis(ins->base, -p_cam_transform.basis.get_axis(2).normalized());
- //particles visible? request redraw
- RenderingServerDefault::redraw_request();
- }
- }
+ for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
- if (pair_volumes_to_mesh && geom->lighting_dirty) {
- int l = 0;
- //only called when lights AABB enter/exit this geometry
- ins->light_instances.resize(geom->lights.size());
+ idata.instance->light_instances.write[l++] = light->instance;
+ }
- for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
+ }
- ins->light_instances.write[l++] = light->instance;
- }
+ if (pair_volumes_to_mesh && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ int l = 0;
+ //only called when reflection probe AABB enter/exit this geometry
+ idata.instance->reflection_probe_instances.resize(geom->reflection_probes.size());
- geom->lighting_dirty = false;
- }
+ for (Set<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
- if (pair_volumes_to_mesh && geom->reflection_dirty) {
- int l = 0;
- //only called when reflection probe AABB enter/exit this geometry
- ins->reflection_probe_instances.resize(geom->reflection_probes.size());
+ idata.instance->reflection_probe_instances.write[l++] = reflection_probe->instance;
+ }
- for (Set<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_REFLECTION_DIRTY);
+ }
- ins->reflection_probe_instances.write[l++] = reflection_probe->instance;
- }
+ if (pair_volumes_to_mesh && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
+ //InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ //todo for GLES3
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
+ }
- geom->reflection_dirty = false;
- }
+ if (idata.flags & InstanceData::FLAG_GEOM_GI_PROBE_DIRTY) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ int l = 0;
+ //only called when reflection probe AABB enter/exit this geometry
+ idata.instance->gi_probe_instances.resize(geom->gi_probes.size());
- if (geom->gi_probes_dirty) {
- int l = 0;
- //only called when reflection probe AABB enter/exit this geometry
- ins->gi_probe_instances.resize(geom->gi_probes.size());
+ for (Set<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data);
- for (Set<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data);
+ idata.instance->gi_probe_instances.write[l++] = gi_probe->probe_instance;
+ }
- ins->gi_probe_instances.write[l++] = gi_probe->probe_instance;
- }
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_GI_PROBE_DIRTY);
+ }
- geom->gi_probes_dirty = false;
- }
+ if ((idata.flags & InstanceData::FLAG_LIGHTMAP_CAPTURE) && idata.instance->last_frame_pass != frame_number && !idata.instance->lightmap_target_sh.empty() && !idata.instance->lightmap_sh.empty()) {
+ Color *sh = idata.instance->lightmap_sh.ptrw();
+ const Color *target_sh = idata.instance->lightmap_target_sh.ptr();
+ for (uint32_t j = 0; j < 9; j++) {
+ sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
+ }
+ idata.instance->last_frame_pass = frame_number;
+ }
- if (ins->last_frame_pass != frame_number && !ins->lightmap_target_sh.empty() && !ins->lightmap_sh.empty()) {
- Color *sh = ins->lightmap_sh.ptrw();
- const Color *target_sh = ins->lightmap_target_sh.ptr();
- for (uint32_t j = 0; j < 9; j++) {
- sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
+ if (keep) {
+ geometry_instances_to_render.push_back(idata.instance);
+ }
}
}
- if (ins->mesh_instance.is_valid()) {
- RSG::storage->mesh_instance_check_for_update(ins->mesh_instance);
+ for (uint32_t j = 0; j < cull.shadow_count; j++) {
+ for (uint32_t k = 0; k < cull.shadows[j].cascade_count; k++) {
+ if (scenario->instance_aabbs[i].in_frustum(cull.shadows[j].cascades[k].frustum)) {
+ InstanceData &idata = scenario->instance_data[i];
+ uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
+
+ if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) {
+ cull.shadows[j].cascades[k].cull_result.push_back(idata.instance);
+ mesh_visible = true;
+ }
+ }
+ }
}
- ins->depth = near_plane.distance_to(ins->transform.origin);
- ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
+ for (uint32_t j = 0; j < cull.sdfgi.region_count; j++) {
+ if (scenario->instance_aabbs[i].in_aabb(cull.sdfgi.region_aabb[j])) {
+ InstanceData &idata = scenario->instance_data[i];
+ uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
+
+ if (base_type == RS::INSTANCE_LIGHT) {
+ InstanceLightData *instance_light = (InstanceLightData *)idata.instance->base_data;
+ if (instance_light->bake_mode == RS::LIGHT_BAKE_STATIC && cull.sdfgi.region_cascade[j] <= instance_light->max_sdfgi_cascade) {
+ if (sdfgi_last_light_index != i || sdfgi_last_light_cascade != cull.sdfgi.region_cascade[j]) {
+ sdfgi_last_light_index = i;
+ sdfgi_last_light_cascade = cull.sdfgi.region_cascade[j];
+ cull.sdfgi.cascade_lights[sdfgi_last_light_cascade].push_back(instance_light->instance);
+ }
+ }
+ } else if ((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ if (idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) {
+ cull.sdfgi.region_cull_result[j].push_back(idata.instance);
+ mesh_visible = true;
+ }
+ }
+ }
+ }
- if (keep) {
- geometry_instances_to_render.push_back(ins);
- ins->last_render_pass = render_pass;
- } else {
- ins->last_render_pass = 0; // make invalid
+ if (mesh_visible && scenario->instance_data[i].flags & InstanceData::FLAG_USES_MESH_INSTANCE) {
+ mesh_instance_cull_result.push_back(scenario->instance_data[i].instance->mesh_instance);
}
}
- ins->last_frame_pass = frame_number;
+ if (mesh_instance_cull_result.size()) {
+ for (uint64_t i = 0; i < mesh_instance_cull_result.size(); i++) {
+ RSG::storage->mesh_instance_check_for_update(mesh_instance_cull_result[i]);
+ }
+ RSG::storage->update_mesh_instances();
+ }
}
- RSG::storage->update_mesh_instances();
+ //render shadows
- /* STEP 5 - PROCESS LIGHTS */
+ for (uint32_t i = 0; i < cull.shadow_count; i++) {
+ for (uint32_t j = 0; j < cull.shadows[i].cascade_count; j++) {
+ const Cull::Shadow::Cascade &c = cull.shadows[i].cascades[j];
+ // print_line("shadow " + itos(i) + " cascade " + itos(j) + " elements: " + itos(c.cull_result.size()));
+ 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);
+ scene_render->render_shadow(cull.shadows[i].light_instance, p_shadow_atlas, j, c.cull_result, near_plane, p_cam_projection.get_lod_multiplier(), p_screen_lod_threshold);
+ }
+ }
- directional_light_cull_result.clear();
+ //render SDFGI
- // directional lights
{
- directional_shadow_cull_result.clear();
-
- for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
- if (!E->get()->visible) {
- continue;
+ if (cull.sdfgi.region_count > 0) {
+ //update regions
+ for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
+ scene_render->render_sdfgi(p_render_buffers, i, cull.sdfgi.region_cull_result[i]);
}
-
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
-
- //check shadow..
-
- if (light) {
- if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->get()->base) && !(RSG::storage->light_get_type(E->get()->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->get()->base))) {
- directional_shadow_cull_result.push_back(E->get());
+ //check if static lights were culled
+ bool static_lights_culled = false;
+ for (uint32_t i = 0; i < cull.sdfgi.cascade_light_count; i++) {
+ if (cull.sdfgi.cascade_lights[i].size()) {
+ static_lights_culled = true;
+ break;
}
- //add to list
- directional_light_cull_result.push_back(light->instance);
}
- light_instance_cull_result.push_back(light->instance);
+ if (static_lights_culled) {
+ scene_render->render_sdfgi_static_lights(p_render_buffers, cull.sdfgi.cascade_light_count, cull.sdfgi.cascade_light_index, cull.sdfgi.cascade_lights);
+ }
}
- scene_render->set_directional_shadow_count(directional_shadow_cull_result.size());
+ if (p_render_buffers.is_valid()) {
+ scene_render->sdfgi_update_probes(p_render_buffers, p_environment, directional_lights, scenario->dynamic_lights.ptr(), scenario->dynamic_lights.size());
+ }
+ }
- for (uint32_t i = 0; i < (uint32_t)directional_shadow_cull_result.size(); i++) {
- RENDER_TIMESTAMP(">Rendering Directional Light " + itos(i));
+ //light_samplers_culled=0;
- _light_instance_update_shadow(directional_shadow_cull_result[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold);
+ /*
+ print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
+ print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
+ print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
+ print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
+ */
- RENDER_TIMESTAMP("<Rendering Directional Light " + itos(i));
- }
- }
+ /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */
+ //removed, will replace with culling
+
+ /* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
+
+ /* STEP 5 - PROCESS POSITIONAL LIGHTS */
if (p_using_shadows) { //setup shadow maps
@@ -2421,78 +2600,9 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
}
}
- /* UPDATE SDFGI */
-
- if (p_render_buffers.is_valid()) {
- uint32_t cascade_index[8];
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- sdfgi_cascade_lights[i].clear();
- }
- uint32_t cascade_count = 0;
- uint32_t sdfgi_light_cull_count = 0;
-
- uint32_t prev_cascade = 0xFFFFFFFF;
- for (int i = 0; i < scene_render->sdfgi_get_pending_region_count(p_render_buffers); i++) {
- AABB region = scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
- uint32_t region_cascade = scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
-
- if (region_cascade != prev_cascade) {
- cascade_index[cascade_count] = region_cascade;
- cascade_count++;
- sdfgi_light_cull_pass++;
- prev_cascade = region_cascade;
- }
- instance_sdfgi_cull_result.clear();
- {
- CullResult cull_result;
- cull_result.result = &instance_sdfgi_cull_result;
-
- scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(region, cull_result);
- scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(region, cull_result);
- }
-
- geometry_instances_to_sdfgi_render.clear();
-
- for (uint32_t j = 0; j < (uint32_t)instance_sdfgi_cull_result.size(); j++) {
- Instance *ins = instance_sdfgi_cull_result[j];
-
- bool keep = false;
-
- if (ins->base_type == RS::INSTANCE_LIGHT) {
- InstanceLightData *instance_light = (InstanceLightData *)ins->base_data;
- if (instance_light->bake_mode != RS::LIGHT_BAKE_STATIC || region_cascade > instance_light->max_sdfgi_cascade) {
- continue;
- }
-
- if (sdfgi_light_cull_pass != instance_light->sdfgi_cascade_light_pass) {
- instance_light->sdfgi_cascade_light_pass = sdfgi_light_cull_pass;
- sdfgi_cascade_lights[cascade_count - 1].push_back(instance_light->instance);
- }
- } else if ((1 << ins->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
- if (ins->baked_light) {
- keep = true;
- if (ins->mesh_instance.is_valid()) {
- RSG::storage->mesh_instance_check_for_update(ins->mesh_instance);
- }
- }
- }
-
- if (keep) {
- geometry_instances_to_sdfgi_render.push_back(ins);
- }
- }
-
- RSG::storage->update_mesh_instances();
-
- scene_render->render_sdfgi(p_render_buffers, i, geometry_instances_to_sdfgi_render);
- //have to save updated cascades, then update static lights.
- }
-
- if (sdfgi_light_cull_count) {
- scene_render->render_sdfgi_static_lights(p_render_buffers, cascade_count, cascade_index, sdfgi_cascade_lights);
- }
-
- scene_render->sdfgi_update_probes(p_render_buffers, p_environment, directional_light_cull_result, scenario->dynamic_lights.ptr(), scenario->dynamic_lights.size());
+ //append the directional lights to the lights culled
+ for (int i = 0; i < directional_lights.size(); i++) {
+ light_instance_cull_result.push_back(directional_lights[i]);
}
}
@@ -2828,7 +2938,7 @@ void RendererSceneCull::render_probes() {
}
InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
- if (geom->gi_probes_dirty) {
+ if (ins->scenario && ins->array_index >= 0 && (ins->scenario->instance_data[ins->array_index].flags & InstanceData::FLAG_GEOM_GI_PROBE_DIRTY)) {
//giprobes may be dirty, so update
int l = 0;
//only called when reflection probe AABB enter/exit this geometry
@@ -2840,7 +2950,7 @@ void RendererSceneCull::render_probes() {
ins->gi_probe_instances.write[l++] = gi_probe2->probe_instance;
}
- geom->gi_probes_dirty = false;
+ ins->scenario->instance_data[ins->array_index].flags &= ~uint32_t(InstanceData::FLAG_GEOM_GI_PROBE_DIRTY);
}
geometry_instances_to_render.push_back(E->get());
@@ -3164,6 +3274,9 @@ bool RendererSceneCull::free(RID p_rid) {
while (scenario->instances.first()) {
instance_set_scenario(scenario->instances.first()->self()->self, RID());
}
+ scenario->instance_aabbs.reset();
+ scenario->instance_data.reset();
+
scene_render->free(scenario->reflection_probe_shadow_atlas);
scene_render->free(scenario->reflection_atlas);
scenario_owner.free(p_rid);
@@ -3215,24 +3328,32 @@ RendererSceneCull::RendererSceneCull() {
pair_volumes_to_mesh = false;
instance_cull_result.set_page_pool(&instance_cull_page_pool);
+ mesh_instance_cull_result.set_page_pool(&rid_cull_page_pool);
instance_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
instance_sdfgi_cull_result.set_page_pool(&instance_cull_page_pool);
light_cull_result.set_page_pool(&instance_cull_page_pool);
- directional_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
geometry_instances_to_render.set_page_pool(&base_instance_cull_page_pool);
geometry_instances_to_shadow_render.set_page_pool(&base_instance_cull_page_pool);
- geometry_instances_to_sdfgi_render.set_page_pool(&base_instance_cull_page_pool);
lightmap_cull_result.set_page_pool(&base_instance_cull_page_pool);
reflection_probe_instance_cull_result.set_page_pool(&rid_cull_page_pool);
light_instance_cull_result.set_page_pool(&rid_cull_page_pool);
- directional_light_cull_result.set_page_pool(&rid_cull_page_pool);
gi_probe_instance_cull_result.set_page_pool(&rid_cull_page_pool);
decal_instance_cull_result.set_page_pool(&rid_cull_page_pool);
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ cull.shadows[i].cascades[j].cull_result.set_page_pool(&base_instance_cull_page_pool);
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ cull.sdfgi.region_cull_result[i].set_page_pool(&base_instance_cull_page_pool);
+ }
+
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- sdfgi_cascade_lights[i].set_page_pool(&rid_cull_page_pool);
+ cull.sdfgi.cascade_lights[i].set_page_pool(&rid_cull_page_pool);
}
indexer_update_iterations = GLOBAL_GET("rendering/spatial_indexer/update_iterations_per_frame");
@@ -3240,23 +3361,31 @@ RendererSceneCull::RendererSceneCull() {
RendererSceneCull::~RendererSceneCull() {
instance_cull_result.reset();
+ mesh_instance_cull_result.reset();
instance_shadow_cull_result.reset();
instance_sdfgi_cull_result.reset();
light_cull_result.reset();
- directional_shadow_cull_result.reset();
geometry_instances_to_render.reset();
geometry_instances_to_shadow_render.reset();
- geometry_instances_to_sdfgi_render.reset();
lightmap_cull_result.reset();
reflection_probe_instance_cull_result.reset();
light_instance_cull_result.reset();
- directional_light_cull_result.reset();
gi_probe_instance_cull_result.reset();
decal_instance_cull_result.reset();
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ cull.shadows[i].cascades[j].cull_result.reset();
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ cull.sdfgi.region_cull_result[i].reset();
+ }
+
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- sdfgi_cascade_lights[i].reset();
+ cull.sdfgi.cascade_lights[i].reset();
}
}
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 8bf262d7c0..b755efd877 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -52,7 +52,8 @@ public:
RendererSceneRender *scene_render;
enum {
- SDFGI_MAX_CASCADES = 8
+ SDFGI_MAX_CASCADES = 8,
+ SDFGI_MAX_REGIONS_PER_CASCADE = 3
};
uint64_t render_pass;
@@ -108,6 +109,153 @@ public:
struct Instance;
+ struct PlaneSign {
+ _ALWAYS_INLINE_ PlaneSign() {}
+ _ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
+ if (p_plane.normal.x > 0) {
+ signs[0] = 0;
+ } else {
+ signs[0] = 3;
+ }
+ if (p_plane.normal.y > 0) {
+ signs[1] = 1;
+ } else {
+ signs[1] = 4;
+ }
+ if (p_plane.normal.z > 0) {
+ signs[2] = 2;
+ } else {
+ signs[2] = 5;
+ }
+ }
+
+ uint32_t signs[3];
+ };
+
+ struct Frustum {
+ Vector<Plane> planes;
+ Vector<PlaneSign> plane_signs;
+ const Plane *planes_ptr;
+ const PlaneSign *plane_signs_ptr;
+ uint32_t plane_count;
+
+ _ALWAYS_INLINE_ Frustum() {}
+ _ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
+ planes = p_frustum.planes;
+ plane_signs = p_frustum.plane_signs;
+
+ planes_ptr = planes.ptr();
+ plane_signs_ptr = plane_signs.ptr();
+ plane_count = p_frustum.plane_count;
+ }
+ _ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
+ planes = p_frustum.planes;
+ plane_signs = p_frustum.plane_signs;
+
+ planes_ptr = planes.ptr();
+ plane_signs_ptr = plane_signs.ptr();
+ plane_count = p_frustum.plane_count;
+ }
+ _ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
+ planes = p_planes;
+ planes_ptr = planes.ptrw();
+ plane_count = planes.size();
+ for (int i = 0; i < planes.size(); i++) {
+ PlaneSign ps(p_planes[i]);
+ plane_signs.push_back(ps);
+ }
+
+ plane_signs_ptr = plane_signs.ptr();
+ }
+ };
+
+ struct InstanceBounds {
+ // Efficiently store instance bounds.
+ // Because bounds checking is performed first,
+ // keep it separated from data.
+
+ real_t bounds[6];
+ _ALWAYS_INLINE_ InstanceBounds() {}
+
+ _ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
+ bounds[0] = p_aabb.position.x;
+ bounds[1] = p_aabb.position.y;
+ bounds[2] = p_aabb.position.z;
+ bounds[3] = p_aabb.position.x + p_aabb.size.x;
+ bounds[4] = p_aabb.position.y + p_aabb.size.y;
+ bounds[5] = p_aabb.position.z + p_aabb.size.z;
+ }
+ _ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
+ // This is not a full SAT check and the possibility of false positives exist,
+ // but the tradeoff vs performance is still very good.
+
+ for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
+ Vector3 min(
+ bounds[p_frustum.plane_signs_ptr[i].signs[0]],
+ bounds[p_frustum.plane_signs_ptr[i].signs[1]],
+ bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
+
+ if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
+ return false;
+ }
+ }
+
+ return true;
+ }
+ _ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
+ Vector3 end = p_aabb.position + p_aabb.size;
+
+ if (bounds[0] >= end.x) {
+ return false;
+ }
+ if (bounds[3] <= p_aabb.position.x) {
+ return false;
+ }
+ if (bounds[1] >= end.y) {
+ return false;
+ }
+ if (bounds[4] <= p_aabb.position.y) {
+ return false;
+ }
+ if (bounds[2] >= end.z) {
+ return false;
+ }
+ if (bounds[5] <= p_aabb.position.z) {
+ return false;
+ }
+
+ return true;
+ }
+ };
+
+ struct InstanceData {
+ // Store instance pointer as well as common instance processing information,
+ // to make processing more cache friendly.
+ enum Flags {
+ FLAG_BASE_TYPE_MASK = 0xFF,
+ FLAG_CAST_SHADOWS = (1 << 8),
+ FLAG_CAST_SHADOWS_ONLY = (1 << 9),
+ FLAG_REDRAW_IF_VISIBLE = (1 << 10),
+ FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
+ FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
+ FLAG_GEOM_DECAL_DIRTY = (1 << 13),
+ FLAG_GEOM_GI_PROBE_DIRTY = (1 << 14),
+ FLAG_LIGHTMAP_CAPTURE = (1 << 15),
+ FLAG_USES_BAKED_LIGHT = (1 << 16),
+ FLAG_USES_MESH_INSTANCE = (1 << 17),
+ FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
+ };
+
+ uint32_t flags = 0;
+ uint32_t layer_mask = 0; //for fast layer-mask discard
+ RID base_rid;
+ RID instance_data_rid;
+ Instance *instance = nullptr;
+ };
+
+ PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
+ PagedArrayPool<InstanceData> instance_data_page_pool;
+
struct Scenario {
enum IndexerType {
INDEXER_GEOMETRY, //for geometry
@@ -131,6 +279,9 @@ public:
LocalVector<RID> dynamic_lights;
+ PagedArray<InstanceBounds> instance_aabbs;
+ PagedArray<InstanceData> instance_data;
+
Scenario() {
indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
@@ -178,6 +329,7 @@ public:
RID self;
//scenario stuff
DynamicBVH::ID indexer_id;
+ int32_t array_index;
Scenario *scenario;
SelfList<Instance> scenario_item;
@@ -199,7 +351,6 @@ public:
Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
- uint64_t last_render_pass;
uint64_t last_frame_pass;
uint64_t version; // changes to this, and changes to base increase version
@@ -240,7 +391,6 @@ public:
lod_begin_hysteresis = 0;
lod_end_hysteresis = 0;
- last_render_pass = 0;
last_frame_pass = 0;
version = 1;
base_data = nullptr;
@@ -248,6 +398,7 @@ public:
custom_aabb = nullptr;
pair_check = 0;
+ array_index = -1;
}
~Instance() {
@@ -265,28 +416,17 @@ public:
struct InstanceGeometryData : public InstanceBaseData {
Set<Instance *> lights;
- bool lighting_dirty;
bool can_cast_shadows;
bool material_is_animated;
Set<Instance *> decals;
- bool decal_dirty;
-
Set<Instance *> reflection_probes;
- bool reflection_dirty;
-
Set<Instance *> gi_probes;
- bool gi_probes_dirty;
-
Set<Instance *> lightmap_captures;
InstanceGeometryData() {
- lighting_dirty = false;
- reflection_dirty = true;
can_cast_shadows = true;
material_is_animated = true;
- gi_probes_dirty = true;
- decal_dirty = true;
}
};
@@ -296,14 +436,12 @@ public:
Set<Instance *> geometries;
RID instance;
- bool reflection_dirty;
SelfList<InstanceReflectionProbeData> update_list;
int render_step;
InstanceReflectionProbeData() :
update_list(this) {
- reflection_dirty = true;
render_step = -1;
}
};
@@ -334,8 +472,6 @@ public:
RS::LightBakeMode bake_mode;
uint32_t max_sdfgi_cascade = 2;
- uint64_t sdfgi_cascade_light_pass = 0;
-
InstanceLightData() {
bake_mode = RS::LIGHT_BAKE_DISABLED;
shadow_dirty = true;
@@ -468,25 +604,19 @@ public:
PagedArrayPool<RID> rid_cull_page_pool;
PagedArray<Instance *> instance_cull_result;
+ PagedArray<RID> mesh_instance_cull_result;
PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_render;
PagedArray<Instance *> instance_shadow_cull_result;
PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_shadow_render;
PagedArray<Instance *> instance_sdfgi_cull_result;
- PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_sdfgi_render;
PagedArray<Instance *> light_cull_result;
PagedArray<RendererSceneRender::InstanceBase *> lightmap_cull_result;
- PagedArray<Instance *> directional_shadow_cull_result;
PagedArray<RID> reflection_probe_instance_cull_result;
PagedArray<RID> light_instance_cull_result;
- PagedArray<RID> directional_light_cull_result;
+
PagedArray<RID> gi_probe_instance_cull_result;
PagedArray<RID> decal_instance_cull_result;
- PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
-
- uint64_t sdfgi_light_cull_pass = 0;
- int directional_light_count;
-
RID_PtrOwner<Instance> instance_owner;
bool pair_volumes_to_mesh; // used in traditional forward, unnecesary on clustered
@@ -536,10 +666,54 @@ public:
_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
void _unpair_instance(Instance *p_instance);
+ void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
+
_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold);
RID _render_get_environment(RID p_camera, RID p_scenario);
+ struct Cull {
+ struct Shadow {
+ RID light_instance;
+ struct Cascade {
+ Frustum frustum;
+
+ CameraMatrix projection;
+ Transform transform;
+ real_t zfar;
+ real_t split;
+ real_t shadow_texel_size;
+ real_t bias_scale;
+ real_t range_begin;
+ Vector2 uv_scale;
+
+ PagedArray<RendererSceneRender::InstanceBase *> cull_result;
+
+ } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
+ uint32_t cascade_count;
+
+ } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
+
+ uint32_t shadow_count;
+
+ struct SDFGI {
+ //have arrays here because SDFGI functions expects this, plus regions can have areas
+ PagedArray<RendererSceneRender::InstanceBase *> region_cull_result[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
+ AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
+ uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
+ uint32_t region_count = 0;
+
+ PagedArray<RID> cascade_lights[SDFGI_MAX_CASCADES];
+ uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
+ uint32_t cascade_light_count = 0;
+
+ } sdfgi;
+
+ SpinLock lock;
+
+ Frustum frustum;
+ } cull;
+
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows = true);
void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 19ab7a392b..d5e8f391cd 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -37,9 +37,14 @@
class RendererSceneRender {
public:
+ enum {
+ MAX_DIRECTIONAL_LIGHTS = 8,
+ MAX_DIRECTIONAL_LIGHT_CASCADES = 4
+ };
/* SHADOW ATLAS API */
- virtual RID shadow_atlas_create() = 0;
+ virtual RID
+ shadow_atlas_create() = 0;
virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
@@ -56,7 +61,7 @@ public:
virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const = 0;
virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const = 0;
virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const = 0;
- virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const PagedArray<RID> &p_directionals, const RID *p_positional_light_instances, uint32_t p_positional_light_count) = 0;
+ virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count) = 0;
/* SKY API */