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authorreduz <reduzio@gmail.com>2020-12-03 18:09:47 -0300
committerreduz <reduzio@gmail.com>2020-12-03 19:01:01 -0300
commite93b2242c2fe21f6a8badd85545a88c58565eb3e (patch)
tree8ad6b29c045f3351765e1f1ea1ee36c92c2b863b /servers/rendering
parentea7dd1be36abc528f39e7c42725267d01774983b (diff)
Reorganize rendering server.
-Made RenderingServerScene abstract, allowing reimplementation -RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
Diffstat (limited to 'servers/rendering')
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp2
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp4
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp6
-rw-r--r--servers/rendering/rendering_server_canvas.cpp4
-rw-r--r--servers/rendering/rendering_server_default.cpp (renamed from servers/rendering/rendering_server_raster.cpp)77
-rw-r--r--servers/rendering/rendering_server_default.h (renamed from servers/rendering/rendering_server_raster.h)16
-rw-r--r--servers/rendering/rendering_server_globals.cpp1
-rw-r--r--servers/rendering/rendering_server_globals.h1
-rw-r--r--servers/rendering/rendering_server_scene.cpp3005
-rw-r--r--servers/rendering/rendering_server_scene.h555
-rw-r--r--servers/rendering/rendering_server_scene_raster.cpp3072
-rw-r--r--servers/rendering/rendering_server_scene_raster.h582
-rw-r--r--servers/rendering/rendering_server_viewport.cpp44
13 files changed, 3867 insertions, 3502 deletions
diff --git a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp
index f5360cbd36..ed46bb5df2 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp
@@ -874,7 +874,7 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
- RenderingServerRaster::redraw_request();
+ RenderingServerDefault::redraw_request();
storage->particles_request_process(particles_cmd->particles);
//enable instancing
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
index 66561958fc..f2f4a5c1c2 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
@@ -31,7 +31,7 @@
#include "rasterizer_scene_high_end_rd.h"
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_device.h"
-#include "servers/rendering/rendering_server_raster.h"
+#include "servers/rendering/rendering_server_default.h"
/* SCENE SHADER */
void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
@@ -1512,7 +1512,7 @@ void RasterizerSceneHighEndRD::_add_geometry_with_material(InstanceBase *p_insta
e->priority = p_material->priority;
if (p_material->shader_data->uses_time) {
- RenderingServerRaster::redraw_request();
+ RenderingServerDefault::redraw_request();
}
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
index d6f08370e0..c0ae34fb8d 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -33,7 +33,7 @@
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "rasterizer_rd.h"
-#include "servers/rendering/rendering_server_raster.h"
+#include "servers/rendering/rendering_server_default.h"
uint64_t RasterizerSceneRD::auto_exposure_counter = 2;
@@ -2242,7 +2242,7 @@ void RasterizerSceneRD::_setup_sky(RID p_environment, RID p_render_buffers, cons
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
sky->prev_time = time;
sky->reflection.dirty = true;
- RenderingServerRaster::redraw_request();
+ RenderingServerDefault::redraw_request();
}
if (material != sky->prev_material) {
@@ -5257,7 +5257,7 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
//swap final reduce with prev luminance
SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
- RenderingServerRaster::redraw_request(); //redraw all the time if auto exposure rendering is on
+ RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
}
int max_glow_level = -1;
diff --git a/servers/rendering/rendering_server_canvas.cpp b/servers/rendering/rendering_server_canvas.cpp
index 0e61d53866..25add1fd55 100644
--- a/servers/rendering/rendering_server_canvas.cpp
+++ b/servers/rendering/rendering_server_canvas.cpp
@@ -31,8 +31,8 @@
#include "rendering_server_canvas.h"
#include "core/math/geometry_2d.h"
+#include "rendering_server_default.h"
#include "rendering_server_globals.h"
-#include "rendering_server_raster.h"
#include "rendering_server_viewport.h"
static const int z_range = RS::CANVAS_ITEM_Z_MAX - RS::CANVAS_ITEM_Z_MIN + 1;
@@ -263,7 +263,7 @@ void RenderingServerCanvas::_cull_canvas_item(Item *p_canvas_item, const Transfo
}
if (ci->update_when_visible) {
- RenderingServerRaster::redraw_request();
+ RenderingServerDefault::redraw_request();
}
if ((ci->commands != nullptr && p_clip_rect.intersects(global_rect, true)) || ci->vp_render || ci->copy_back_buffer) {
diff --git a/servers/rendering/rendering_server_raster.cpp b/servers/rendering/rendering_server_default.cpp
index 94cfb6b752..33abbd5d58 100644
--- a/servers/rendering/rendering_server_raster.cpp
+++ b/servers/rendering/rendering_server_default.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* rendering_server_raster.cpp */
+/* rendering_server_default.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "rendering_server_raster.h"
+#include "rendering_server_default.h"
#include "core/config/project_settings.h"
#include "core/io/marshalls.h"
@@ -36,35 +36,35 @@
#include "core/templates/sort_array.h"
#include "rendering_server_canvas.h"
#include "rendering_server_globals.h"
-#include "rendering_server_scene.h"
+#include "rendering_server_scene_raster.h"
// careful, these may run in different threads than the visual server
-int RenderingServerRaster::changes = 0;
+int RenderingServerDefault::changes = 0;
/* BLACK BARS */
-void RenderingServerRaster::black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) {
+void RenderingServerDefault::black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) {
black_margin[MARGIN_LEFT] = p_left;
black_margin[MARGIN_TOP] = p_top;
black_margin[MARGIN_RIGHT] = p_right;
black_margin[MARGIN_BOTTOM] = p_bottom;
}
-void RenderingServerRaster::black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) {
+void RenderingServerDefault::black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) {
black_image[MARGIN_LEFT] = p_left;
black_image[MARGIN_TOP] = p_top;
black_image[MARGIN_RIGHT] = p_right;
black_image[MARGIN_BOTTOM] = p_bottom;
}
-void RenderingServerRaster::_draw_margins() {
+void RenderingServerDefault::_draw_margins() {
RSG::canvas_render->draw_window_margins(black_margin, black_image);
};
/* FREE */
-void RenderingServerRaster::free(RID p_rid) {
+void RenderingServerDefault::free(RID p_rid) {
if (RSG::storage->free(p_rid)) {
return;
}
@@ -77,14 +77,11 @@ void RenderingServerRaster::free(RID p_rid) {
if (RSG::scene->free(p_rid)) {
return;
}
- if (RSG::scene_render->free(p_rid)) {
- return;
- }
}
/* EVENT QUEUING */
-void RenderingServerRaster::request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) {
+void RenderingServerDefault::request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) {
ERR_FAIL_NULL(p_where);
FrameDrawnCallbacks fdc;
fdc.object = p_where->get_instance_id();
@@ -94,7 +91,7 @@ void RenderingServerRaster::request_frame_drawn_callback(Object *p_where, const
frame_drawn_callbacks.push_back(fdc);
}
-void RenderingServerRaster::draw(bool p_swap_buffers, double frame_step) {
+void RenderingServerDefault::draw(bool p_swap_buffers, double frame_step) {
//needs to be done before changes is reset to 0, to not force the editor to redraw
RS::get_singleton()->emit_signal("frame_pre_draw");
@@ -104,11 +101,8 @@ void RenderingServerRaster::draw(bool p_swap_buffers, double frame_step) {
TIMESTAMP_BEGIN()
- RSG::scene_render->update(); //update scenes stuff before updating instances
-
- RSG::scene->update_dirty_instances(); //update scene stuff
+ RSG::scene->update(); //update scenes stuff before updating instances
- RSG::scene->render_particle_colliders();
RSG::storage->update_particles(); //need to be done after instances are updated (colliders and particle transforms), and colliders are rendered
RSG::scene->render_probes();
@@ -165,18 +159,18 @@ void RenderingServerRaster::draw(bool p_swap_buffers, double frame_step) {
frame_profile_frame = RSG::storage->get_captured_timestamps_frame();
}
-void RenderingServerRaster::sync() {
+void RenderingServerDefault::sync() {
}
-bool RenderingServerRaster::has_changed() const {
+bool RenderingServerDefault::has_changed() const {
return changes > 0;
}
-void RenderingServerRaster::init() {
+void RenderingServerDefault::init() {
RSG::rasterizer->initialize();
}
-void RenderingServerRaster::finish() {
+void RenderingServerDefault::finish() {
if (test_cube.is_valid()) {
free(test_cube);
}
@@ -186,69 +180,69 @@ void RenderingServerRaster::finish() {
/* STATUS INFORMATION */
-int RenderingServerRaster::get_render_info(RenderInfo p_info) {
+int RenderingServerDefault::get_render_info(RenderInfo p_info) {
return RSG::storage->get_render_info(p_info);
}
-String RenderingServerRaster::get_video_adapter_name() const {
+String RenderingServerDefault::get_video_adapter_name() const {
return RSG::storage->get_video_adapter_name();
}
-String RenderingServerRaster::get_video_adapter_vendor() const {
+String RenderingServerDefault::get_video_adapter_vendor() const {
return RSG::storage->get_video_adapter_vendor();
}
-void RenderingServerRaster::set_frame_profiling_enabled(bool p_enable) {
+void RenderingServerDefault::set_frame_profiling_enabled(bool p_enable) {
RSG::storage->capturing_timestamps = p_enable;
}
-uint64_t RenderingServerRaster::get_frame_profile_frame() {
+uint64_t RenderingServerDefault::get_frame_profile_frame() {
return frame_profile_frame;
}
-Vector<RenderingServer::FrameProfileArea> RenderingServerRaster::get_frame_profile() {
+Vector<RenderingServer::FrameProfileArea> RenderingServerDefault::get_frame_profile() {
return frame_profile;
}
/* TESTING */
-void RenderingServerRaster::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
+void RenderingServerDefault::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
redraw_request();
RSG::rasterizer->set_boot_image(p_image, p_color, p_scale, p_use_filter);
}
-void RenderingServerRaster::set_default_clear_color(const Color &p_color) {
+void RenderingServerDefault::set_default_clear_color(const Color &p_color) {
RSG::viewport->set_default_clear_color(p_color);
}
-bool RenderingServerRaster::has_feature(Features p_feature) const {
+bool RenderingServerDefault::has_feature(Features p_feature) const {
return false;
}
-void RenderingServerRaster::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
- RSG::scene_render->sdfgi_set_debug_probe_select(p_position, p_dir);
+void RenderingServerDefault::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
+ RSG::scene->sdfgi_set_debug_probe_select(p_position, p_dir);
}
-RID RenderingServerRaster::get_test_cube() {
+RID RenderingServerDefault::get_test_cube() {
if (!test_cube.is_valid()) {
test_cube = _make_test_cube();
}
return test_cube;
}
-bool RenderingServerRaster::has_os_feature(const String &p_feature) const {
+bool RenderingServerDefault::has_os_feature(const String &p_feature) const {
return RSG::storage->has_os_feature(p_feature);
}
-void RenderingServerRaster::set_debug_generate_wireframes(bool p_generate) {
+void RenderingServerDefault::set_debug_generate_wireframes(bool p_generate) {
RSG::storage->set_debug_generate_wireframes(p_generate);
}
-void RenderingServerRaster::call_set_use_vsync(bool p_enable) {
+void RenderingServerDefault::call_set_use_vsync(bool p_enable) {
DisplayServer::get_singleton()->_set_use_vsync(p_enable);
}
-bool RenderingServerRaster::is_low_end() const {
+bool RenderingServerDefault::is_low_end() const {
// FIXME: Commented out when rebasing vulkan branch on master,
// causes a crash, it seems rasterizer is not initialized yet the
// first time it's called.
@@ -256,14 +250,15 @@ bool RenderingServerRaster::is_low_end() const {
return false;
}
-RenderingServerRaster::RenderingServerRaster() {
+RenderingServerDefault::RenderingServerDefault() {
RSG::canvas = memnew(RenderingServerCanvas);
RSG::viewport = memnew(RenderingServerViewport);
- RSG::scene = memnew(RenderingServerScene);
+ RenderingServerSceneRaster *sr = memnew(RenderingServerSceneRaster);
+ RSG::scene = sr;
RSG::rasterizer = Rasterizer::create();
RSG::storage = RSG::rasterizer->get_storage();
RSG::canvas_render = RSG::rasterizer->get_canvas();
- RSG::scene_render = RSG::rasterizer->get_scene();
+ sr->scene_render = RSG::rasterizer->get_scene();
frame_profile_frame = 0;
@@ -273,7 +268,7 @@ RenderingServerRaster::RenderingServerRaster() {
}
}
-RenderingServerRaster::~RenderingServerRaster() {
+RenderingServerDefault::~RenderingServerDefault() {
memdelete(RSG::canvas);
memdelete(RSG::viewport);
memdelete(RSG::rasterizer);
diff --git a/servers/rendering/rendering_server_raster.h b/servers/rendering/rendering_server_default.h
index 76ceccb3c5..23063961bc 100644
--- a/servers/rendering/rendering_server_raster.h
+++ b/servers/rendering/rendering_server_default.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* rendering_server_raster.h */
+/* rendering_server_default.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,18 +28,18 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDERING_SERVER_RASTER_H
-#define RENDERING_SERVER_RASTER_H
+#ifndef RENDERING_SERVER_DEFAULT_H
+#define RENDERING_SERVER_DEFAULT_H
#include "core/math/octree.h"
#include "rendering_server_canvas.h"
#include "rendering_server_globals.h"
-#include "rendering_server_scene.h"
+#include "rendering_server_scene_raster.h"
#include "rendering_server_viewport.h"
#include "servers/rendering/rasterizer.h"
#include "servers/rendering_server.h"
-class RenderingServerRaster : public RenderingServer {
+class RenderingServerDefault : public RenderingServer {
enum {
MAX_INSTANCE_CULL = 8192,
MAX_INSTANCE_LIGHTS = 4,
@@ -554,7 +554,7 @@ public:
#undef BINDBASE
//from now on, calls forwarded to this singleton
-#define BINDBASE RSG::scene_render
+#define BINDBASE RSG::scene
BIND1(directional_shadow_atlas_set_size, int)
BIND1(gi_probe_set_quality, GIProbeQuality)
@@ -853,8 +853,8 @@ public:
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir);
- RenderingServerRaster();
- ~RenderingServerRaster();
+ RenderingServerDefault();
+ ~RenderingServerDefault();
#undef DISPLAY_CHANGED
diff --git a/servers/rendering/rendering_server_globals.cpp b/servers/rendering/rendering_server_globals.cpp
index 5a270520a9..626a9c90f5 100644
--- a/servers/rendering/rendering_server_globals.cpp
+++ b/servers/rendering/rendering_server_globals.cpp
@@ -32,7 +32,6 @@
RasterizerStorage *RenderingServerGlobals::storage = nullptr;
RasterizerCanvas *RenderingServerGlobals::canvas_render = nullptr;
-RasterizerScene *RenderingServerGlobals::scene_render = nullptr;
Rasterizer *RenderingServerGlobals::rasterizer = nullptr;
RenderingServerCanvas *RenderingServerGlobals::canvas = nullptr;
diff --git a/servers/rendering/rendering_server_globals.h b/servers/rendering/rendering_server_globals.h
index b33f328b69..d7b4e8d980 100644
--- a/servers/rendering/rendering_server_globals.h
+++ b/servers/rendering/rendering_server_globals.h
@@ -41,7 +41,6 @@ class RenderingServerGlobals {
public:
static RasterizerStorage *storage;
static RasterizerCanvas *canvas_render;
- static RasterizerScene *scene_render;
static Rasterizer *rasterizer;
static RenderingServerCanvas *canvas;
diff --git a/servers/rendering/rendering_server_scene.cpp b/servers/rendering/rendering_server_scene.cpp
index b933a550e2..ad100f7e91 100644
--- a/servers/rendering/rendering_server_scene.cpp
+++ b/servers/rendering/rendering_server_scene.cpp
@@ -30,3012 +30,7 @@
#include "rendering_server_scene.h"
-#include "core/os/os.h"
-#include "rendering_server_globals.h"
-#include "rendering_server_raster.h"
-
-#include <new>
-
-/* CAMERA API */
-
-RID RenderingServerScene::camera_create() {
- Camera *camera = memnew(Camera);
- return camera_owner.make_rid(camera);
-}
-
-void RenderingServerScene::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->type = Camera::PERSPECTIVE;
- camera->fov = p_fovy_degrees;
- camera->znear = p_z_near;
- camera->zfar = p_z_far;
-}
-
-void RenderingServerScene::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->type = Camera::ORTHOGONAL;
- camera->size = p_size;
- camera->znear = p_z_near;
- camera->zfar = p_z_far;
-}
-
-void RenderingServerScene::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->type = Camera::FRUSTUM;
- camera->size = p_size;
- camera->offset = p_offset;
- camera->znear = p_z_near;
- camera->zfar = p_z_far;
-}
-
-void RenderingServerScene::camera_set_transform(RID p_camera, const Transform &p_transform) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->transform = p_transform.orthonormalized();
-}
-
-void RenderingServerScene::camera_set_cull_mask(RID p_camera, uint32_t p_layers) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
-
- camera->visible_layers = p_layers;
-}
-
-void RenderingServerScene::camera_set_environment(RID p_camera, RID p_env) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->env = p_env;
-}
-
-void RenderingServerScene::camera_set_camera_effects(RID p_camera, RID p_fx) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->effects = p_fx;
-}
-
-void RenderingServerScene::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->vaspect = p_enable;
-}
-
-/* SCENARIO API */
-
-void *RenderingServerScene::_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int) {
- //RenderingServerScene *self = (RenderingServerScene*)p_self;
- Instance *A = p_A;
- Instance *B = p_B;
-
- //instance indices are designed so greater always contains lesser
- if (A->base_type > B->base_type) {
- SWAP(A, B); //lesser always first
- }
-
- if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- InstanceLightData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->lighting.push_back(B);
-
- List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo);
-
- if (geom->can_cast_shadows) {
- light->shadow_dirty = true;
- }
- geom->lighting_dirty = true;
-
- return E; //this element should make freeing faster
- } else if (B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- InstanceReflectionProbeData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->reflection_probes.push_back(B);
-
- List<InstanceReflectionProbeData::PairInfo>::Element *E = reflection_probe->geometries.push_back(pinfo);
-
- geom->reflection_dirty = true;
-
- return E; //this element should make freeing faster
- } else if (B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- InstanceDecalData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->decals.push_back(B);
-
- List<InstanceDecalData::PairInfo>::Element *E = decal->geometries.push_back(pinfo);
-
- geom->decal_dirty = true;
-
- return E; //this element should make freeing faster
- } 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) {
- InstanceLightmapData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->lightmap_captures.push_back(B);
- List<InstanceLightmapData::PairInfo>::Element *E = lightmap_data->geometries.push_back(pinfo);
- ((RenderingServerScene *)p_self)->_instance_queue_update(A, false, false); //need to update capture
- return E; //this element should make freeing faster
- } else {
- return nullptr;
- }
-
- } else if (B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- InstanceGIProbeData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->gi_probes.push_back(B);
-
- List<InstanceGIProbeData::PairInfo>::Element *E;
- if (A->dynamic_gi) {
- E = gi_probe->dynamic_geometries.push_back(pinfo);
- } else {
- E = gi_probe->geometries.push_back(pinfo);
- }
-
- geom->gi_probes_dirty = true;
-
- return E; //this element should make freeing faster
-
- } else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- return gi_probe->lights.insert(A);
- } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
- RSG::storage->particles_add_collision(A->base, B);
- }
-
- return nullptr;
-}
-
-void RenderingServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *udata) {
- //RenderingServerScene *self = (RenderingServerScene*)p_self;
- Instance *A = p_A;
- Instance *B = p_B;
-
- //instance indices are designed so greater always contains lesser
- if (A->base_type > B->base_type) {
- SWAP(A, B); //lesser always first
- }
-
- if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element *>(udata);
-
- geom->lighting.erase(E->get().L);
- light->geometries.erase(E);
-
- if (geom->can_cast_shadows) {
- light->shadow_dirty = true;
- }
- geom->lighting_dirty = true;
-
- } else if (B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- List<InstanceReflectionProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceReflectionProbeData::PairInfo>::Element *>(udata);
-
- geom->reflection_probes.erase(E->get().L);
- reflection_probe->geometries.erase(E);
-
- geom->reflection_dirty = true;
- } else if (B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- List<InstanceDecalData::PairInfo>::Element *E = reinterpret_cast<List<InstanceDecalData::PairInfo>::Element *>(udata);
-
- geom->decals.erase(E->get().L);
- decal->geometries.erase(E);
-
- geom->decal_dirty = true;
- } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- if (udata) { //only for dynamic geometries
- InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- List<InstanceLightmapData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightmapData::PairInfo>::Element *>(udata);
-
- geom->lightmap_captures.erase(E->get().L);
- lightmap_data->geometries.erase(E);
- ((RenderingServerScene *)p_self)->_instance_queue_update(A, false, false); //need to update capture
- }
-
- } else if (B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- List<InstanceGIProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceGIProbeData::PairInfo>::Element *>(udata);
-
- geom->gi_probes.erase(E->get().L);
- if (A->dynamic_gi) {
- gi_probe->dynamic_geometries.erase(E);
- } else {
- gi_probe->geometries.erase(E);
- }
-
- geom->gi_probes_dirty = true;
-
- } else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- Set<Instance *>::Element *E = reinterpret_cast<Set<Instance *>::Element *>(udata);
-
- gi_probe->lights.erase(E);
- } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
- RSG::storage->particles_remove_collision(A->base, B);
- }
-}
-
-RID RenderingServerScene::scenario_create() {
- Scenario *scenario = memnew(Scenario);
- ERR_FAIL_COND_V(!scenario, RID());
- RID scenario_rid = scenario_owner.make_rid(scenario);
- scenario->self = scenario_rid;
-
- scenario->octree.set_pair_callback(_instance_pair, this);
- scenario->octree.set_unpair_callback(_instance_unpair, this);
- scenario->reflection_probe_shadow_atlas = RSG::scene_render->shadow_atlas_create();
- RSG::scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
- RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
- RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
- RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
- RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
- scenario->reflection_atlas = RSG::scene_render->reflection_atlas_create();
- return scenario_rid;
-}
-
-void RenderingServerScene::scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->debug = p_debug_mode;
-}
-
-void RenderingServerScene::scenario_set_environment(RID p_scenario, RID p_environment) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->environment = p_environment;
-}
-
-void RenderingServerScene::scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->camera_effects = p_camera_effects;
-}
-
-void RenderingServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->fallback_environment = p_environment;
-}
-
-void RenderingServerScene::scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- RSG::scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_reflection_size, p_reflection_count);
-}
-
-/* INSTANCING API */
-
-void RenderingServerScene::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies) {
- if (p_update_aabb) {
- p_instance->update_aabb = true;
- }
- if (p_update_dependencies) {
- p_instance->update_dependencies = true;
- }
-
- if (p_instance->update_item.in_list()) {
- return;
- }
-
- _instance_update_list.add(&p_instance->update_item);
-}
-
-RID RenderingServerScene::instance_create() {
- Instance *instance = memnew(Instance);
- ERR_FAIL_COND_V(!instance, RID());
-
- RID instance_rid = instance_owner.make_rid(instance);
- instance->self = instance_rid;
-
- return instance_rid;
-}
-
-void RenderingServerScene::instance_set_base(RID p_instance, RID p_base) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- Scenario *scenario = instance->scenario;
-
- if (instance->base_type != RS::INSTANCE_NONE) {
- //free anything related to that base
-
- if (scenario && instance->octree_id) {
- scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
- instance->octree_id = 0;
- }
-
- switch (instance->base_type) {
- case RS::INSTANCE_LIGHT: {
- InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
-
- if (scenario && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
- scenario->dynamic_lights.erase(light->instance);
- }
-
-#ifdef DEBUG_ENABLED
- if (light->geometries.size()) {
- ERR_PRINT("BUG, indexing did not unpair geometries from light.");
- }
-#endif
- if (scenario && light->D) {
- scenario->directional_lights.erase(light->D);
- light->D = nullptr;
- }
- RSG::scene_render->free(light->instance);
- } break;
- case RS::INSTANCE_REFLECTION_PROBE: {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
- RSG::scene_render->free(reflection_probe->instance);
- if (reflection_probe->update_list.in_list()) {
- reflection_probe_render_list.remove(&reflection_probe->update_list);
- }
- } break;
- case RS::INSTANCE_DECAL: {
- InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
- RSG::scene_render->free(decal->instance);
-
- } break;
- case RS::INSTANCE_LIGHTMAP: {
- InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(instance->base_data);
- //erase dependencies, since no longer a lightmap
- while (lightmap_data->users.front()) {
- instance_geometry_set_lightmap(lightmap_data->users.front()->get()->self, RID(), Rect2(), 0);
- }
- } break;
- case RS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
-#ifdef DEBUG_ENABLED
- if (gi_probe->geometries.size()) {
- ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe.");
- }
-#endif
-#ifdef DEBUG_ENABLED
- if (gi_probe->lights.size()) {
- ERR_PRINT("BUG, indexing did not unpair lights from GIProbe.");
- }
-#endif
- if (gi_probe->update_element.in_list()) {
- gi_probe_update_list.remove(&gi_probe->update_element);
- }
-
- RSG::scene_render->free(gi_probe->probe_instance);
-
- } break;
- default: {
- }
- }
-
- if (instance->base_data) {
- memdelete(instance->base_data);
- instance->base_data = nullptr;
- }
-
- instance->blend_values.clear();
- instance->materials.clear();
- }
-
- instance->base_type = RS::INSTANCE_NONE;
- instance->base = RID();
-
- if (p_base.is_valid()) {
- instance->base_type = RSG::storage->get_base_type(p_base);
- ERR_FAIL_COND(instance->base_type == RS::INSTANCE_NONE);
-
- switch (instance->base_type) {
- case RS::INSTANCE_LIGHT: {
- InstanceLightData *light = memnew(InstanceLightData);
-
- if (scenario && RSG::storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
- light->D = scenario->directional_lights.push_back(instance);
- }
-
- light->instance = RSG::scene_render->light_instance_create(p_base);
-
- instance->base_data = light;
- } break;
- case RS::INSTANCE_MESH:
- case RS::INSTANCE_MULTIMESH:
- case RS::INSTANCE_IMMEDIATE:
- case RS::INSTANCE_PARTICLES: {
- InstanceGeometryData *geom = memnew(InstanceGeometryData);
- instance->base_data = geom;
- if (instance->base_type == RS::INSTANCE_MESH) {
- instance->blend_values.resize(RSG::storage->mesh_get_blend_shape_count(p_base));
- }
- } break;
- case RS::INSTANCE_REFLECTION_PROBE: {
- InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
- reflection_probe->owner = instance;
- instance->base_data = reflection_probe;
-
- reflection_probe->instance = RSG::scene_render->reflection_probe_instance_create(p_base);
- } break;
- case RS::INSTANCE_DECAL: {
- InstanceDecalData *decal = memnew(InstanceDecalData);
- decal->owner = instance;
- instance->base_data = decal;
-
- decal->instance = RSG::scene_render->decal_instance_create(p_base);
- } break;
- case RS::INSTANCE_LIGHTMAP: {
- InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
- instance->base_data = lightmap_data;
- //lightmap_data->instance = RSG::scene_render->lightmap_data_instance_create(p_base);
- } break;
- case RS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = memnew(InstanceGIProbeData);
- instance->base_data = gi_probe;
- gi_probe->owner = instance;
-
- if (scenario && !gi_probe->update_element.in_list()) {
- gi_probe_update_list.add(&gi_probe->update_element);
- }
-
- gi_probe->probe_instance = RSG::scene_render->gi_probe_instance_create(p_base);
-
- } break;
- default: {
- }
- }
-
- instance->base = p_base;
-
- //forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
- RSG::storage->base_update_dependency(p_base, instance);
- }
-
- _instance_queue_update(instance, true, true);
-}
-
-void RenderingServerScene::instance_set_scenario(RID p_instance, RID p_scenario) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->scenario) {
- instance->scenario->instances.remove(&instance->scenario_item);
-
- if (instance->octree_id) {
- instance->scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
- instance->octree_id = 0;
- }
-
- switch (instance->base_type) {
- case RS::INSTANCE_LIGHT: {
- InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
-#ifdef DEBUG_ENABLED
- if (light->geometries.size()) {
- ERR_PRINT("BUG, indexing did not unpair geometries from light.");
- }
-#endif
- if (light->D) {
- instance->scenario->directional_lights.erase(light->D);
- light->D = nullptr;
- }
- } break;
- case RS::INSTANCE_REFLECTION_PROBE: {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
- RSG::scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
-
- } break;
- case RS::INSTANCE_PARTICLES_COLLISION: {
- heightfield_particle_colliders_update_list.erase(instance);
- } break;
- case RS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
-
-#ifdef DEBUG_ENABLED
- if (gi_probe->geometries.size()) {
- ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe.");
- }
-#endif
-#ifdef DEBUG_ENABLED
- if (gi_probe->lights.size()) {
- ERR_PRINT("BUG, indexing did not unpair lights from GIProbe.");
- }
-#endif
-
- if (gi_probe->update_element.in_list()) {
- gi_probe_update_list.remove(&gi_probe->update_element);
- }
- } break;
- default: {
- }
- }
-
- instance->scenario = nullptr;
- }
-
- if (p_scenario.is_valid()) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
-
- instance->scenario = scenario;
-
- scenario->instances.add(&instance->scenario_item);
-
- switch (instance->base_type) {
- case RS::INSTANCE_LIGHT: {
- InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
-
- if (RSG::storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
- light->D = scenario->directional_lights.push_back(instance);
- }
- } break;
- case RS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
- if (!gi_probe->update_element.in_list()) {
- gi_probe_update_list.add(&gi_probe->update_element);
- }
- } break;
- default: {
- }
- }
-
- _instance_queue_update(instance, true, true);
- }
-}
-
-void RenderingServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- instance->layer_mask = p_mask;
-}
-
-void RenderingServerScene::instance_set_transform(RID p_instance, const Transform &p_transform) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->transform == p_transform) {
- return; //must be checked to avoid worst evil
- }
-
-#ifdef DEBUG_ENABLED
-
- for (int i = 0; i < 4; i++) {
- const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin;
- ERR_FAIL_COND(Math::is_inf(v.x));
- ERR_FAIL_COND(Math::is_nan(v.x));
- ERR_FAIL_COND(Math::is_inf(v.y));
- ERR_FAIL_COND(Math::is_nan(v.y));
- ERR_FAIL_COND(Math::is_inf(v.z));
- ERR_FAIL_COND(Math::is_nan(v.z));
- }
-
-#endif
- instance->transform = p_transform;
- _instance_queue_update(instance, true);
-}
-
-void RenderingServerScene::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- instance->object_id = p_id;
-}
-
-void RenderingServerScene::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->update_item.in_list()) {
- _update_dirty_instance(instance);
- }
-
- ERR_FAIL_INDEX(p_shape, instance->blend_values.size());
- instance->blend_values.write[p_shape] = p_weight;
-}
-
-void RenderingServerScene::instance_set_surface_material(RID p_instance, int p_surface, RID p_material) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->base_type == RS::INSTANCE_MESH) {
- //may not have been updated yet, may also have not been set yet. When updated will be correcte, worst case
- instance->materials.resize(MAX(p_surface + 1, RSG::storage->mesh_get_surface_count(instance->base)));
- }
-
- ERR_FAIL_INDEX(p_surface, instance->materials.size());
-
- instance->materials.write[p_surface] = p_material;
-
- _instance_queue_update(instance, false, true);
-}
-
-void RenderingServerScene::instance_set_visible(RID p_instance, bool p_visible) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->visible == p_visible) {
- return;
- }
-
- instance->visible = p_visible;
-
- switch (instance->base_type) {
- case RS::INSTANCE_LIGHT: {
- if (RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && instance->octree_id && instance->scenario) {
- instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_LIGHT, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
- }
-
- } break;
- case RS::INSTANCE_REFLECTION_PROBE: {
- if (instance->octree_id && instance->scenario) {
- instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_REFLECTION_PROBE, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
- }
-
- } break;
- case RS::INSTANCE_DECAL: {
- if (instance->octree_id && instance->scenario) {
- instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_DECAL, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
- }
-
- } break;
- case RS::INSTANCE_LIGHTMAP: {
- if (instance->octree_id && instance->scenario) {
- instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_LIGHTMAP, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
- }
-
- } break;
- case RS::INSTANCE_GI_PROBE: {
- if (instance->octree_id && instance->scenario) {
- instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_GI_PROBE, p_visible ? (RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT)) : 0);
- }
-
- } break;
- case RS::INSTANCE_PARTICLES_COLLISION: {
- if (instance->octree_id && instance->scenario) {
- instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_PARTICLES_COLLISION, p_visible ? (1 << RS::INSTANCE_PARTICLES) : 0);
- }
-
- } break;
- default: {
- }
- }
-}
-
-inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
- return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES || p_type == RS::INSTANCE_IMMEDIATE;
-}
-
-void RenderingServerScene::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
- ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
-
- if (p_aabb != AABB()) {
- // Set custom AABB
- if (instance->custom_aabb == nullptr) {
- instance->custom_aabb = memnew(AABB);
- }
- *instance->custom_aabb = p_aabb;
-
- } else {
- // Clear custom AABB
- if (instance->custom_aabb != nullptr) {
- memdelete(instance->custom_aabb);
- instance->custom_aabb = nullptr;
- }
- }
-
- if (instance->scenario) {
- _instance_queue_update(instance, true, false);
- }
-}
-
-void RenderingServerScene::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->skeleton == p_skeleton) {
- return;
- }
-
- instance->skeleton = p_skeleton;
-
- if (p_skeleton.is_valid()) {
- //update the dependency now, so if cleared, we remove it
- RSG::storage->skeleton_update_dependency(p_skeleton, instance);
- }
- _instance_queue_update(instance, true, true);
-}
-
-void RenderingServerScene::instance_set_exterior(RID p_instance, bool p_enabled) {
-}
-
-void RenderingServerScene::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- instance->extra_margin = p_margin;
- _instance_queue_update(instance, true, false);
-}
-
-Vector<ObjectID> RenderingServerScene::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
- Vector<ObjectID> instances;
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND_V(!scenario, instances);
-
- const_cast<RenderingServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling
-
- int culled = 0;
- Instance *cull[1024];
- culled = scenario->octree.cull_aabb(p_aabb, cull, 1024);
-
- for (int i = 0; i < culled; i++) {
- Instance *instance = cull[i];
- ERR_CONTINUE(!instance);
- if (instance->object_id.is_null()) {
- continue;
- }
-
- instances.push_back(instance->object_id);
- }
-
- return instances;
-}
-
-Vector<ObjectID> RenderingServerScene::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
- Vector<ObjectID> instances;
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND_V(!scenario, instances);
- const_cast<RenderingServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling
-
- int culled = 0;
- Instance *cull[1024];
- culled = scenario->octree.cull_segment(p_from, p_from + p_to * 10000, cull, 1024);
-
- for (int i = 0; i < culled; i++) {
- Instance *instance = cull[i];
- ERR_CONTINUE(!instance);
- if (instance->object_id.is_null()) {
- continue;
- }
-
- instances.push_back(instance->object_id);
- }
-
- return instances;
-}
-
-Vector<ObjectID> RenderingServerScene::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
- Vector<ObjectID> instances;
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND_V(!scenario, instances);
- const_cast<RenderingServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling
-
- int culled = 0;
- Instance *cull[1024];
-
- culled = scenario->octree.cull_convex(p_convex, cull, 1024);
-
- for (int i = 0; i < culled; i++) {
- Instance *instance = cull[i];
- ERR_CONTINUE(!instance);
- if (instance->object_id.is_null()) {
- continue;
- }
-
- instances.push_back(instance->object_id);
- }
-
- return instances;
-}
-
-void RenderingServerScene::instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- //ERR_FAIL_COND(((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK));
-
- switch (p_flags) {
- case RS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
- instance->baked_light = p_enabled;
-
- } break;
- case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
- if (p_enabled == instance->dynamic_gi) {
- //bye, redundant
- return;
- }
-
- if (instance->octree_id != 0) {
- //remove from octree, it needs to be re-paired
- instance->scenario->octree.erase(instance->octree_id);
- instance->octree_id = 0;
- _instance_queue_update(instance, true, true);
- }
-
- //once out of octree, can be changed
- instance->dynamic_gi = p_enabled;
-
- } break;
- case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
- instance->redraw_if_visible = p_enabled;
-
- } break;
- default: {
- }
- }
-}
-
-void RenderingServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- instance->cast_shadows = p_shadow_casting_setting;
- _instance_queue_update(instance, false, true);
-}
-
-void RenderingServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- instance->material_override = p_material;
- _instance_queue_update(instance, false, true);
-}
-
-void RenderingServerScene::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
-}
-
-void RenderingServerScene::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) {
-}
-
-void RenderingServerScene::instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->lightmap) {
- InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(((Instance *)instance->lightmap)->base_data);
- lightmap_data->users.erase(instance);
- instance->lightmap = nullptr;
- }
-
- Instance *lightmap_instance = instance_owner.getornull(p_lightmap);
-
- instance->lightmap = lightmap_instance;
- instance->lightmap_uv_scale = p_lightmap_uv_scale;
- instance->lightmap_slice_index = p_slice_index;
-
- if (lightmap_instance) {
- InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(lightmap_instance->base_data);
- lightmap_data->users.insert(instance);
- }
-}
-
-void RenderingServerScene::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
-
- if (!E) {
- RasterizerScene::InstanceBase::InstanceShaderParameter isp;
- isp.index = -1;
- isp.info = PropertyInfo();
- isp.value = p_value;
- instance->instance_shader_parameters[p_parameter] = isp;
- } else {
- E->get().value = p_value;
- if (E->get().index >= 0 && instance->instance_allocated_shader_parameters) {
- //update directly
- RSG::storage->global_variables_instance_update(p_instance, E->get().index, p_value);
- }
- }
-}
-
-Variant RenderingServerScene::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
- const Instance *instance = const_cast<RenderingServerScene *>(this)->instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!instance, Variant());
-
- if (instance->instance_shader_parameters.has(p_parameter)) {
- return instance->instance_shader_parameters[p_parameter].value;
- }
- return Variant();
-}
-
-Variant RenderingServerScene::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
- const Instance *instance = const_cast<RenderingServerScene *>(this)->instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!instance, Variant());
-
- if (instance->instance_shader_parameters.has(p_parameter)) {
- return instance->instance_shader_parameters[p_parameter].default_value;
- }
- return Variant();
-}
-
-void RenderingServerScene::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
- const Instance *instance = const_cast<RenderingServerScene *>(this)->instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- const_cast<RenderingServerScene *>(this)->update_dirty_instances();
-
- Vector<StringName> names;
- for (Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.front(); E; E = E->next()) {
- names.push_back(E->key());
- }
- names.sort_custom<StringName::AlphCompare>();
- for (int i = 0; i < names.size(); i++) {
- PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
- p_parameters->push_back(pinfo);
- }
-}
-
-void RenderingServerScene::_update_instance(Instance *p_instance) {
- p_instance->version++;
-
- if (p_instance->base_type == RS::INSTANCE_LIGHT) {
- InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
-
- RSG::scene_render->light_instance_set_transform(light->instance, p_instance->transform);
- RSG::scene_render->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb));
- light->shadow_dirty = true;
-
- RS::LightBakeMode bake_mode = RSG::storage->light_get_bake_mode(p_instance->base);
- if (RSG::storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
- if (p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
- p_instance->scenario->dynamic_lights.erase(light->instance);
- }
-
- light->bake_mode = bake_mode;
-
- if (p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
- p_instance->scenario->dynamic_lights.push_back(light->instance);
- }
- }
-
- uint32_t max_sdfgi_cascade = RSG::storage->light_get_max_sdfgi_cascade(p_instance->base);
- if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
- light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
- }
- }
-
- if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
-
- RSG::scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform);
- reflection_probe->reflection_dirty = true;
- }
-
- if (p_instance->base_type == RS::INSTANCE_DECAL) {
- InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
-
- RSG::scene_render->decal_instance_set_transform(decal->instance, p_instance->transform);
- }
-
- if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(p_instance->base_data);
-
- RSG::scene_render->gi_probe_instance_set_transform_to_data(gi_probe->probe_instance, p_instance->transform);
- }
-
- if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
- RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
- }
-
- if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
- //remove materials no longer used and un-own them
- if (RSG::storage->particles_collision_is_heightfield(p_instance->base)) {
- heightfield_particle_colliders_update_list.insert(p_instance);
- }
- }
-
- if (p_instance->aabb.has_no_surface()) {
- return;
- }
-
- if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
- //make sure lights are updated if it casts shadow
-
- if (geom->can_cast_shadows) {
- for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
- light->shadow_dirty = true;
- }
- }
-
- if (!p_instance->lightmap && geom->lightmap_captures.size()) {
- //affected by lightmap captures, must update capture info!
- _update_instance_lightmap_captures(p_instance);
- } else {
- if (!p_instance->lightmap_sh.empty()) {
- p_instance->lightmap_sh.clear(); //don't need SH
- p_instance->lightmap_target_sh.clear(); //don't need SH
- }
- }
- }
-
- if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
- //if this moved, update the captured objects
- InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
- //erase dependencies, since no longer a lightmap
-
- for (List<InstanceLightmapData::PairInfo>::Element *E = lightmap_data->geometries.front(); E; E = E->next()) {
- Instance *geom = E->get().geometry;
- _instance_queue_update(geom, true, false);
- }
- }
-
- p_instance->mirror = p_instance->transform.basis.determinant() < 0.0;
-
- AABB new_aabb;
-
- new_aabb = p_instance->transform.xform(p_instance->aabb);
-
- p_instance->transformed_aabb = new_aabb;
-
- if (!p_instance->scenario) {
- return;
- }
-
- if (p_instance->octree_id == 0) {
- uint32_t base_type = 1 << p_instance->base_type;
- uint32_t pairable_mask = 0;
- bool pairable = false;
-
- if (p_instance->base_type == RS::INSTANCE_LIGHT || p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE || p_instance->base_type == RS::INSTANCE_DECAL || p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
- pairable_mask = p_instance->visible ? RS::INSTANCE_GEOMETRY_MASK : 0;
- pairable = true;
- }
-
- if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
- pairable_mask = p_instance->visible ? (1 << RS::INSTANCE_PARTICLES) : 0;
- pairable = true;
- }
-
- if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
- //lights and geometries
- pairable_mask = p_instance->visible ? RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT) : 0;
- pairable = true;
- }
-
- // not inside octree
- p_instance->octree_id = p_instance->scenario->octree.create(p_instance, new_aabb, 0, pairable, base_type, pairable_mask);
-
- } else {
- /*
- if (new_aabb==p_instance->data.transformed_aabb)
- return;
- */
-
- p_instance->scenario->octree.move(p_instance->octree_id, new_aabb);
- }
-}
-
-void RenderingServerScene::_update_instance_aabb(Instance *p_instance) {
- AABB new_aabb;
-
- ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_NONE && !p_instance->base.is_valid());
-
- switch (p_instance->base_type) {
- case RenderingServer::INSTANCE_NONE: {
- // do nothing
- } break;
- case RenderingServer::INSTANCE_MESH: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = RSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
- }
-
- } break;
-
- case RenderingServer::INSTANCE_MULTIMESH: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = RSG::storage->multimesh_get_aabb(p_instance->base);
- }
-
- } break;
- case RenderingServer::INSTANCE_IMMEDIATE: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = RSG::storage->immediate_get_aabb(p_instance->base);
- }
-
- } break;
- case RenderingServer::INSTANCE_PARTICLES: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = RSG::storage->particles_get_aabb(p_instance->base);
- }
-
- } break;
- case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
- new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base);
-
- } break;
- case RenderingServer::INSTANCE_LIGHT: {
- new_aabb = RSG::storage->light_get_aabb(p_instance->base);
-
- } break;
- case RenderingServer::INSTANCE_REFLECTION_PROBE: {
- new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
-
- } break;
- case RenderingServer::INSTANCE_DECAL: {
- new_aabb = RSG::storage->decal_get_aabb(p_instance->base);
-
- } break;
- case RenderingServer::INSTANCE_GI_PROBE: {
- new_aabb = RSG::storage->gi_probe_get_bounds(p_instance->base);
-
- } break;
- case RenderingServer::INSTANCE_LIGHTMAP: {
- new_aabb = RSG::storage->lightmap_get_aabb(p_instance->base);
-
- } break;
- default: {
- }
- }
-
- // <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
- if (p_instance->extra_margin) {
- new_aabb.grow_by(p_instance->extra_margin);
- }
-
- p_instance->aabb = new_aabb;
-}
-
-void RenderingServerScene::_update_instance_lightmap_captures(Instance *p_instance) {
- bool first_set = p_instance->lightmap_sh.size() == 0;
- p_instance->lightmap_sh.resize(9); //using SH
- p_instance->lightmap_target_sh.resize(9); //using SH
- Color *instance_sh = p_instance->lightmap_target_sh.ptrw();
- bool inside = false;
- Color accum_sh[9];
- float accum_blend = 0.0;
-
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
- for (List<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
- Instance *lightmap = E->get();
-
- bool interior = RSG::storage->lightmap_is_interior(lightmap->base);
-
- if (inside && !interior) {
- continue; //we are inside, ignore exteriors
- }
-
- Transform to_bounds = lightmap->transform.affine_inverse();
- Vector3 center = p_instance->transform.xform(p_instance->aabb.position + p_instance->aabb.size * 0.5); //use aabb center
-
- Vector3 lm_pos = to_bounds.xform(center);
-
- AABB bounds = RSG::storage->lightmap_get_aabb(lightmap->base);
- if (!bounds.has_point(lm_pos)) {
- continue; //not in this lightmap
- }
-
- Color sh[9];
- RSG::storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
-
- //rotate it
- Basis rot = lightmap->transform.basis.orthonormalized();
- for (int i = 0; i < 3; i++) {
- float csh[9];
- for (int j = 0; j < 9; j++) {
- csh[j] = sh[j][i];
- }
- rot.rotate_sh(csh);
- for (int j = 0; j < 9; j++) {
- sh[j][i] = csh[j];
- }
- }
-
- Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
-
- float blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
- //make blend more rounded
- blend = Math::lerp(inner_pos.length(), blend, blend);
- blend *= blend;
- blend = MAX(0.0, 1.0 - blend);
-
- if (interior && !inside) {
- //do not blend, just replace
- for (int j = 0; j < 9; j++) {
- accum_sh[j] = sh[j] * blend;
- }
- accum_blend = blend;
- inside = true;
- } else {
- for (int j = 0; j < 9; j++) {
- accum_sh[j] += sh[j] * blend;
- }
- accum_blend += blend;
- }
- }
-
- if (accum_blend > 0.0) {
- for (int j = 0; j < 9; j++) {
- instance_sh[j] = accum_sh[j] / accum_blend;
- if (first_set) {
- p_instance->lightmap_sh.write[j] = instance_sh[j];
- }
- }
- }
-}
-
-bool RenderingServerScene::_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) {
- 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: {
- 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);
-
- if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
- //optimize min/max
- Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
- int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
- Plane base(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2));
- //check distance max and min
-
- bool found_items = false;
- real_t z_max = -1e20;
- real_t z_min = 1e20;
-
- for (int i = 0; i < cull_count; 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;
- }
-
- if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
- animated_material_found = true;
- }
-
- real_t max, min;
- instance->transformed_aabb.project_range_in_plane(base, min, max);
-
- if (max > z_max) {
- z_max = max;
- }
-
- if (min < z_min) {
- z_min = min;
- }
-
- found_items = true;
- }
-
- if (found_items) {
- min_distance = MAX(min_distance, z_min);
- max_distance = MIN(max_distance, z_max);
- }
- }
-
- real_t range = max_distance - min_distance;
-
- 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 = RSG::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;
-
- for (int i = 0; i < splits; i++) {
- RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
-
- // setup a camera matrix for that range!
- CameraMatrix camera_matrix;
-
- real_t aspect = p_cam_projection.get_aspect();
-
- if (p_cam_orthogonal) {
- Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
-
- 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);
- }
-
- //obtain the frustum endpoints
-
- Vector3 endpoints[8]; // frustum plane endpoints
- bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
- ERR_CONTINUE(!res);
-
- // obtain the light frustm ranges (given endpoints)
-
- Transform transform = light_transform; //discard scale and stabilize light
-
- 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
-
- 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;
-
- // 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;
-
- real_t bias_scale = 1.0;
- real_t aspect_bias_scale = 1.0;
-
- //used for culling
-
- 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]);
-
- if (j == 0 || d_x < x_min) {
- x_min = d_x;
- }
- if (j == 0 || d_x > x_max) {
- x_max = d_x;
- }
-
- if (j == 0 || d_y < y_min) {
- y_min = d_y;
- }
- if (j == 0 || d_y > y_max) {
- y_max = d_y;
- }
-
- if (j == 0 || d_z < z_min) {
- z_min = d_z;
- }
- if (j == 0 || d_z > z_max) {
- z_max = d_z;
- }
- }
-
- 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;
-
- x_max += soft_shadow_expand;
- y_max += soft_shadow_expand;
-
- x_min -= soft_shadow_expand;
- y_min -= soft_shadow_expand;
- }
- }
-
- 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;
-
- 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
-
- real_t unit = radius * 2.0 / texture_size;
-
- x_max_cam = Math::stepify(x_max_cam, unit);
- x_min_cam = Math::stepify(x_min_cam, unit);
- y_max_cam = Math::stepify(y_max_cam, unit);
- y_min_cam = Math::stepify(y_min_cam, unit);
- }
- }
-
- //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
-
- Vector<Plane> light_frustum_planes;
- light_frustum_planes.resize(6);
-
- //right/left
- light_frustum_planes.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
-
- int cull_count = p_scenario->octree.cull_convex(light_frustum_planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
-
- // a pre pass will need to be needed to determine the actual z-near to be used
-
- Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
-
- real_t cull_max = 0;
- for (int j = 0; j < cull_count; 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) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- continue;
- }
-
- 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;
- }
- }
-
- if (cull_max > z_max) {
- z_max = cull_max;
- }
-
- if (pancake_size > 0) {
- z_max = z_vec.dot(center) + radius + pancake_size;
- }
-
- 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;
- }
- }
-
- if (cull_max > z_max_square) {
- z_max_square = cull_max;
- }
-
- center_square /= 8.0;
-
- 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;
- }
- }
-
- 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;
- }
-
- 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);
-
- // 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;
-
- 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));
-
- 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);
- }
-
- RSG::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);
- }
-
- RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
- }
-
- } break;
- case RS::LIGHT_OMNI: {
- RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
-
- if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !RSG::scene_render->light_instances_can_render_shadow_cube()) {
- for (int i = 0; i < 2; i++) {
- //using this one ensures that raster deferred will have it
- RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
-
- real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
-
- real_t z = i == 0 ? -1 : 1;
- Vector<Plane> planes;
- planes.resize(6);
- planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
- planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
- planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
- planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
- planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
- planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
-
- int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
- Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
-
- for (int j = 0; j < cull_count; j++) {
- 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) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- } else {
- 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;
- }
- }
-
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
- RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
- }
- } else { //shadow cube
-
- real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
- CameraMatrix cm;
- cm.set_perspective(90, 1, 0.01, radius);
-
- for (int i = 0; i < 6; i++) {
- RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i));
- //using this one ensures that raster deferred will have it
-
- static const Vector3 view_normals[6] = {
- Vector3(+1, 0, 0),
- Vector3(-1, 0, 0),
- Vector3(0, -1, 0),
- Vector3(0, +1, 0),
- Vector3(0, 0, +1),
- Vector3(0, 0, -1)
- };
- static const Vector3 view_up[6] = {
- Vector3(0, -1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, -1),
- Vector3(0, 0, +1),
- Vector3(0, -1, 0),
- Vector3(0, -1, 0)
- };
-
- Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]);
-
- Vector<Plane> planes = cm.get_projection_planes(xform);
-
- int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
-
- Plane near_plane(xform.origin, -xform.basis.get_axis(2));
- for (int j = 0; j < cull_count; j++) {
- 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) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- } else {
- 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;
- }
- }
-
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
- RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
- }
-
- //restore the regular DP matrix
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
- }
-
- } break;
- case RS::LIGHT_SPOT: {
- RENDER_TIMESTAMP("Culling Spot Light");
-
- real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
- real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
-
- CameraMatrix cm;
- cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
-
- Vector<Plane> planes = cm.get_projection_planes(light_transform);
- int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
-
- Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
- for (int j = 0; j < cull_count; j++) {
- 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) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- } else {
- 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;
- }
- }
-
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
- RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
-
- } break;
- }
-
- return animated_material_found;
-}
-
-void RenderingServerScene::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
-// render to mono camera
-#ifndef _3D_DISABLED
-
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
-
- /* STEP 1 - SETUP CAMERA */
- CameraMatrix camera_matrix;
- bool ortho = false;
-
- switch (camera->type) {
- case Camera::ORTHOGONAL: {
- camera_matrix.set_orthogonal(
- camera->size,
- p_viewport_size.width / (float)p_viewport_size.height,
- camera->znear,
- camera->zfar,
- camera->vaspect);
- ortho = true;
- } break;
- case Camera::PERSPECTIVE: {
- camera_matrix.set_perspective(
- camera->fov,
- p_viewport_size.width / (float)p_viewport_size.height,
- camera->znear,
- camera->zfar,
- camera->vaspect);
- ortho = false;
-
- } break;
- case Camera::FRUSTUM: {
- camera_matrix.set_frustum(
- camera->size,
- p_viewport_size.width / (float)p_viewport_size.height,
- camera->offset,
- camera->znear,
- camera->zfar,
- camera->vaspect);
- ortho = false;
- } break;
- }
-
- RID environment = _render_get_environment(p_camera, p_scenario);
-
- _prepare_scene(camera->transform, camera_matrix, ortho, camera->vaspect, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
- _render_scene(p_render_buffers, camera->transform, camera_matrix, ortho, environment, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
-#endif
-}
-
-void RenderingServerScene::render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
- // render for AR/VR interface
-
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
-
- /* SETUP CAMERA, we are ignoring type and FOV here */
- float aspect = p_viewport_size.width / (float)p_viewport_size.height;
- CameraMatrix camera_matrix = p_interface->get_projection_for_eye(p_eye, aspect, camera->znear, camera->zfar);
-
- // We also ignore our camera position, it will have been positioned with a slightly old tracking position.
- // Instead we take our origin point and have our ar/vr interface add fresh tracking data! Whoohoo!
- Transform world_origin = XRServer::get_singleton()->get_world_origin();
- Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
-
- RID environment = _render_get_environment(p_camera, p_scenario);
-
- // For stereo render we only prepare for our left eye and then reuse the outcome for our right eye
- if (p_eye == XRInterface::EYE_LEFT) {
- // Center our transform, we assume basis is equal.
- Transform mono_transform = cam_transform;
- Transform right_transform = p_interface->get_transform_for_eye(XRInterface::EYE_RIGHT, world_origin);
- mono_transform.origin += right_transform.origin;
- mono_transform.origin *= 0.5;
-
- // We need to combine our projection frustums for culling.
- // Ideally we should use our clipping planes for this and combine them,
- // however our shadow map logic uses our projection matrix.
- // Note: as our left and right frustums should be mirrored, we don't need our right projection matrix.
-
- // - get some base values we need
- float eye_dist = (mono_transform.origin - cam_transform.origin).length();
- float z_near = camera_matrix.get_z_near(); // get our near plane
- float z_far = camera_matrix.get_z_far(); // get our far plane
- float width = (2.0 * z_near) / camera_matrix.matrix[0][0];
- float x_shift = width * camera_matrix.matrix[2][0];
- float height = (2.0 * z_near) / camera_matrix.matrix[1][1];
- float y_shift = height * camera_matrix.matrix[2][1];
-
- // printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift);
-
- // - calculate our near plane size (horizontal only, right_near is mirrored)
- float left_near = -eye_dist - ((width - x_shift) * 0.5);
-
- // - calculate our far plane size (horizontal only, right_far is mirrored)
- float left_far = -eye_dist - (z_far * (width - x_shift) * 0.5 / z_near);
- float left_far_right_eye = eye_dist - (z_far * (width + x_shift) * 0.5 / z_near);
- if (left_far > left_far_right_eye) {
- // on displays smaller then double our iod, the right eye far frustrum can overtake the left eyes.
- left_far = left_far_right_eye;
- }
-
- // - figure out required z-shift
- float slope = (left_far - left_near) / (z_far - z_near);
- float z_shift = (left_near / slope) - z_near;
-
- // - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift)
- float top_near = (height - y_shift) * 0.5;
- top_near += (top_near / z_near) * z_shift;
- float bottom_near = -(height + y_shift) * 0.5;
- bottom_near += (bottom_near / z_near) * z_shift;
-
- // printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift);
-
- // - generate our frustum
- CameraMatrix combined_matrix;
- combined_matrix.set_frustum(left_near, -left_near, bottom_near, top_near, z_near + z_shift, z_far + z_shift);
-
- // and finally move our camera back
- Transform apply_z_shift;
- apply_z_shift.origin = Vector3(0.0, 0.0, z_shift); // z negative is forward so this moves it backwards
- mono_transform *= apply_z_shift;
-
- // now prepare our scene with our adjusted transform projection matrix
- _prepare_scene(mono_transform, combined_matrix, false, false, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
- } else if (p_eye == XRInterface::EYE_MONO) {
- // For mono render, prepare as per usual
- _prepare_scene(cam_transform, camera_matrix, false, false, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
- }
-
- // And render our scene...
- _render_scene(p_render_buffers, cam_transform, camera_matrix, false, environment, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
-};
-
-void RenderingServerScene::_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, bool p_using_shadows) {
- // Note, in stereo rendering:
- // - 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
-
- Scenario *scenario = scenario_owner.getornull(p_scenario);
-
- render_pass++;
- uint32_t camera_layer_mask = p_visible_layers;
-
- RSG::scene_render->set_scene_pass(render_pass);
-
- if (p_render_buffers.is_valid()) {
- RSG::scene_render->sdfgi_update(p_render_buffers, p_environment, p_cam_transform.origin); //update conditions for SDFGI (whether its used or not)
- }
-
- RENDER_TIMESTAMP("Frustum Culling");
-
- //rasterizer->set_camera(camera->transform, camera_matrix,ortho);
-
- Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
-
- Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized());
- float z_far = p_cam_projection.get_z_far();
-
- /* STEP 2 - CULL */
- instance_cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL);
- light_cull_count = 0;
-
- reflection_probe_cull_count = 0;
- decal_cull_count = 0;
- gi_probe_cull_count = 0;
- lightmap_cull_count = 0;
-
- //light_samplers_culled=0;
-
- /*
- print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
- print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
- print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
- print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
- */
-
- /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */
- //removed, will replace with culling
-
- /* 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();
-
- for (int i = 0; i < instance_cull_count; i++) {
- Instance *ins = instance_cull_result[i];
-
- bool keep = false;
-
- if ((camera_layer_mask & ins->layer_mask) == 0) {
- //failure
- } else if (ins->base_type == RS::INSTANCE_LIGHT && ins->visible) {
- if (light_cull_count < MAX_LIGHTS_CULLED) {
- InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
-
- if (!light->geometries.empty()) {
- //do not add this light if no geometry is affected by it..
- light_cull_result[light_cull_count] = ins;
- light_instance_cull_result[light_cull_count] = light->instance;
- if (p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(ins->base)) {
- RSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
- }
-
- light_cull_count++;
- }
- }
- } else if (ins->base_type == RS::INSTANCE_REFLECTION_PROBE && ins->visible) {
- if (reflection_probe_cull_count < MAX_REFLECTION_PROBES_CULLED) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(ins->base_data);
-
- if (p_reflection_probe != reflection_probe->instance) {
- //avoid entering The Matrix
-
- if (!reflection_probe->geometries.empty()) {
- //do not add this light if no geometry is affected by it..
-
- if (reflection_probe->reflection_dirty || RSG::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);
- }
-
- reflection_probe->reflection_dirty = false;
- }
-
- if (RSG::scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) {
- reflection_probe_instance_cull_result[reflection_probe_cull_count] = reflection_probe->instance;
- reflection_probe_cull_count++;
- }
- }
- }
- }
- } else if (ins->base_type == RS::INSTANCE_DECAL && ins->visible) {
- if (decal_cull_count < MAX_DECALS_CULLED) {
- InstanceDecalData *decal = static_cast<InstanceDecalData *>(ins->base_data);
-
- if (!decal->geometries.empty()) {
- //do not add this decal if no geometry is affected by it..
- decal_instance_cull_result[decal_cull_count] = decal->instance;
- decal_cull_count++;
- }
- }
-
- } else if (ins->base_type == RS::INSTANCE_GI_PROBE && ins->visible) {
- 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 (gi_probe_cull_count < MAX_GI_PROBES_CULLED) {
- gi_probe_instance_cull_result[gi_probe_cull_count] = gi_probe->probe_instance;
- gi_probe_cull_count++;
- }
- } else if (ins->base_type == RS::INSTANCE_LIGHTMAP && ins->visible) {
- if (lightmap_cull_count < MAX_LIGHTMAPS_CULLED) {
- lightmap_cull_result[lightmap_cull_count] = ins;
- lightmap_cull_count++;
- }
-
- } else if (((1 << ins->base_type) & RS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
- keep = true;
-
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data);
-
- if (ins->redraw_if_visible) {
- RenderingServerRaster::redraw_request();
- }
-
- 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
- RenderingServerRaster::redraw_request();
- }
- }
-
- if (geom->lighting_dirty) {
- int l = 0;
- //only called when lights AABB enter/exit this geometry
- ins->light_instances.resize(geom->lighting.size());
-
- for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
-
- ins->light_instances.write[l++] = light->instance;
- }
-
- geom->lighting_dirty = false;
- }
-
- if (geom->reflection_dirty) {
- int l = 0;
- //only called when reflection probe AABB enter/exit this geometry
- ins->reflection_probe_instances.resize(geom->reflection_probes.size());
-
- for (List<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
-
- ins->reflection_probe_instances.write[l++] = reflection_probe->instance;
- }
-
- geom->reflection_dirty = false;
- }
-
- 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 (List<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data);
-
- ins->gi_probe_instances.write[l++] = gi_probe->probe_instance;
- }
-
- geom->gi_probes_dirty = false;
- }
-
- 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));
- }
- }
-
- ins->depth = near_plane.distance_to(ins->transform.origin);
- ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
- }
-
- if (!keep) {
- // remove, no reason to keep
- instance_cull_count--;
- SWAP(instance_cull_result[i], instance_cull_result[instance_cull_count]);
- i--;
- ins->last_render_pass = 0; // make invalid
- } else {
- ins->last_render_pass = render_pass;
- }
- ins->last_frame_pass = frame_number;
- }
-
- /* STEP 5 - PROCESS LIGHTS */
-
- RID *directional_light_ptr = &light_instance_cull_result[light_cull_count];
- directional_light_count = 0;
-
- // directional lights
- {
- Instance **lights_with_shadow = (Instance **)alloca(sizeof(Instance *) * scenario->directional_lights.size());
- int directional_shadow_count = 0;
-
- for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
- if (light_cull_count + directional_light_count >= MAX_LIGHTS_CULLED) {
- break;
- }
-
- if (!E->get()->visible) {
- continue;
- }
-
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
-
- //check shadow..
-
- if (light) {
- 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[directional_shadow_count++] = E->get();
- }
- //add to list
- directional_light_ptr[directional_light_count++] = light->instance;
- }
- }
-
- RSG::scene_render->set_directional_shadow_count(directional_shadow_count);
-
- for (int i = 0; i < directional_shadow_count; i++) {
- RENDER_TIMESTAMP(">Rendering Directional Light " + itos(i));
-
- _light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario);
-
- RENDER_TIMESTAMP("<Rendering Directional Light " + itos(i));
- }
- }
-
- if (p_using_shadows) { //setup shadow maps
-
- //SortArray<Instance*,_InstanceLightsort> sorter;
- //sorter.sort(light_cull_result,light_cull_count);
- for (int i = 0; i < light_cull_count; i++) {
- Instance *ins = light_cull_result[i];
-
- if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
- continue;
- }
-
- InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
-
- float coverage = 0.f;
-
- { //compute coverage
-
- Transform cam_xf = p_cam_transform;
- float zn = p_cam_projection.get_z_near();
- Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane
-
- // near plane half width and height
- Vector2 vp_half_extents = p_cam_projection.get_viewport_half_extents();
-
- switch (RSG::storage->light_get_type(ins->base)) {
- case RS::LIGHT_OMNI: {
- float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
-
- //get two points parallel to near plane
- Vector3 points[2] = {
- ins->transform.origin,
- ins->transform.origin + cam_xf.basis.get_axis(0) * radius
- };
-
- if (!p_cam_orthogonal) {
- //if using perspetive, map them to near plane
- for (int j = 0; j < 2; j++) {
- if (p.distance_to(points[j]) < 0) {
- points[j].z = -zn; //small hack to keep size constant when hitting the screen
- }
-
- p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
- }
- }
-
- float screen_diameter = points[0].distance_to(points[1]) * 2;
- coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
- } break;
- case RS::LIGHT_SPOT: {
- float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
- float angle = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
-
- float w = radius * Math::sin(Math::deg2rad(angle));
- float d = radius * Math::cos(Math::deg2rad(angle));
-
- Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d;
-
- Vector3 points[2] = {
- base,
- base + cam_xf.basis.get_axis(0) * w
- };
-
- if (!p_cam_orthogonal) {
- //if using perspetive, map them to near plane
- for (int j = 0; j < 2; j++) {
- if (p.distance_to(points[j]) < 0) {
- points[j].z = -zn; //small hack to keep size constant when hitting the screen
- }
-
- p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
- }
- }
-
- float screen_diameter = points[0].distance_to(points[1]) * 2;
- coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
-
- } break;
- default: {
- ERR_PRINT("Invalid Light Type");
- }
- }
- }
-
- if (light->shadow_dirty) {
- light->last_version++;
- light->shadow_dirty = false;
- }
-
- bool redraw = RSG::scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
-
- if (redraw) {
- //must redraw!
- RENDER_TIMESTAMP(">Rendering Light " + itos(i));
- light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario);
- RENDER_TIMESTAMP("<Rendering Light " + itos(i));
- }
- }
- }
-
- /* UPDATE SDFGI */
-
- if (p_render_buffers.is_valid()) {
- uint32_t cascade_index[8];
- uint32_t cascade_sizes[8];
- const RID *cascade_ptrs[8];
- uint32_t cascade_count = 0;
- uint32_t sdfgi_light_cull_count = 0;
-
- uint32_t prev_cascade = 0xFFFFFFFF;
- for (int i = 0; i < RSG::scene_render->sdfgi_get_pending_region_count(p_render_buffers); i++) {
- AABB region = RSG::scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
- uint32_t region_cascade = RSG::scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
-
- if (region_cascade != prev_cascade) {
- cascade_sizes[cascade_count] = 0;
- cascade_index[cascade_count] = region_cascade;
- cascade_ptrs[cascade_count] = &sdfgi_light_cull_result[sdfgi_light_cull_count];
- cascade_count++;
- sdfgi_light_cull_pass++;
- prev_cascade = region_cascade;
- }
- uint32_t sdfgi_cull_count = scenario->octree.cull_aabb(region, instance_shadow_cull_result, MAX_INSTANCE_CULL);
-
- for (uint32_t j = 0; j < sdfgi_cull_count; j++) {
- Instance *ins = instance_shadow_cull_result[j];
-
- bool keep = false;
-
- if (ins->base_type == RS::INSTANCE_LIGHT && ins->visible) {
- 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 && sdfgi_light_cull_count < MAX_LIGHTS_CULLED) {
- instance_light->sdfgi_cascade_light_pass = sdfgi_light_cull_pass;
- sdfgi_light_cull_result[sdfgi_light_cull_count++] = instance_light->instance;
- cascade_sizes[cascade_count - 1]++;
- }
- } else if ((1 << ins->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
- if (ins->baked_light) {
- keep = true;
- }
- }
-
- if (!keep) {
- // remove, no reason to keep
- sdfgi_cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[sdfgi_cull_count]);
- j--;
- }
- }
-
- RSG::scene_render->render_sdfgi(p_render_buffers, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, sdfgi_cull_count);
- //have to save updated cascades, then update static lights.
- }
-
- if (sdfgi_light_cull_count) {
- RSG::scene_render->render_sdfgi_static_lights(p_render_buffers, cascade_count, cascade_index, cascade_ptrs, cascade_sizes);
- }
-
- RSG::scene_render->sdfgi_update_probes(p_render_buffers, p_environment, directional_light_ptr, directional_light_count, scenario->dynamic_lights.ptr(), scenario->dynamic_lights.size());
- }
-}
-
-RID RenderingServerScene::_render_get_environment(RID p_camera, RID p_scenario) {
- Camera *camera = camera_owner.getornull(p_camera);
- if (camera && RSG::scene_render->is_environment(camera->env)) {
- return camera->env;
- }
-
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- if (!scenario) {
- return RID();
- }
- if (RSG::scene_render->is_environment(scenario->environment)) {
- return scenario->environment;
- }
-
- if (RSG::scene_render->is_environment(scenario->fallback_environment)) {
- return scenario->fallback_environment;
- }
-
- return RID();
-}
-
-void RenderingServerScene::_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) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
-
- RID camera_effects;
- if (p_force_camera_effects.is_valid()) {
- camera_effects = p_force_camera_effects;
- } else {
- camera_effects = scenario->camera_effects;
- }
- /* PROCESS GEOMETRY AND DRAW SCENE */
-
- RENDER_TIMESTAMP("Render Scene ");
- RSG::scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, gi_probe_instance_cull_result, gi_probe_cull_count, decal_instance_cull_result, decal_cull_count, (RasterizerScene::InstanceBase **)lightmap_cull_result, lightmap_cull_count, p_environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
-}
-
-void RenderingServerScene::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
-#ifndef _3D_DISABLED
-
- Scenario *scenario = scenario_owner.getornull(p_scenario);
-
- RID environment;
- if (scenario->environment.is_valid()) {
- environment = scenario->environment;
- } else {
- environment = scenario->fallback_environment;
- }
- RENDER_TIMESTAMP("Render Empty Scene ");
- RSG::scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, environment, RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
-#endif
-}
-
-bool RenderingServerScene::_render_reflection_probe_step(Instance *p_instance, int p_step) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
- Scenario *scenario = p_instance->scenario;
- ERR_FAIL_COND_V(!scenario, true);
-
- RenderingServerRaster::redraw_request(); //update, so it updates in editor
-
- if (p_step == 0) {
- if (!RSG::scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
- return true; //all full
- }
- }
-
- if (p_step >= 0 && p_step < 6) {
- static const Vector3 view_normals[6] = {
- Vector3(+1, 0, 0),
- Vector3(-1, 0, 0),
- Vector3(0, +1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, +1),
- Vector3(0, 0, -1)
- };
- static const Vector3 view_up[6] = {
- Vector3(0, -1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, +1),
- Vector3(0, 0, -1),
- Vector3(0, -1, 0),
- Vector3(0, -1, 0)
- };
-
- Vector3 extents = RSG::storage->reflection_probe_get_extents(p_instance->base);
- Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base);
- float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
-
- Vector3 edge = view_normals[p_step] * extents;
- float distance = ABS(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
-
- max_distance = MAX(max_distance, distance);
-
- //render cubemap side
- CameraMatrix cm;
- cm.set_perspective(90, 1, 0.01, max_distance);
-
- Transform local_view;
- local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]);
-
- Transform xform = p_instance->transform * local_view;
-
- RID shadow_atlas;
-
- bool use_shadows = RSG::storage->reflection_probe_renders_shadows(p_instance->base);
- if (use_shadows) {
- shadow_atlas = scenario->reflection_probe_shadow_atlas;
- }
-
- RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
- _prepare_scene(xform, cm, false, false, RID(), RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
- _render_scene(RID(), xform, cm, false, RID(), RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
-
- } else {
- //do roughness postprocess step until it believes it's done
- RENDER_TIMESTAMP("Post-Process Reflection Probe, Step " + itos(p_step));
- return RSG::scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
- }
-
- return false;
-}
-
-void RenderingServerScene::render_probes() {
- /* REFLECTION PROBES */
-
- SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
-
- bool busy = false;
-
- while (ref_probe) {
- SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
- RID base = ref_probe->self()->owner->base;
-
- switch (RSG::storage->reflection_probe_get_update_mode(base)) {
- case RS::REFLECTION_PROBE_UPDATE_ONCE: {
- if (busy) { //already rendering something
- break;
- }
-
- bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step);
- if (done) {
- reflection_probe_render_list.remove(ref_probe);
- } else {
- ref_probe->self()->render_step++;
- }
-
- busy = true; //do not render another one of this kind
- } break;
- case RS::REFLECTION_PROBE_UPDATE_ALWAYS: {
- int step = 0;
- bool done = false;
- while (!done) {
- done = _render_reflection_probe_step(ref_probe->self()->owner, step);
- step++;
- }
-
- reflection_probe_render_list.remove(ref_probe);
- } break;
- }
-
- ref_probe = next;
- }
-
- /* GI PROBES */
-
- SelfList<InstanceGIProbeData> *gi_probe = gi_probe_update_list.first();
-
- if (gi_probe) {
- RENDER_TIMESTAMP("Render GI Probes");
- }
-
- while (gi_probe) {
- SelfList<InstanceGIProbeData> *next = gi_probe->next();
-
- InstanceGIProbeData *probe = gi_probe->self();
- //Instance *instance_probe = probe->owner;
-
- //check if probe must be setup, but don't do if on the lighting thread
-
- bool cache_dirty = false;
- int cache_count = 0;
- {
- int light_cache_size = probe->light_cache.size();
- const InstanceGIProbeData::LightCache *caches = probe->light_cache.ptr();
- const RID *instance_caches = probe->light_instances.ptr();
-
- int idx = 0; //must count visible lights
- for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
- Instance *instance = E->get();
- InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
- if (!instance->visible) {
- continue;
- }
- if (cache_dirty) {
- //do nothing, since idx must count all visible lights anyway
- } else if (idx >= light_cache_size) {
- cache_dirty = true;
- } else {
- const InstanceGIProbeData::LightCache *cache = &caches[idx];
-
- if (
- instance_caches[idx] != instance_light->instance ||
- cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
- cache->type != RSG::storage->light_get_type(instance->base) ||
- cache->transform != instance->transform ||
- cache->color != RSG::storage->light_get_color(instance->base) ||
- cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
- cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
- cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
- cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
- cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
- cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
- cache_dirty = true;
- }
- }
-
- idx++;
- }
-
- for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
- Instance *instance = E->get();
- InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
- if (!instance->visible) {
- continue;
- }
- if (cache_dirty) {
- //do nothing, since idx must count all visible lights anyway
- } else if (idx >= light_cache_size) {
- cache_dirty = true;
- } else {
- const InstanceGIProbeData::LightCache *cache = &caches[idx];
-
- if (
- instance_caches[idx] != instance_light->instance ||
- cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
- cache->type != RSG::storage->light_get_type(instance->base) ||
- cache->transform != instance->transform ||
- cache->color != RSG::storage->light_get_color(instance->base) ||
- cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
- cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
- cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
- cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
- cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
- cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
- cache->sky_only != RSG::storage->light_directional_is_sky_only(instance->base)) {
- cache_dirty = true;
- }
- }
-
- idx++;
- }
-
- if (idx != light_cache_size) {
- cache_dirty = true;
- }
-
- cache_count = idx;
- }
-
- bool update_lights = RSG::scene_render->gi_probe_needs_update(probe->probe_instance);
-
- if (cache_dirty) {
- probe->light_cache.resize(cache_count);
- probe->light_instances.resize(cache_count);
-
- if (cache_count) {
- InstanceGIProbeData::LightCache *caches = probe->light_cache.ptrw();
- RID *instance_caches = probe->light_instances.ptrw();
-
- int idx = 0; //must count visible lights
- for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
- Instance *instance = E->get();
- InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
- if (!instance->visible) {
- continue;
- }
-
- InstanceGIProbeData::LightCache *cache = &caches[idx];
-
- instance_caches[idx] = instance_light->instance;
- cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
- cache->type = RSG::storage->light_get_type(instance->base);
- cache->transform = instance->transform;
- cache->color = RSG::storage->light_get_color(instance->base);
- cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
- cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
- cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
- cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
- cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
- cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
-
- idx++;
- }
- for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
- Instance *instance = E->get();
- InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
- if (!instance->visible) {
- continue;
- }
-
- InstanceGIProbeData::LightCache *cache = &caches[idx];
-
- instance_caches[idx] = instance_light->instance;
- cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
- cache->type = RSG::storage->light_get_type(instance->base);
- cache->transform = instance->transform;
- cache->color = RSG::storage->light_get_color(instance->base);
- cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
- cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
- cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
- cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
- cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
- cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
- cache->sky_only = RSG::storage->light_directional_is_sky_only(instance->base);
-
- idx++;
- }
- }
-
- update_lights = true;
- }
-
- instance_cull_count = 0;
- for (List<InstanceGIProbeData::PairInfo>::Element *E = probe->dynamic_geometries.front(); E; E = E->next()) {
- if (instance_cull_count < MAX_INSTANCE_CULL) {
- Instance *ins = E->get().geometry;
- if (!ins->visible) {
- continue;
- }
- InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
-
- if (geom->gi_probes_dirty) {
- //giprobes may be dirty, so update
- int l = 0;
- //only called when reflection probe AABB enter/exit this geometry
- ins->gi_probe_instances.resize(geom->gi_probes.size());
-
- for (List<Instance *>::Element *F = geom->gi_probes.front(); F; F = F->next()) {
- InstanceGIProbeData *gi_probe2 = static_cast<InstanceGIProbeData *>(F->get()->base_data);
-
- ins->gi_probe_instances.write[l++] = gi_probe2->probe_instance;
- }
-
- geom->gi_probes_dirty = false;
- }
-
- instance_cull_result[instance_cull_count++] = E->get().geometry;
- }
- }
-
- RSG::scene_render->gi_probe_update(probe->probe_instance, update_lights, probe->light_instances, instance_cull_count, (RasterizerScene::InstanceBase **)instance_cull_result);
-
- gi_probe_update_list.remove(gi_probe);
-
- gi_probe = next;
- }
-}
-
-void RenderingServerScene::render_particle_colliders() {
- while (heightfield_particle_colliders_update_list.front()) {
- Instance *hfpc = heightfield_particle_colliders_update_list.front()->get();
-
- if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
- //update heightfield
- int cull_count = hfpc->scenario->octree.cull_aabb(hfpc->transformed_aabb, instance_cull_result, MAX_INSTANCE_CULL); //@TODO: cull mask missing
- for (int i = 0; i < cull_count; i++) {
- Instance *instance = instance_cull_result[i];
- if (!instance->visible || !((1 << instance->base_type) & (RS::INSTANCE_GEOMETRY_MASK & (~(1 << RS::INSTANCE_PARTICLES))))) { //all but particles to avoid self collision
- cull_count--;
- SWAP(instance_cull_result[i], instance_cull_result[cull_count]);
- }
- }
-
- RSG::scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, (RasterizerScene::InstanceBase **)instance_cull_result, cull_count);
- }
- heightfield_particle_colliders_update_list.erase(heightfield_particle_colliders_update_list.front());
- }
-}
-
-void RenderingServerScene::_update_instance_shader_parameters_from_material(Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material) {
- List<RasterizerStorage::InstanceShaderParam> plist;
- RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
- for (List<RasterizerStorage::InstanceShaderParam>::Element *E = plist.front(); E; E = E->next()) {
- StringName name = E->get().info.name;
- if (isparams.has(name)) {
- if (isparams[name].info.type != E->get().info.type) {
- WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
- }
- if (isparams[name].index != E->get().index) {
- WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
- }
- continue; //first one found always has priority
- }
-
- RasterizerScene::InstanceBase::InstanceShaderParameter isp;
- isp.index = E->get().index;
- isp.info = E->get().info;
- isp.default_value = E->get().default_value;
- if (existing_isparams.has(name)) {
- isp.value = existing_isparams[name].value;
- } else {
- isp.value = E->get().default_value;
- }
- isparams[name] = isp;
- }
-}
-
-void RenderingServerScene::_update_dirty_instance(Instance *p_instance) {
- if (p_instance->update_aabb) {
- _update_instance_aabb(p_instance);
- }
-
- if (p_instance->update_dependencies) {
- p_instance->instance_increase_version();
-
- if (p_instance->base.is_valid()) {
- RSG::storage->base_update_dependency(p_instance->base, p_instance);
- }
-
- if (p_instance->material_override.is_valid()) {
- RSG::storage->material_update_dependency(p_instance->material_override, p_instance);
- }
-
- if (p_instance->base_type == RS::INSTANCE_MESH) {
- //remove materials no longer used and un-own them
-
- int new_mat_count = RSG::storage->mesh_get_surface_count(p_instance->base);
- p_instance->materials.resize(new_mat_count);
-
- int new_blend_shape_count = RSG::storage->mesh_get_blend_shape_count(p_instance->base);
- if (new_blend_shape_count != p_instance->blend_values.size()) {
- p_instance->blend_values.resize(new_blend_shape_count);
- for (int i = 0; i < new_blend_shape_count; i++) {
- p_instance->blend_values.write[i] = 0;
- }
- }
- }
-
- if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
-
- bool can_cast_shadows = true;
- bool is_animated = false;
- Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> isparams;
-
- if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
- can_cast_shadows = false;
- }
-
- if (p_instance->material_override.is_valid()) {
- if (!RSG::storage->material_casts_shadows(p_instance->material_override)) {
- can_cast_shadows = false;
- }
- is_animated = RSG::storage->material_is_animated(p_instance->material_override);
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override);
- } else {
- if (p_instance->base_type == RS::INSTANCE_MESH) {
- RID mesh = p_instance->base;
-
- if (mesh.is_valid()) {
- bool cast_shadows = false;
-
- for (int i = 0; i < p_instance->materials.size(); i++) {
- RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : RSG::storage->mesh_surface_get_material(mesh, i);
-
- if (!mat.is_valid()) {
- cast_shadows = true;
- } else {
- if (RSG::storage->material_casts_shadows(mat)) {
- cast_shadows = true;
- }
-
- if (RSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
-
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
-
- RSG::storage->material_update_dependency(mat, p_instance);
- }
- }
-
- if (!cast_shadows) {
- can_cast_shadows = false;
- }
- }
-
- } else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
- RID mesh = RSG::storage->multimesh_get_mesh(p_instance->base);
- if (mesh.is_valid()) {
- bool cast_shadows = false;
-
- int sc = RSG::storage->mesh_get_surface_count(mesh);
- for (int i = 0; i < sc; i++) {
- RID mat = RSG::storage->mesh_surface_get_material(mesh, i);
-
- if (!mat.is_valid()) {
- cast_shadows = true;
-
- } else {
- if (RSG::storage->material_casts_shadows(mat)) {
- cast_shadows = true;
- }
- if (RSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
-
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
-
- RSG::storage->material_update_dependency(mat, p_instance);
- }
- }
-
- if (!cast_shadows) {
- can_cast_shadows = false;
- }
-
- RSG::storage->base_update_dependency(mesh, p_instance);
- }
- } else if (p_instance->base_type == RS::INSTANCE_IMMEDIATE) {
- RID mat = RSG::storage->immediate_get_material(p_instance->base);
-
- if (!(!mat.is_valid() || RSG::storage->material_casts_shadows(mat))) {
- can_cast_shadows = false;
- }
-
- if (mat.is_valid() && RSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
-
- if (mat.is_valid()) {
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
- }
-
- if (mat.is_valid()) {
- RSG::storage->material_update_dependency(mat, p_instance);
- }
-
- } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
- bool cast_shadows = false;
-
- int dp = RSG::storage->particles_get_draw_passes(p_instance->base);
-
- for (int i = 0; i < dp; i++) {
- RID mesh = RSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
- if (!mesh.is_valid()) {
- continue;
- }
-
- int sc = RSG::storage->mesh_get_surface_count(mesh);
- for (int j = 0; j < sc; j++) {
- RID mat = RSG::storage->mesh_surface_get_material(mesh, j);
-
- if (!mat.is_valid()) {
- cast_shadows = true;
- } else {
- if (RSG::storage->material_casts_shadows(mat)) {
- cast_shadows = true;
- }
-
- if (RSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
-
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
-
- RSG::storage->material_update_dependency(mat, p_instance);
- }
- }
- }
-
- if (!cast_shadows) {
- can_cast_shadows = false;
- }
- }
- }
-
- if (can_cast_shadows != geom->can_cast_shadows) {
- //ability to cast shadows change, let lights now
- for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
- light->shadow_dirty = true;
- }
-
- geom->can_cast_shadows = can_cast_shadows;
- }
-
- geom->material_is_animated = is_animated;
- p_instance->instance_shader_parameters = isparams;
-
- if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
- p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
- if (p_instance->instance_allocated_shader_parameters) {
- p_instance->instance_allocated_shader_parameters_offset = RSG::storage->global_variables_instance_allocate(p_instance->self);
- for (Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter>::Element *E = p_instance->instance_shader_parameters.front(); E; E = E->next()) {
- if (E->get().value.get_type() != Variant::NIL) {
- RSG::storage->global_variables_instance_update(p_instance->self, E->get().index, E->get().value);
- }
- }
- } else {
- RSG::storage->global_variables_instance_free(p_instance->self);
- p_instance->instance_allocated_shader_parameters_offset = -1;
- }
- }
- }
-
- if (p_instance->skeleton.is_valid()) {
- RSG::storage->skeleton_update_dependency(p_instance->skeleton, p_instance);
- }
-
- p_instance->clean_up_dependencies();
- }
-
- _instance_update_list.remove(&p_instance->update_item);
-
- _update_instance(p_instance);
-
- p_instance->update_aabb = false;
- p_instance->update_dependencies = false;
-}
-
-void RenderingServerScene::update_dirty_instances() {
- RSG::storage->update_dirty_resources();
-
- while (_instance_update_list.first()) {
- _update_dirty_instance(_instance_update_list.first()->self());
- }
-}
-
-bool RenderingServerScene::free(RID p_rid) {
- if (camera_owner.owns(p_rid)) {
- Camera *camera = camera_owner.getornull(p_rid);
-
- camera_owner.free(p_rid);
- memdelete(camera);
-
- } else if (scenario_owner.owns(p_rid)) {
- Scenario *scenario = scenario_owner.getornull(p_rid);
-
- while (scenario->instances.first()) {
- instance_set_scenario(scenario->instances.first()->self()->self, RID());
- }
- RSG::scene_render->free(scenario->reflection_probe_shadow_atlas);
- RSG::scene_render->free(scenario->reflection_atlas);
- scenario_owner.free(p_rid);
- memdelete(scenario);
-
- } else if (instance_owner.owns(p_rid)) {
- // delete the instance
-
- update_dirty_instances();
-
- Instance *instance = instance_owner.getornull(p_rid);
-
- instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
- instance_set_scenario(p_rid, RID());
- instance_set_base(p_rid, RID());
- instance_geometry_set_material_override(p_rid, RID());
- instance_attach_skeleton(p_rid, RID());
-
- if (instance->instance_allocated_shader_parameters) {
- //free the used shader parameters
- RSG::storage->global_variables_instance_free(instance->self);
- }
- update_dirty_instances(); //in case something changed this
-
- instance_owner.free(p_rid);
- memdelete(instance);
- } else {
- return false;
- }
-
- return true;
-}
-
-TypedArray<Image> RenderingServerScene::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
- return RSG::scene_render->bake_render_uv2(p_base, p_material_overrides, p_image_size);
-}
-
-RenderingServerScene *RenderingServerScene::singleton = nullptr;
-
RenderingServerScene::RenderingServerScene() {
- render_pass = 1;
- singleton = this;
}
RenderingServerScene::~RenderingServerScene() {
diff --git a/servers/rendering/rendering_server_scene.h b/servers/rendering/rendering_server_scene.h
index eb438be273..5b2a5dacd9 100644
--- a/servers/rendering/rendering_server_scene.h
+++ b/servers/rendering/rendering_server_scene.h
@@ -28,450 +28,175 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef VISUALSERVERSCENE_H
-#define VISUALSERVERSCENE_H
+#ifndef RENDERINGSERVERSCENE_H
+#define RENDERINGSERVERSCENE_H
#include "servers/rendering/rasterizer.h"
-
-#include "core/math/geometry_3d.h"
-#include "core/math/octree.h"
-#include "core/os/semaphore.h"
-#include "core/os/thread.h"
-#include "core/templates/local_vector.h"
-#include "core/templates/rid_owner.h"
-#include "core/templates/self_list.h"
#include "servers/xr/xr_interface.h"
class RenderingServerScene {
public:
- enum {
- MAX_INSTANCE_CULL = 65536,
- MAX_LIGHTS_CULLED = 4096,
- MAX_REFLECTION_PROBES_CULLED = 4096,
- MAX_DECALS_CULLED = 4096,
- MAX_GI_PROBES_CULLED = 4096,
- MAX_ROOM_CULL = 32,
- MAX_LIGHTMAPS_CULLED = 4096,
- MAX_EXTERIOR_PORTALS = 128,
- };
-
- uint64_t render_pass;
-
- static RenderingServerScene *singleton;
-
- /* CAMERA API */
-
- struct Camera {
- enum Type {
- PERSPECTIVE,
- ORTHOGONAL,
- FRUSTUM
- };
- Type type;
- float fov;
- float znear, zfar;
- float size;
- Vector2 offset;
- uint32_t visible_layers;
- bool vaspect;
- RID env;
- RID effects;
-
- Transform transform;
-
- Camera() {
- visible_layers = 0xFFFFFFFF;
- fov = 75;
- type = PERSPECTIVE;
- znear = 0.05;
- zfar = 100;
- size = 1.0;
- offset = Vector2();
- vaspect = false;
- }
- };
-
- mutable RID_PtrOwner<Camera> camera_owner;
-
- virtual RID camera_create();
- virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
- virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
- virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
- virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
- virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
- virtual void camera_set_environment(RID p_camera, RID p_env);
- virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
- virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
-
- /* SCENARIO API */
-
- struct Instance;
-
- struct Scenario {
- RS::ScenarioDebugMode debug;
- RID self;
-
- Octree<Instance, true> octree;
-
- List<Instance *> directional_lights;
- RID environment;
- RID fallback_environment;
- RID camera_effects;
- RID reflection_probe_shadow_atlas;
- RID reflection_atlas;
-
- SelfList<Instance>::List instances;
-
- LocalVector<RID> dynamic_lights;
-
- Scenario() { debug = RS::SCENARIO_DEBUG_DISABLED; }
- };
-
- mutable RID_PtrOwner<Scenario> scenario_owner;
-
- static void *_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int);
- static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *);
-
- virtual RID scenario_create();
-
- virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);
- virtual void scenario_set_environment(RID p_scenario, RID p_environment);
- virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
- virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
- virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
-
- /* INSTANCING API */
-
- struct InstanceBaseData {
- virtual ~InstanceBaseData() {}
- };
-
- struct Instance : RasterizerScene::InstanceBase {
- RID self;
- //scenario stuff
- OctreeElementID octree_id;
- Scenario *scenario;
- SelfList<Instance> scenario_item;
-
- //aabb stuff
- bool update_aabb;
- bool update_dependencies;
-
- SelfList<Instance> update_item;
-
- AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
- float extra_margin;
- ObjectID object_id;
-
- float lod_begin;
- float lod_end;
- float lod_begin_hysteresis;
- float lod_end_hysteresis;
- RID lod_instance;
-
- Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
-
- uint64_t last_render_pass;
- uint64_t last_frame_pass;
-
- uint64_t version; // changes to this, and changes to base increase version
-
- InstanceBaseData *base_data;
-
- virtual void dependency_deleted(RID p_dependency) {
- if (p_dependency == base) {
- singleton->instance_set_base(self, RID());
- } else if (p_dependency == skeleton) {
- singleton->instance_attach_skeleton(self, RID());
- } else {
- singleton->_instance_queue_update(this, false, true);
- }
- }
-
- virtual void dependency_changed(bool p_aabb, bool p_dependencies) {
- singleton->_instance_queue_update(this, p_aabb, p_dependencies);
- }
-
- Instance() :
- scenario_item(this),
- update_item(this) {
- octree_id = 0;
- scenario = nullptr;
+ virtual RID camera_create() = 0;
+
+ virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
+ virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
+ virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) = 0;
+ virtual void camera_set_transform(RID p_camera, const Transform &p_transform) = 0;
+ virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
+ virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
+ virtual void camera_set_camera_effects(RID p_camera, RID p_fx) = 0;
+ virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
+ virtual bool is_camera(RID p_camera) const = 0;
+
+ virtual RID scenario_create() = 0;
+
+ virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode) = 0;
+ virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
+ virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx) = 0;
+ virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
+ virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) = 0;
+ virtual bool is_scenario(RID p_scenario) const = 0;
+ virtual RID scenario_get_environment(RID p_scenario) = 0;
+
+ virtual RID instance_create() = 0;
+
+ virtual void instance_set_base(RID p_instance, RID p_base) = 0;
+ virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
+ virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
+ virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
+ virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
+ virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
+ virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0;
+ virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
+
+ virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb) = 0;
+
+ virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
+ virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0;
+
+ virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
- update_aabb = false;
- update_dependencies = false;
+ // don't use these in a game!
+ virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
+ virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
+ virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
- extra_margin = 0;
+ virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) = 0;
+ virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0;
+ virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
- visible = true;
+ virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
+ virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) = 0;
+ virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;
- lod_begin = 0;
- lod_end = 0;
- lod_begin_hysteresis = 0;
- lod_end_hysteresis = 0;
+ virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0;
+ virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
+ virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0;
+ virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const = 0;
- last_render_pass = 0;
- last_frame_pass = 0;
- version = 1;
- base_data = nullptr;
+ virtual void directional_shadow_atlas_set_size(int p_size) = 0;
- custom_aabb = nullptr;
- }
+ /* SKY API */
- ~Instance() {
- if (base_data) {
- memdelete(base_data);
- }
- if (custom_aabb) {
- memdelete(custom_aabb);
- }
- }
- };
-
- SelfList<Instance>::List _instance_update_list;
- void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
-
- struct InstanceGeometryData : public InstanceBaseData {
- List<Instance *> lighting;
- bool lighting_dirty;
- bool can_cast_shadows;
- bool material_is_animated;
-
- List<Instance *> decals;
- bool decal_dirty;
+ virtual RID sky_create() = 0;
+ virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
+ virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;
+ virtual void sky_set_material(RID p_sky, RID p_material) = 0;
+ virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;
- List<Instance *> reflection_probes;
- bool reflection_dirty;
-
- List<Instance *> gi_probes;
- bool gi_probes_dirty;
-
- List<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;
- }
- };
-
- struct InstanceReflectionProbeData : public InstanceBaseData {
- Instance *owner;
-
- struct PairInfo {
- List<Instance *>::Element *L; //reflection iterator in geometry
- Instance *geometry;
- };
- List<PairInfo> geometries;
-
- RID instance;
- bool reflection_dirty;
- SelfList<InstanceReflectionProbeData> update_list;
-
- int render_step;
-
- InstanceReflectionProbeData() :
- update_list(this) {
- reflection_dirty = true;
- render_step = -1;
- }
- };
-
- struct InstanceDecalData : public InstanceBaseData {
- Instance *owner;
- RID instance;
-
- struct PairInfo {
- List<Instance *>::Element *L; //reflection iterator in geometry
- Instance *geometry;
- };
- List<PairInfo> geometries;
-
- InstanceDecalData() {
- }
- };
-
- SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
-
- struct InstanceLightData : public InstanceBaseData {
- struct PairInfo {
- List<Instance *>::Element *L; //light iterator in geometry
- Instance *geometry;
- };
-
- RID instance;
- uint64_t last_version;
- List<Instance *>::Element *D; // directional light in scenario
-
- bool shadow_dirty;
-
- List<PairInfo> geometries;
-
- Instance *baked_light;
-
- 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;
- D = nullptr;
- last_version = 0;
- baked_light = nullptr;
- }
- };
-
- struct InstanceGIProbeData : public InstanceBaseData {
- Instance *owner;
-
- struct PairInfo {
- List<Instance *>::Element *L; //gi probe iterator in geometry
- Instance *geometry;
- };
-
- List<PairInfo> geometries;
- List<PairInfo> dynamic_geometries;
-
- Set<Instance *> lights;
-
- struct LightCache {
- RS::LightType type;
- Transform transform;
- Color color;
- float energy;
- float bake_energy;
- float radius;
- float attenuation;
- float spot_angle;
- float spot_attenuation;
- bool has_shadow;
- bool sky_only;
- };
-
- Vector<LightCache> light_cache;
- Vector<RID> light_instances;
-
- RID probe_instance;
-
- bool invalid;
- uint32_t base_version;
-
- SelfList<InstanceGIProbeData> update_element;
-
- InstanceGIProbeData() :
- update_element(this) {
- invalid = true;
- base_version = 0;
- }
- };
-
- SelfList<InstanceGIProbeData>::List gi_probe_update_list;
-
- struct InstanceLightmapData : public InstanceBaseData {
- struct PairInfo {
- List<Instance *>::Element *L; //iterator in geometry
- Instance *geometry;
- };
- List<PairInfo> geometries;
-
- Set<Instance *> users;
-
- InstanceLightmapData() {
- }
- };
-
- Set<Instance *> heightfield_particle_colliders_update_list;
-
- int instance_cull_count;
- Instance *instance_cull_result[MAX_INSTANCE_CULL];
- Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
- Instance *light_cull_result[MAX_LIGHTS_CULLED];
- RID sdfgi_light_cull_result[MAX_LIGHTS_CULLED];
- RID light_instance_cull_result[MAX_LIGHTS_CULLED];
- uint64_t sdfgi_light_cull_pass = 0;
- int light_cull_count;
- int directional_light_count;
- RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
- RID decal_instance_cull_result[MAX_DECALS_CULLED];
- int reflection_probe_cull_count;
- int decal_cull_count;
- RID gi_probe_instance_cull_result[MAX_GI_PROBES_CULLED];
- int gi_probe_cull_count;
- Instance *lightmap_cull_result[MAX_LIGHTS_CULLED];
- int lightmap_cull_count;
-
- RID_PtrOwner<Instance> instance_owner;
-
- virtual RID instance_create();
-
- virtual void instance_set_base(RID p_instance, RID p_base);
- virtual void instance_set_scenario(RID p_instance, RID p_scenario);
- virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
- virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
- virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
- virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
- virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
- virtual void instance_set_visible(RID p_instance, bool p_visible);
-
- virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
-
- virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
- virtual void instance_set_exterior(RID p_instance, bool p_enabled);
-
- virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
+ /* ENVIRONMENT API */
- // don't use these in a game!
- virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
- virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
- virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
+ virtual RID environment_create() = 0;
+
+ virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) = 0;
+ virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
+ virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
+ virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
+ virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
+ virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
+ virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
+ virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) = 0;
+
+ virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
+ virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
+ virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
+
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter) = 0;
+
+ virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
+ virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
+ virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
+ virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
+
+ virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
+ virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
+
+ virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
+
+ virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size) = 0;
+
+ virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
+
+ virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
+ virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
+
+ virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;
+
+ virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;
+
+ virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
+
+ virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
+
+ virtual RS::EnvironmentBG environment_get_background(RID p_Env) const = 0;
+ virtual int environment_get_canvas_max_layer(RID p_env) const = 0;
+
+ virtual bool is_environment(RID p_environment) const = 0;
+
+ virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
+ virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
+ virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
+
+ /* Camera Effects */
+
+ virtual RID camera_effects_create() = 0;
- virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
- virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
- virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
+ virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) = 0;
+ virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) = 0;
- virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
- virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance);
- virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
+ virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
+ virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
- void _update_instance_shader_parameters_from_material(Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material);
+ virtual void shadows_quality_set(RS::ShadowQuality p_quality) = 0;
+ virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) = 0;
- virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
- virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
- virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
- virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
+ 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;
- _FORCE_INLINE_ void _update_instance(Instance *p_instance);
- _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
- _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
- _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
+ /* Render Buffers */
- _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);
+ virtual RID render_buffers_create() = 0;
+ virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding) = 0;
- RID _render_get_environment(RID p_camera, RID p_scenario);
+ virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
- 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, 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);
- void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
+ virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
+ virtual void gi_probe_set_quality(RS::GIProbeQuality) = 0;
- void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
- void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
- void update_dirty_instances();
+ virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
- void render_particle_colliders();
- void render_probes();
+ virtual void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) = 0;
+ virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) = 0;
+ virtual void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) = 0;
- TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
+ virtual void update() = 0;
+ virtual void render_probes() = 0;
- bool free(RID p_rid);
+ virtual bool free(RID p_rid) = 0;
RenderingServerScene();
virtual ~RenderingServerScene();
};
-#endif // VISUALSERVERSCENE_H
+#endif // RENDERINGSERVERSCENE_H
diff --git a/servers/rendering/rendering_server_scene_raster.cpp b/servers/rendering/rendering_server_scene_raster.cpp
new file mode 100644
index 0000000000..2dd9b84c56
--- /dev/null
+++ b/servers/rendering/rendering_server_scene_raster.cpp
@@ -0,0 +1,3072 @@
+/*************************************************************************/
+/* rendering_server_scene_raster.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "rendering_server_scene_raster.h"
+
+#include "core/os/os.h"
+#include "rendering_server_default.h"
+#include "rendering_server_globals.h"
+
+#include <new>
+
+/* CAMERA API */
+
+RID RenderingServerSceneRaster::camera_create() {
+ Camera *camera = memnew(Camera);
+ return camera_owner.make_rid(camera);
+}
+
+void RenderingServerSceneRaster::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
+ Camera *camera = camera_owner.getornull(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->type = Camera::PERSPECTIVE;
+ camera->fov = p_fovy_degrees;
+ camera->znear = p_z_near;
+ camera->zfar = p_z_far;
+}
+
+void RenderingServerSceneRaster::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
+ Camera *camera = camera_owner.getornull(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->type = Camera::ORTHOGONAL;
+ camera->size = p_size;
+ camera->znear = p_z_near;
+ camera->zfar = p_z_far;
+}
+
+void RenderingServerSceneRaster::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
+ Camera *camera = camera_owner.getornull(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->type = Camera::FRUSTUM;
+ camera->size = p_size;
+ camera->offset = p_offset;
+ camera->znear = p_z_near;
+ camera->zfar = p_z_far;
+}
+
+void RenderingServerSceneRaster::camera_set_transform(RID p_camera, const Transform &p_transform) {
+ Camera *camera = camera_owner.getornull(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->transform = p_transform.orthonormalized();
+}
+
+void RenderingServerSceneRaster::camera_set_cull_mask(RID p_camera, uint32_t p_layers) {
+ Camera *camera = camera_owner.getornull(p_camera);
+ ERR_FAIL_COND(!camera);
+
+ camera->visible_layers = p_layers;
+}
+
+void RenderingServerSceneRaster::camera_set_environment(RID p_camera, RID p_env) {
+ Camera *camera = camera_owner.getornull(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->env = p_env;
+}
+
+void RenderingServerSceneRaster::camera_set_camera_effects(RID p_camera, RID p_fx) {
+ Camera *camera = camera_owner.getornull(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->effects = p_fx;
+}
+
+void RenderingServerSceneRaster::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
+ Camera *camera = camera_owner.getornull(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->vaspect = p_enable;
+}
+
+bool RenderingServerSceneRaster::is_camera(RID p_camera) const {
+ return camera_owner.owns(p_camera);
+}
+
+/* SCENARIO API */
+
+void *RenderingServerSceneRaster::_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int) {
+ //RenderingServerSceneRaster *self = (RenderingServerSceneRaster*)p_self;
+ Instance *A = p_A;
+ Instance *B = p_B;
+
+ //instance indices are designed so greater always contains lesser
+ if (A->base_type > B->base_type) {
+ SWAP(A, B); //lesser always first
+ }
+
+ if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ InstanceLightData::PairInfo pinfo;
+ pinfo.geometry = A;
+ pinfo.L = geom->lighting.push_back(B);
+
+ List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo);
+
+ if (geom->can_cast_shadows) {
+ light->shadow_dirty = true;
+ }
+ geom->lighting_dirty = true;
+
+ return E; //this element should make freeing faster
+ } else if (B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ InstanceReflectionProbeData::PairInfo pinfo;
+ pinfo.geometry = A;
+ pinfo.L = geom->reflection_probes.push_back(B);
+
+ List<InstanceReflectionProbeData::PairInfo>::Element *E = reflection_probe->geometries.push_back(pinfo);
+
+ geom->reflection_dirty = true;
+
+ return E; //this element should make freeing faster
+ } else if (B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ InstanceDecalData::PairInfo pinfo;
+ pinfo.geometry = A;
+ pinfo.L = geom->decals.push_back(B);
+
+ List<InstanceDecalData::PairInfo>::Element *E = decal->geometries.push_back(pinfo);
+
+ geom->decal_dirty = true;
+
+ return E; //this element should make freeing faster
+ } 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) {
+ InstanceLightmapData::PairInfo pinfo;
+ pinfo.geometry = A;
+ pinfo.L = geom->lightmap_captures.push_back(B);
+ List<InstanceLightmapData::PairInfo>::Element *E = lightmap_data->geometries.push_back(pinfo);
+ ((RenderingServerSceneRaster *)p_self)->_instance_queue_update(A, false, false); //need to update capture
+ return E; //this element should make freeing faster
+ } else {
+ return nullptr;
+ }
+
+ } else if (B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ InstanceGIProbeData::PairInfo pinfo;
+ pinfo.geometry = A;
+ pinfo.L = geom->gi_probes.push_back(B);
+
+ List<InstanceGIProbeData::PairInfo>::Element *E;
+ if (A->dynamic_gi) {
+ E = gi_probe->dynamic_geometries.push_back(pinfo);
+ } else {
+ E = gi_probe->geometries.push_back(pinfo);
+ }
+
+ geom->gi_probes_dirty = true;
+
+ return E; //this element should make freeing faster
+
+ } else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
+ return gi_probe->lights.insert(A);
+ } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
+ RSG::storage->particles_add_collision(A->base, B);
+ }
+
+ return nullptr;
+}
+
+void RenderingServerSceneRaster::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *udata) {
+ //RenderingServerSceneRaster *self = (RenderingServerSceneRaster*)p_self;
+ Instance *A = p_A;
+ Instance *B = p_B;
+
+ //instance indices are designed so greater always contains lesser
+ if (A->base_type > B->base_type) {
+ SWAP(A, B); //lesser always first
+ }
+
+ if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element *>(udata);
+
+ geom->lighting.erase(E->get().L);
+ light->geometries.erase(E);
+
+ if (geom->can_cast_shadows) {
+ light->shadow_dirty = true;
+ }
+ geom->lighting_dirty = true;
+
+ } else if (B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ List<InstanceReflectionProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceReflectionProbeData::PairInfo>::Element *>(udata);
+
+ geom->reflection_probes.erase(E->get().L);
+ reflection_probe->geometries.erase(E);
+
+ geom->reflection_dirty = true;
+ } else if (B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ List<InstanceDecalData::PairInfo>::Element *E = reinterpret_cast<List<InstanceDecalData::PairInfo>::Element *>(udata);
+
+ geom->decals.erase(E->get().L);
+ decal->geometries.erase(E);
+
+ geom->decal_dirty = true;
+ } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ if (udata) { //only for dynamic geometries
+ InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ List<InstanceLightmapData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightmapData::PairInfo>::Element *>(udata);
+
+ geom->lightmap_captures.erase(E->get().L);
+ lightmap_data->geometries.erase(E);
+ ((RenderingServerSceneRaster *)p_self)->_instance_queue_update(A, false, false); //need to update capture
+ }
+
+ } else if (B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ List<InstanceGIProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceGIProbeData::PairInfo>::Element *>(udata);
+
+ geom->gi_probes.erase(E->get().L);
+ if (A->dynamic_gi) {
+ gi_probe->dynamic_geometries.erase(E);
+ } else {
+ gi_probe->geometries.erase(E);
+ }
+
+ geom->gi_probes_dirty = true;
+
+ } else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
+ Set<Instance *>::Element *E = reinterpret_cast<Set<Instance *>::Element *>(udata);
+
+ gi_probe->lights.erase(E);
+ } else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
+ RSG::storage->particles_remove_collision(A->base, B);
+ }
+}
+
+RID RenderingServerSceneRaster::scenario_create() {
+ Scenario *scenario = memnew(Scenario);
+ ERR_FAIL_COND_V(!scenario, RID());
+ RID scenario_rid = scenario_owner.make_rid(scenario);
+ scenario->self = scenario_rid;
+
+ scenario->octree.set_pair_callback(_instance_pair, this);
+ scenario->octree.set_unpair_callback(_instance_unpair, this);
+ scenario->reflection_probe_shadow_atlas = scene_render->shadow_atlas_create();
+ scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
+ scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
+ scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
+ 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();
+ return scenario_rid;
+}
+
+void RenderingServerSceneRaster::scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode) {
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ scenario->debug = p_debug_mode;
+}
+
+void RenderingServerSceneRaster::scenario_set_environment(RID p_scenario, RID p_environment) {
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ scenario->environment = p_environment;
+}
+
+void RenderingServerSceneRaster::scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) {
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ scenario->camera_effects = p_camera_effects;
+}
+
+void RenderingServerSceneRaster::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ scenario->fallback_environment = p_environment;
+}
+
+void RenderingServerSceneRaster::scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) {
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_reflection_size, p_reflection_count);
+}
+
+bool RenderingServerSceneRaster::is_scenario(RID p_scenario) const {
+ return scenario_owner.owns(p_scenario);
+}
+
+RID RenderingServerSceneRaster::scenario_get_environment(RID p_scenario) {
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ ERR_FAIL_COND_V(!scenario, RID());
+ return scenario->environment;
+}
+
+/* INSTANCING API */
+
+void RenderingServerSceneRaster::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies) {
+ if (p_update_aabb) {
+ p_instance->update_aabb = true;
+ }
+ if (p_update_dependencies) {
+ p_instance->update_dependencies = true;
+ }
+
+ if (p_instance->update_item.in_list()) {
+ return;
+ }
+
+ _instance_update_list.add(&p_instance->update_item);
+}
+
+RID RenderingServerSceneRaster::instance_create() {
+ Instance *instance = memnew(Instance);
+ ERR_FAIL_COND_V(!instance, RID());
+
+ RID instance_rid = instance_owner.make_rid(instance);
+ instance->self = instance_rid;
+
+ return instance_rid;
+}
+
+void RenderingServerSceneRaster::instance_set_base(RID p_instance, RID p_base) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ Scenario *scenario = instance->scenario;
+
+ if (instance->base_type != RS::INSTANCE_NONE) {
+ //free anything related to that base
+
+ if (scenario && instance->octree_id) {
+ scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
+ instance->octree_id = 0;
+ }
+
+ switch (instance->base_type) {
+ case RS::INSTANCE_LIGHT: {
+ InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
+
+ if (scenario && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
+ scenario->dynamic_lights.erase(light->instance);
+ }
+
+#ifdef DEBUG_ENABLED
+ if (light->geometries.size()) {
+ ERR_PRINT("BUG, indexing did not unpair geometries from light.");
+ }
+#endif
+ if (scenario && light->D) {
+ scenario->directional_lights.erase(light->D);
+ light->D = nullptr;
+ }
+ scene_render->free(light->instance);
+ } break;
+ case RS::INSTANCE_REFLECTION_PROBE: {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
+ scene_render->free(reflection_probe->instance);
+ if (reflection_probe->update_list.in_list()) {
+ reflection_probe_render_list.remove(&reflection_probe->update_list);
+ }
+ } break;
+ case RS::INSTANCE_DECAL: {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
+ scene_render->free(decal->instance);
+
+ } break;
+ case RS::INSTANCE_LIGHTMAP: {
+ InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(instance->base_data);
+ //erase dependencies, since no longer a lightmap
+ while (lightmap_data->users.front()) {
+ instance_geometry_set_lightmap(lightmap_data->users.front()->get()->self, RID(), Rect2(), 0);
+ }
+ } break;
+ case RS::INSTANCE_GI_PROBE: {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
+#ifdef DEBUG_ENABLED
+ if (gi_probe->geometries.size()) {
+ ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe.");
+ }
+#endif
+#ifdef DEBUG_ENABLED
+ if (gi_probe->lights.size()) {
+ ERR_PRINT("BUG, indexing did not unpair lights from GIProbe.");
+ }
+#endif
+ if (gi_probe->update_element.in_list()) {
+ gi_probe_update_list.remove(&gi_probe->update_element);
+ }
+
+ scene_render->free(gi_probe->probe_instance);
+
+ } break;
+ default: {
+ }
+ }
+
+ if (instance->base_data) {
+ memdelete(instance->base_data);
+ instance->base_data = nullptr;
+ }
+
+ instance->blend_values.clear();
+ instance->materials.clear();
+ }
+
+ instance->base_type = RS::INSTANCE_NONE;
+ instance->base = RID();
+
+ if (p_base.is_valid()) {
+ instance->base_type = RSG::storage->get_base_type(p_base);
+ ERR_FAIL_COND(instance->base_type == RS::INSTANCE_NONE);
+
+ switch (instance->base_type) {
+ case RS::INSTANCE_LIGHT: {
+ InstanceLightData *light = memnew(InstanceLightData);
+
+ if (scenario && RSG::storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
+ light->D = scenario->directional_lights.push_back(instance);
+ }
+
+ light->instance = scene_render->light_instance_create(p_base);
+
+ instance->base_data = light;
+ } break;
+ case RS::INSTANCE_MESH:
+ case RS::INSTANCE_MULTIMESH:
+ case RS::INSTANCE_IMMEDIATE:
+ case RS::INSTANCE_PARTICLES: {
+ InstanceGeometryData *geom = memnew(InstanceGeometryData);
+ instance->base_data = geom;
+ if (instance->base_type == RS::INSTANCE_MESH) {
+ instance->blend_values.resize(RSG::storage->mesh_get_blend_shape_count(p_base));
+ }
+ } break;
+ case RS::INSTANCE_REFLECTION_PROBE: {
+ InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
+ reflection_probe->owner = instance;
+ instance->base_data = reflection_probe;
+
+ reflection_probe->instance = scene_render->reflection_probe_instance_create(p_base);
+ } break;
+ case RS::INSTANCE_DECAL: {
+ InstanceDecalData *decal = memnew(InstanceDecalData);
+ decal->owner = instance;
+ instance->base_data = decal;
+
+ decal->instance = scene_render->decal_instance_create(p_base);
+ } break;
+ case RS::INSTANCE_LIGHTMAP: {
+ InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
+ instance->base_data = lightmap_data;
+ //lightmap_data->instance = scene_render->lightmap_data_instance_create(p_base);
+ } break;
+ case RS::INSTANCE_GI_PROBE: {
+ InstanceGIProbeData *gi_probe = memnew(InstanceGIProbeData);
+ instance->base_data = gi_probe;
+ gi_probe->owner = instance;
+
+ if (scenario && !gi_probe->update_element.in_list()) {
+ gi_probe_update_list.add(&gi_probe->update_element);
+ }
+
+ gi_probe->probe_instance = scene_render->gi_probe_instance_create(p_base);
+
+ } break;
+ default: {
+ }
+ }
+
+ instance->base = p_base;
+
+ //forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
+ RSG::storage->base_update_dependency(p_base, instance);
+ }
+
+ _instance_queue_update(instance, true, true);
+}
+
+void RenderingServerSceneRaster::instance_set_scenario(RID p_instance, RID p_scenario) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->scenario) {
+ instance->scenario->instances.remove(&instance->scenario_item);
+
+ if (instance->octree_id) {
+ instance->scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
+ instance->octree_id = 0;
+ }
+
+ switch (instance->base_type) {
+ case RS::INSTANCE_LIGHT: {
+ InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
+#ifdef DEBUG_ENABLED
+ if (light->geometries.size()) {
+ ERR_PRINT("BUG, indexing did not unpair geometries from light.");
+ }
+#endif
+ if (light->D) {
+ instance->scenario->directional_lights.erase(light->D);
+ light->D = nullptr;
+ }
+ } break;
+ case RS::INSTANCE_REFLECTION_PROBE: {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
+ scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
+
+ } break;
+ case RS::INSTANCE_PARTICLES_COLLISION: {
+ heightfield_particle_colliders_update_list.erase(instance);
+ } break;
+ case RS::INSTANCE_GI_PROBE: {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
+
+#ifdef DEBUG_ENABLED
+ if (gi_probe->geometries.size()) {
+ ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe.");
+ }
+#endif
+#ifdef DEBUG_ENABLED
+ if (gi_probe->lights.size()) {
+ ERR_PRINT("BUG, indexing did not unpair lights from GIProbe.");
+ }
+#endif
+
+ if (gi_probe->update_element.in_list()) {
+ gi_probe_update_list.remove(&gi_probe->update_element);
+ }
+ } break;
+ default: {
+ }
+ }
+
+ instance->scenario = nullptr;
+ }
+
+ if (p_scenario.is_valid()) {
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ ERR_FAIL_COND(!scenario);
+
+ instance->scenario = scenario;
+
+ scenario->instances.add(&instance->scenario_item);
+
+ switch (instance->base_type) {
+ case RS::INSTANCE_LIGHT: {
+ InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
+
+ if (RSG::storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
+ light->D = scenario->directional_lights.push_back(instance);
+ }
+ } break;
+ case RS::INSTANCE_GI_PROBE: {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
+ if (!gi_probe->update_element.in_list()) {
+ gi_probe_update_list.add(&gi_probe->update_element);
+ }
+ } break;
+ default: {
+ }
+ }
+
+ _instance_queue_update(instance, true, true);
+ }
+}
+
+void RenderingServerSceneRaster::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->layer_mask = p_mask;
+}
+
+void RenderingServerSceneRaster::instance_set_transform(RID p_instance, const Transform &p_transform) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->transform == p_transform) {
+ return; //must be checked to avoid worst evil
+ }
+
+#ifdef DEBUG_ENABLED
+
+ for (int i = 0; i < 4; i++) {
+ const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin;
+ ERR_FAIL_COND(Math::is_inf(v.x));
+ ERR_FAIL_COND(Math::is_nan(v.x));
+ ERR_FAIL_COND(Math::is_inf(v.y));
+ ERR_FAIL_COND(Math::is_nan(v.y));
+ ERR_FAIL_COND(Math::is_inf(v.z));
+ ERR_FAIL_COND(Math::is_nan(v.z));
+ }
+
+#endif
+ instance->transform = p_transform;
+ _instance_queue_update(instance, true);
+}
+
+void RenderingServerSceneRaster::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->object_id = p_id;
+}
+
+void RenderingServerSceneRaster::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->update_item.in_list()) {
+ _update_dirty_instance(instance);
+ }
+
+ ERR_FAIL_INDEX(p_shape, instance->blend_values.size());
+ instance->blend_values.write[p_shape] = p_weight;
+}
+
+void RenderingServerSceneRaster::instance_set_surface_material(RID p_instance, int p_surface, RID p_material) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->base_type == RS::INSTANCE_MESH) {
+ //may not have been updated yet, may also have not been set yet. When updated will be correcte, worst case
+ instance->materials.resize(MAX(p_surface + 1, RSG::storage->mesh_get_surface_count(instance->base)));
+ }
+
+ ERR_FAIL_INDEX(p_surface, instance->materials.size());
+
+ instance->materials.write[p_surface] = p_material;
+
+ _instance_queue_update(instance, false, true);
+}
+
+void RenderingServerSceneRaster::instance_set_visible(RID p_instance, bool p_visible) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->visible == p_visible) {
+ return;
+ }
+
+ instance->visible = p_visible;
+
+ switch (instance->base_type) {
+ case RS::INSTANCE_LIGHT: {
+ if (RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && instance->octree_id && instance->scenario) {
+ instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_LIGHT, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
+ }
+
+ } break;
+ case RS::INSTANCE_REFLECTION_PROBE: {
+ if (instance->octree_id && instance->scenario) {
+ instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_REFLECTION_PROBE, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
+ }
+
+ } break;
+ case RS::INSTANCE_DECAL: {
+ if (instance->octree_id && instance->scenario) {
+ instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_DECAL, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
+ }
+
+ } break;
+ case RS::INSTANCE_LIGHTMAP: {
+ if (instance->octree_id && instance->scenario) {
+ instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_LIGHTMAP, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
+ }
+
+ } break;
+ case RS::INSTANCE_GI_PROBE: {
+ if (instance->octree_id && instance->scenario) {
+ instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_GI_PROBE, p_visible ? (RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT)) : 0);
+ }
+
+ } break;
+ case RS::INSTANCE_PARTICLES_COLLISION: {
+ if (instance->octree_id && instance->scenario) {
+ instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_PARTICLES_COLLISION, p_visible ? (1 << RS::INSTANCE_PARTICLES) : 0);
+ }
+
+ } break;
+ default: {
+ }
+ }
+}
+
+inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
+ return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES || p_type == RS::INSTANCE_IMMEDIATE;
+}
+
+void RenderingServerSceneRaster::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+ ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
+
+ if (p_aabb != AABB()) {
+ // Set custom AABB
+ if (instance->custom_aabb == nullptr) {
+ instance->custom_aabb = memnew(AABB);
+ }
+ *instance->custom_aabb = p_aabb;
+
+ } else {
+ // Clear custom AABB
+ if (instance->custom_aabb != nullptr) {
+ memdelete(instance->custom_aabb);
+ instance->custom_aabb = nullptr;
+ }
+ }
+
+ if (instance->scenario) {
+ _instance_queue_update(instance, true, false);
+ }
+}
+
+void RenderingServerSceneRaster::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->skeleton == p_skeleton) {
+ return;
+ }
+
+ instance->skeleton = p_skeleton;
+
+ if (p_skeleton.is_valid()) {
+ //update the dependency now, so if cleared, we remove it
+ RSG::storage->skeleton_update_dependency(p_skeleton, instance);
+ }
+ _instance_queue_update(instance, true, true);
+}
+
+void RenderingServerSceneRaster::instance_set_exterior(RID p_instance, bool p_enabled) {
+}
+
+void RenderingServerSceneRaster::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->extra_margin = p_margin;
+ _instance_queue_update(instance, true, false);
+}
+
+Vector<ObjectID> RenderingServerSceneRaster::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
+ Vector<ObjectID> instances;
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ ERR_FAIL_COND_V(!scenario, instances);
+
+ const_cast<RenderingServerSceneRaster *>(this)->update_dirty_instances(); // check dirty instances before culling
+
+ int culled = 0;
+ Instance *cull[1024];
+ culled = scenario->octree.cull_aabb(p_aabb, cull, 1024);
+
+ for (int i = 0; i < culled; i++) {
+ Instance *instance = cull[i];
+ ERR_CONTINUE(!instance);
+ if (instance->object_id.is_null()) {
+ continue;
+ }
+
+ instances.push_back(instance->object_id);
+ }
+
+ return instances;
+}
+
+Vector<ObjectID> RenderingServerSceneRaster::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
+ Vector<ObjectID> instances;
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ ERR_FAIL_COND_V(!scenario, instances);
+ const_cast<RenderingServerSceneRaster *>(this)->update_dirty_instances(); // check dirty instances before culling
+
+ int culled = 0;
+ Instance *cull[1024];
+ culled = scenario->octree.cull_segment(p_from, p_from + p_to * 10000, cull, 1024);
+
+ for (int i = 0; i < culled; i++) {
+ Instance *instance = cull[i];
+ ERR_CONTINUE(!instance);
+ if (instance->object_id.is_null()) {
+ continue;
+ }
+
+ instances.push_back(instance->object_id);
+ }
+
+ return instances;
+}
+
+Vector<ObjectID> RenderingServerSceneRaster::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
+ Vector<ObjectID> instances;
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ ERR_FAIL_COND_V(!scenario, instances);
+ const_cast<RenderingServerSceneRaster *>(this)->update_dirty_instances(); // check dirty instances before culling
+
+ int culled = 0;
+ Instance *cull[1024];
+
+ culled = scenario->octree.cull_convex(p_convex, cull, 1024);
+
+ for (int i = 0; i < culled; i++) {
+ Instance *instance = cull[i];
+ ERR_CONTINUE(!instance);
+ if (instance->object_id.is_null()) {
+ continue;
+ }
+
+ instances.push_back(instance->object_id);
+ }
+
+ return instances;
+}
+
+void RenderingServerSceneRaster::instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ //ERR_FAIL_COND(((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK));
+
+ switch (p_flags) {
+ case RS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
+ instance->baked_light = p_enabled;
+
+ } break;
+ case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
+ if (p_enabled == instance->dynamic_gi) {
+ //bye, redundant
+ return;
+ }
+
+ if (instance->octree_id != 0) {
+ //remove from octree, it needs to be re-paired
+ instance->scenario->octree.erase(instance->octree_id);
+ instance->octree_id = 0;
+ _instance_queue_update(instance, true, true);
+ }
+
+ //once out of octree, can be changed
+ instance->dynamic_gi = p_enabled;
+
+ } break;
+ case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
+ instance->redraw_if_visible = p_enabled;
+
+ } break;
+ default: {
+ }
+ }
+}
+
+void RenderingServerSceneRaster::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->cast_shadows = p_shadow_casting_setting;
+ _instance_queue_update(instance, false, true);
+}
+
+void RenderingServerSceneRaster::instance_geometry_set_material_override(RID p_instance, RID p_material) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->material_override = p_material;
+ _instance_queue_update(instance, false, true);
+}
+
+void RenderingServerSceneRaster::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
+}
+
+void RenderingServerSceneRaster::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) {
+}
+
+void RenderingServerSceneRaster::instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->lightmap) {
+ InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(((Instance *)instance->lightmap)->base_data);
+ lightmap_data->users.erase(instance);
+ instance->lightmap = nullptr;
+ }
+
+ Instance *lightmap_instance = instance_owner.getornull(p_lightmap);
+
+ instance->lightmap = lightmap_instance;
+ instance->lightmap_uv_scale = p_lightmap_uv_scale;
+ instance->lightmap_slice_index = p_slice_index;
+
+ if (lightmap_instance) {
+ InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(lightmap_instance->base_data);
+ lightmap_data->users.insert(instance);
+ }
+}
+
+void RenderingServerSceneRaster::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
+
+ if (!E) {
+ RasterizerScene::InstanceBase::InstanceShaderParameter isp;
+ isp.index = -1;
+ isp.info = PropertyInfo();
+ isp.value = p_value;
+ instance->instance_shader_parameters[p_parameter] = isp;
+ } else {
+ E->get().value = p_value;
+ if (E->get().index >= 0 && instance->instance_allocated_shader_parameters) {
+ //update directly
+ RSG::storage->global_variables_instance_update(p_instance, E->get().index, p_value);
+ }
+ }
+}
+
+Variant RenderingServerSceneRaster::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
+ const Instance *instance = const_cast<RenderingServerSceneRaster *>(this)->instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!instance, Variant());
+
+ if (instance->instance_shader_parameters.has(p_parameter)) {
+ return instance->instance_shader_parameters[p_parameter].value;
+ }
+ return Variant();
+}
+
+Variant RenderingServerSceneRaster::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
+ const Instance *instance = const_cast<RenderingServerSceneRaster *>(this)->instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!instance, Variant());
+
+ if (instance->instance_shader_parameters.has(p_parameter)) {
+ return instance->instance_shader_parameters[p_parameter].default_value;
+ }
+ return Variant();
+}
+
+void RenderingServerSceneRaster::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
+ const Instance *instance = const_cast<RenderingServerSceneRaster *>(this)->instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ const_cast<RenderingServerSceneRaster *>(this)->update_dirty_instances();
+
+ Vector<StringName> names;
+ for (Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.front(); E; E = E->next()) {
+ names.push_back(E->key());
+ }
+ names.sort_custom<StringName::AlphCompare>();
+ for (int i = 0; i < names.size(); i++) {
+ PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
+ p_parameters->push_back(pinfo);
+ }
+}
+
+void RenderingServerSceneRaster::_update_instance(Instance *p_instance) {
+ p_instance->version++;
+
+ if (p_instance->base_type == RS::INSTANCE_LIGHT) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
+
+ scene_render->light_instance_set_transform(light->instance, p_instance->transform);
+ scene_render->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb));
+ light->shadow_dirty = true;
+
+ RS::LightBakeMode bake_mode = RSG::storage->light_get_bake_mode(p_instance->base);
+ if (RSG::storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
+ if (p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
+ p_instance->scenario->dynamic_lights.erase(light->instance);
+ }
+
+ light->bake_mode = bake_mode;
+
+ if (p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
+ p_instance->scenario->dynamic_lights.push_back(light->instance);
+ }
+ }
+
+ uint32_t max_sdfgi_cascade = RSG::storage->light_get_max_sdfgi_cascade(p_instance->base);
+ if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
+ light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
+ }
+ }
+
+ if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
+ 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->base_type == RS::INSTANCE_DECAL) {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
+
+ scene_render->decal_instance_set_transform(decal->instance, p_instance->transform);
+ }
+
+ if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(p_instance->base_data);
+
+ scene_render->gi_probe_instance_set_transform_to_data(gi_probe->probe_instance, p_instance->transform);
+ }
+
+ if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
+ RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
+ }
+
+ if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
+ //remove materials no longer used and un-own them
+ if (RSG::storage->particles_collision_is_heightfield(p_instance->base)) {
+ heightfield_particle_colliders_update_list.insert(p_instance);
+ }
+ }
+
+ if (p_instance->aabb.has_no_surface()) {
+ return;
+ }
+
+ if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ //make sure lights are updated if it casts shadow
+
+ if (geom->can_cast_shadows) {
+ for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+ light->shadow_dirty = true;
+ }
+ }
+
+ if (!p_instance->lightmap && geom->lightmap_captures.size()) {
+ //affected by lightmap captures, must update capture info!
+ _update_instance_lightmap_captures(p_instance);
+ } else {
+ if (!p_instance->lightmap_sh.empty()) {
+ p_instance->lightmap_sh.clear(); //don't need SH
+ p_instance->lightmap_target_sh.clear(); //don't need SH
+ }
+ }
+ }
+
+ if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
+ //if this moved, update the captured objects
+ InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
+ //erase dependencies, since no longer a lightmap
+
+ for (List<InstanceLightmapData::PairInfo>::Element *E = lightmap_data->geometries.front(); E; E = E->next()) {
+ Instance *geom = E->get().geometry;
+ _instance_queue_update(geom, true, false);
+ }
+ }
+
+ p_instance->mirror = p_instance->transform.basis.determinant() < 0.0;
+
+ AABB new_aabb;
+
+ new_aabb = p_instance->transform.xform(p_instance->aabb);
+
+ p_instance->transformed_aabb = new_aabb;
+
+ if (!p_instance->scenario) {
+ return;
+ }
+
+ if (p_instance->octree_id == 0) {
+ uint32_t base_type = 1 << p_instance->base_type;
+ uint32_t pairable_mask = 0;
+ bool pairable = false;
+
+ if (p_instance->base_type == RS::INSTANCE_LIGHT || p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE || p_instance->base_type == RS::INSTANCE_DECAL || p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
+ pairable_mask = p_instance->visible ? RS::INSTANCE_GEOMETRY_MASK : 0;
+ pairable = true;
+ }
+
+ if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
+ pairable_mask = p_instance->visible ? (1 << RS::INSTANCE_PARTICLES) : 0;
+ pairable = true;
+ }
+
+ if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
+ //lights and geometries
+ pairable_mask = p_instance->visible ? RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT) : 0;
+ pairable = true;
+ }
+
+ // not inside octree
+ p_instance->octree_id = p_instance->scenario->octree.create(p_instance, new_aabb, 0, pairable, base_type, pairable_mask);
+
+ } else {
+ /*
+ if (new_aabb==p_instance->data.transformed_aabb)
+ return;
+ */
+
+ p_instance->scenario->octree.move(p_instance->octree_id, new_aabb);
+ }
+}
+
+void RenderingServerSceneRaster::_update_instance_aabb(Instance *p_instance) {
+ AABB new_aabb;
+
+ ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_NONE && !p_instance->base.is_valid());
+
+ switch (p_instance->base_type) {
+ case RenderingServer::INSTANCE_NONE: {
+ // do nothing
+ } break;
+ case RenderingServer::INSTANCE_MESH: {
+ if (p_instance->custom_aabb) {
+ new_aabb = *p_instance->custom_aabb;
+ } else {
+ new_aabb = RSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
+ }
+
+ } break;
+
+ case RenderingServer::INSTANCE_MULTIMESH: {
+ if (p_instance->custom_aabb) {
+ new_aabb = *p_instance->custom_aabb;
+ } else {
+ new_aabb = RSG::storage->multimesh_get_aabb(p_instance->base);
+ }
+
+ } break;
+ case RenderingServer::INSTANCE_IMMEDIATE: {
+ if (p_instance->custom_aabb) {
+ new_aabb = *p_instance->custom_aabb;
+ } else {
+ new_aabb = RSG::storage->immediate_get_aabb(p_instance->base);
+ }
+
+ } break;
+ case RenderingServer::INSTANCE_PARTICLES: {
+ if (p_instance->custom_aabb) {
+ new_aabb = *p_instance->custom_aabb;
+ } else {
+ new_aabb = RSG::storage->particles_get_aabb(p_instance->base);
+ }
+
+ } break;
+ case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
+ new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base);
+
+ } break;
+ case RenderingServer::INSTANCE_LIGHT: {
+ new_aabb = RSG::storage->light_get_aabb(p_instance->base);
+
+ } break;
+ case RenderingServer::INSTANCE_REFLECTION_PROBE: {
+ new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
+
+ } break;
+ case RenderingServer::INSTANCE_DECAL: {
+ new_aabb = RSG::storage->decal_get_aabb(p_instance->base);
+
+ } break;
+ case RenderingServer::INSTANCE_GI_PROBE: {
+ new_aabb = RSG::storage->gi_probe_get_bounds(p_instance->base);
+
+ } break;
+ case RenderingServer::INSTANCE_LIGHTMAP: {
+ new_aabb = RSG::storage->lightmap_get_aabb(p_instance->base);
+
+ } break;
+ default: {
+ }
+ }
+
+ // <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
+ if (p_instance->extra_margin) {
+ new_aabb.grow_by(p_instance->extra_margin);
+ }
+
+ p_instance->aabb = new_aabb;
+}
+
+void RenderingServerSceneRaster::_update_instance_lightmap_captures(Instance *p_instance) {
+ bool first_set = p_instance->lightmap_sh.size() == 0;
+ p_instance->lightmap_sh.resize(9); //using SH
+ p_instance->lightmap_target_sh.resize(9); //using SH
+ Color *instance_sh = p_instance->lightmap_target_sh.ptrw();
+ bool inside = false;
+ Color accum_sh[9];
+ float accum_blend = 0.0;
+
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ for (List<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
+ Instance *lightmap = E->get();
+
+ bool interior = RSG::storage->lightmap_is_interior(lightmap->base);
+
+ if (inside && !interior) {
+ continue; //we are inside, ignore exteriors
+ }
+
+ Transform to_bounds = lightmap->transform.affine_inverse();
+ Vector3 center = p_instance->transform.xform(p_instance->aabb.position + p_instance->aabb.size * 0.5); //use aabb center
+
+ Vector3 lm_pos = to_bounds.xform(center);
+
+ AABB bounds = RSG::storage->lightmap_get_aabb(lightmap->base);
+ if (!bounds.has_point(lm_pos)) {
+ continue; //not in this lightmap
+ }
+
+ Color sh[9];
+ RSG::storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
+
+ //rotate it
+ Basis rot = lightmap->transform.basis.orthonormalized();
+ for (int i = 0; i < 3; i++) {
+ float csh[9];
+ for (int j = 0; j < 9; j++) {
+ csh[j] = sh[j][i];
+ }
+ rot.rotate_sh(csh);
+ for (int j = 0; j < 9; j++) {
+ sh[j][i] = csh[j];
+ }
+ }
+
+ Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
+
+ float blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
+ //make blend more rounded
+ blend = Math::lerp(inner_pos.length(), blend, blend);
+ blend *= blend;
+ blend = MAX(0.0, 1.0 - blend);
+
+ if (interior && !inside) {
+ //do not blend, just replace
+ for (int j = 0; j < 9; j++) {
+ accum_sh[j] = sh[j] * blend;
+ }
+ accum_blend = blend;
+ inside = true;
+ } else {
+ for (int j = 0; j < 9; j++) {
+ accum_sh[j] += sh[j] * blend;
+ }
+ accum_blend += blend;
+ }
+ }
+
+ if (accum_blend > 0.0) {
+ for (int j = 0; j < 9; j++) {
+ instance_sh[j] = accum_sh[j] / accum_blend;
+ if (first_set) {
+ p_instance->lightmap_sh.write[j] = instance_sh[j];
+ }
+ }
+ }
+}
+
+bool RenderingServerSceneRaster::_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) {
+ 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: {
+ 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);
+
+ if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
+ //optimize min/max
+ Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
+ int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
+ Plane base(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2));
+ //check distance max and min
+
+ bool found_items = false;
+ real_t z_max = -1e20;
+ real_t z_min = 1e20;
+
+ for (int i = 0; i < cull_count; 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;
+ }
+
+ if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
+ animated_material_found = true;
+ }
+
+ real_t max, min;
+ instance->transformed_aabb.project_range_in_plane(base, min, max);
+
+ if (max > z_max) {
+ z_max = max;
+ }
+
+ if (min < z_min) {
+ z_min = min;
+ }
+
+ found_items = true;
+ }
+
+ if (found_items) {
+ min_distance = MAX(min_distance, z_min);
+ max_distance = MIN(max_distance, z_max);
+ }
+ }
+
+ real_t range = max_distance - min_distance;
+
+ 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;
+
+ for (int i = 0; i < splits; i++) {
+ RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
+
+ // setup a camera matrix for that range!
+ CameraMatrix camera_matrix;
+
+ real_t aspect = p_cam_projection.get_aspect();
+
+ if (p_cam_orthogonal) {
+ Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
+
+ 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);
+ }
+
+ //obtain the frustum endpoints
+
+ Vector3 endpoints[8]; // frustum plane endpoints
+ bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
+ ERR_CONTINUE(!res);
+
+ // obtain the light frustm ranges (given endpoints)
+
+ Transform transform = light_transform; //discard scale and stabilize light
+
+ 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
+
+ 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;
+
+ // 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;
+
+ real_t bias_scale = 1.0;
+ real_t aspect_bias_scale = 1.0;
+
+ //used for culling
+
+ 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]);
+
+ if (j == 0 || d_x < x_min) {
+ x_min = d_x;
+ }
+ if (j == 0 || d_x > x_max) {
+ x_max = d_x;
+ }
+
+ if (j == 0 || d_y < y_min) {
+ y_min = d_y;
+ }
+ if (j == 0 || d_y > y_max) {
+ y_max = d_y;
+ }
+
+ if (j == 0 || d_z < z_min) {
+ z_min = d_z;
+ }
+ if (j == 0 || d_z > z_max) {
+ z_max = d_z;
+ }
+ }
+
+ 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;
+
+ x_max += soft_shadow_expand;
+ y_max += soft_shadow_expand;
+
+ x_min -= soft_shadow_expand;
+ y_min -= soft_shadow_expand;
+ }
+ }
+
+ 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;
+
+ 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
+
+ real_t unit = radius * 2.0 / texture_size;
+
+ x_max_cam = Math::stepify(x_max_cam, unit);
+ x_min_cam = Math::stepify(x_min_cam, unit);
+ y_max_cam = Math::stepify(y_max_cam, unit);
+ y_min_cam = Math::stepify(y_min_cam, unit);
+ }
+ }
+
+ //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
+
+ Vector<Plane> light_frustum_planes;
+ light_frustum_planes.resize(6);
+
+ //right/left
+ light_frustum_planes.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
+
+ int cull_count = p_scenario->octree.cull_convex(light_frustum_planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
+
+ // a pre pass will need to be needed to determine the actual z-near to be used
+
+ Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
+
+ real_t cull_max = 0;
+ for (int j = 0; j < cull_count; 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) {
+ cull_count--;
+ SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
+ j--;
+ continue;
+ }
+
+ 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;
+ }
+ }
+
+ if (cull_max > z_max) {
+ z_max = cull_max;
+ }
+
+ if (pancake_size > 0) {
+ z_max = z_vec.dot(center) + radius + pancake_size;
+ }
+
+ 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;
+ }
+ }
+
+ if (cull_max > z_max_square) {
+ z_max_square = cull_max;
+ }
+
+ center_square /= 8.0;
+
+ 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;
+ }
+ }
+
+ 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;
+ }
+
+ 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);
+
+ // 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;
+
+ 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));
+
+ 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);
+ }
+
+ 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);
+ }
+
+ scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
+ }
+
+ } break;
+ case RS::LIGHT_OMNI: {
+ RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
+
+ if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !scene_render->light_instances_can_render_shadow_cube()) {
+ for (int i = 0; i < 2; i++) {
+ //using this one ensures that raster deferred will have it
+ RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
+
+ real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+
+ real_t z = i == 0 ? -1 : 1;
+ Vector<Plane> planes;
+ planes.resize(6);
+ planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
+ planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
+ planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
+ planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
+ planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
+ planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
+
+ int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
+ Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
+
+ for (int j = 0; j < cull_count; j++) {
+ 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) {
+ cull_count--;
+ SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
+ j--;
+ } else {
+ 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;
+ }
+ }
+
+ scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
+ scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
+ }
+ } else { //shadow cube
+
+ real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ CameraMatrix cm;
+ cm.set_perspective(90, 1, 0.01, radius);
+
+ for (int i = 0; i < 6; i++) {
+ RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i));
+ //using this one ensures that raster deferred will have it
+
+ static const Vector3 view_normals[6] = {
+ Vector3(+1, 0, 0),
+ Vector3(-1, 0, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, +1, 0),
+ Vector3(0, 0, +1),
+ Vector3(0, 0, -1)
+ };
+ static const Vector3 view_up[6] = {
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, -1),
+ Vector3(0, 0, +1),
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0)
+ };
+
+ Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]);
+
+ Vector<Plane> planes = cm.get_projection_planes(xform);
+
+ int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
+
+ Plane near_plane(xform.origin, -xform.basis.get_axis(2));
+ for (int j = 0; j < cull_count; j++) {
+ 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) {
+ cull_count--;
+ SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
+ j--;
+ } else {
+ 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;
+ }
+ }
+
+ scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
+ scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
+ }
+
+ //restore the regular DP matrix
+ scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
+ }
+
+ } break;
+ case RS::LIGHT_SPOT: {
+ RENDER_TIMESTAMP("Culling Spot Light");
+
+ real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+
+ CameraMatrix cm;
+ cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
+
+ Vector<Plane> planes = cm.get_projection_planes(light_transform);
+ int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
+
+ Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
+ for (int j = 0; j < cull_count; j++) {
+ 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) {
+ cull_count--;
+ SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
+ j--;
+ } else {
+ 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;
+ }
+ }
+
+ scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
+ scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
+
+ } break;
+ }
+
+ return animated_material_found;
+}
+
+void RenderingServerSceneRaster::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
+// render to mono camera
+#ifndef _3D_DISABLED
+
+ Camera *camera = camera_owner.getornull(p_camera);
+ ERR_FAIL_COND(!camera);
+
+ /* STEP 1 - SETUP CAMERA */
+ CameraMatrix camera_matrix;
+ bool ortho = false;
+
+ switch (camera->type) {
+ case Camera::ORTHOGONAL: {
+ camera_matrix.set_orthogonal(
+ camera->size,
+ p_viewport_size.width / (float)p_viewport_size.height,
+ camera->znear,
+ camera->zfar,
+ camera->vaspect);
+ ortho = true;
+ } break;
+ case Camera::PERSPECTIVE: {
+ camera_matrix.set_perspective(
+ camera->fov,
+ p_viewport_size.width / (float)p_viewport_size.height,
+ camera->znear,
+ camera->zfar,
+ camera->vaspect);
+ ortho = false;
+
+ } break;
+ case Camera::FRUSTUM: {
+ camera_matrix.set_frustum(
+ camera->size,
+ p_viewport_size.width / (float)p_viewport_size.height,
+ camera->offset,
+ camera->znear,
+ camera->zfar,
+ camera->vaspect);
+ ortho = false;
+ } break;
+ }
+
+ RID environment = _render_get_environment(p_camera, p_scenario);
+
+ _prepare_scene(camera->transform, camera_matrix, ortho, camera->vaspect, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+ _render_scene(p_render_buffers, camera->transform, camera_matrix, ortho, environment, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
+#endif
+}
+
+void RenderingServerSceneRaster::render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
+ // render for AR/VR interface
+
+ Camera *camera = camera_owner.getornull(p_camera);
+ ERR_FAIL_COND(!camera);
+
+ /* SETUP CAMERA, we are ignoring type and FOV here */
+ float aspect = p_viewport_size.width / (float)p_viewport_size.height;
+ CameraMatrix camera_matrix = p_interface->get_projection_for_eye(p_eye, aspect, camera->znear, camera->zfar);
+
+ // We also ignore our camera position, it will have been positioned with a slightly old tracking position.
+ // Instead we take our origin point and have our ar/vr interface add fresh tracking data! Whoohoo!
+ Transform world_origin = XRServer::get_singleton()->get_world_origin();
+ Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
+
+ RID environment = _render_get_environment(p_camera, p_scenario);
+
+ // For stereo render we only prepare for our left eye and then reuse the outcome for our right eye
+ if (p_eye == XRInterface::EYE_LEFT) {
+ // Center our transform, we assume basis is equal.
+ Transform mono_transform = cam_transform;
+ Transform right_transform = p_interface->get_transform_for_eye(XRInterface::EYE_RIGHT, world_origin);
+ mono_transform.origin += right_transform.origin;
+ mono_transform.origin *= 0.5;
+
+ // We need to combine our projection frustums for culling.
+ // Ideally we should use our clipping planes for this and combine them,
+ // however our shadow map logic uses our projection matrix.
+ // Note: as our left and right frustums should be mirrored, we don't need our right projection matrix.
+
+ // - get some base values we need
+ float eye_dist = (mono_transform.origin - cam_transform.origin).length();
+ float z_near = camera_matrix.get_z_near(); // get our near plane
+ float z_far = camera_matrix.get_z_far(); // get our far plane
+ float width = (2.0 * z_near) / camera_matrix.matrix[0][0];
+ float x_shift = width * camera_matrix.matrix[2][0];
+ float height = (2.0 * z_near) / camera_matrix.matrix[1][1];
+ float y_shift = height * camera_matrix.matrix[2][1];
+
+ // printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift);
+
+ // - calculate our near plane size (horizontal only, right_near is mirrored)
+ float left_near = -eye_dist - ((width - x_shift) * 0.5);
+
+ // - calculate our far plane size (horizontal only, right_far is mirrored)
+ float left_far = -eye_dist - (z_far * (width - x_shift) * 0.5 / z_near);
+ float left_far_right_eye = eye_dist - (z_far * (width + x_shift) * 0.5 / z_near);
+ if (left_far > left_far_right_eye) {
+ // on displays smaller then double our iod, the right eye far frustrum can overtake the left eyes.
+ left_far = left_far_right_eye;
+ }
+
+ // - figure out required z-shift
+ float slope = (left_far - left_near) / (z_far - z_near);
+ float z_shift = (left_near / slope) - z_near;
+
+ // - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift)
+ float top_near = (height - y_shift) * 0.5;
+ top_near += (top_near / z_near) * z_shift;
+ float bottom_near = -(height + y_shift) * 0.5;
+ bottom_near += (bottom_near / z_near) * z_shift;
+
+ // printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift);
+
+ // - generate our frustum
+ CameraMatrix combined_matrix;
+ combined_matrix.set_frustum(left_near, -left_near, bottom_near, top_near, z_near + z_shift, z_far + z_shift);
+
+ // and finally move our camera back
+ Transform apply_z_shift;
+ apply_z_shift.origin = Vector3(0.0, 0.0, z_shift); // z negative is forward so this moves it backwards
+ mono_transform *= apply_z_shift;
+
+ // now prepare our scene with our adjusted transform projection matrix
+ _prepare_scene(mono_transform, combined_matrix, false, false, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+ } else if (p_eye == XRInterface::EYE_MONO) {
+ // For mono render, prepare as per usual
+ _prepare_scene(cam_transform, camera_matrix, false, false, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+ }
+
+ // And render our scene...
+ _render_scene(p_render_buffers, cam_transform, camera_matrix, false, environment, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
+};
+
+void RenderingServerSceneRaster::_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, bool p_using_shadows) {
+ // Note, in stereo rendering:
+ // - 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
+
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+
+ render_pass++;
+ uint32_t camera_layer_mask = p_visible_layers;
+
+ scene_render->set_scene_pass(render_pass);
+
+ if (p_render_buffers.is_valid()) {
+ scene_render->sdfgi_update(p_render_buffers, p_environment, p_cam_transform.origin); //update conditions for SDFGI (whether its used or not)
+ }
+
+ RENDER_TIMESTAMP("Frustum Culling");
+
+ //rasterizer->set_camera(camera->transform, camera_matrix,ortho);
+
+ Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
+
+ Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized());
+ float z_far = p_cam_projection.get_z_far();
+
+ /* STEP 2 - CULL */
+ instance_cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL);
+ light_cull_count = 0;
+
+ reflection_probe_cull_count = 0;
+ decal_cull_count = 0;
+ gi_probe_cull_count = 0;
+ lightmap_cull_count = 0;
+
+ //light_samplers_culled=0;
+
+ /*
+ print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
+ print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
+ print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
+ print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
+ */
+
+ /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */
+ //removed, will replace with culling
+
+ /* 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();
+
+ for (int i = 0; i < instance_cull_count; i++) {
+ Instance *ins = instance_cull_result[i];
+
+ bool keep = false;
+
+ if ((camera_layer_mask & ins->layer_mask) == 0) {
+ //failure
+ } else if (ins->base_type == RS::INSTANCE_LIGHT && ins->visible) {
+ if (light_cull_count < MAX_LIGHTS_CULLED) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
+
+ if (!light->geometries.empty()) {
+ //do not add this light if no geometry is affected by it..
+ light_cull_result[light_cull_count] = ins;
+ light_instance_cull_result[light_cull_count] = light->instance;
+ if (p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(ins->base)) {
+ scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
+ }
+
+ light_cull_count++;
+ }
+ }
+ } else if (ins->base_type == RS::INSTANCE_REFLECTION_PROBE && ins->visible) {
+ if (reflection_probe_cull_count < MAX_REFLECTION_PROBES_CULLED) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(ins->base_data);
+
+ if (p_reflection_probe != reflection_probe->instance) {
+ //avoid entering The Matrix
+
+ if (!reflection_probe->geometries.empty()) {
+ //do not add this light if no geometry is affected by it..
+
+ if (reflection_probe->reflection_dirty || 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);
+ }
+
+ reflection_probe->reflection_dirty = false;
+ }
+
+ if (scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) {
+ reflection_probe_instance_cull_result[reflection_probe_cull_count] = reflection_probe->instance;
+ reflection_probe_cull_count++;
+ }
+ }
+ }
+ }
+ } else if (ins->base_type == RS::INSTANCE_DECAL && ins->visible) {
+ if (decal_cull_count < MAX_DECALS_CULLED) {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(ins->base_data);
+
+ if (!decal->geometries.empty()) {
+ //do not add this decal if no geometry is affected by it..
+ decal_instance_cull_result[decal_cull_count] = decal->instance;
+ decal_cull_count++;
+ }
+ }
+
+ } else if (ins->base_type == RS::INSTANCE_GI_PROBE && ins->visible) {
+ 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 (gi_probe_cull_count < MAX_GI_PROBES_CULLED) {
+ gi_probe_instance_cull_result[gi_probe_cull_count] = gi_probe->probe_instance;
+ gi_probe_cull_count++;
+ }
+ } else if (ins->base_type == RS::INSTANCE_LIGHTMAP && ins->visible) {
+ if (lightmap_cull_count < MAX_LIGHTMAPS_CULLED) {
+ lightmap_cull_result[lightmap_cull_count] = ins;
+ lightmap_cull_count++;
+ }
+
+ } else if (((1 << ins->base_type) & RS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
+ keep = true;
+
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data);
+
+ if (ins->redraw_if_visible) {
+ RenderingServerDefault::redraw_request();
+ }
+
+ 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();
+ }
+ }
+
+ if (geom->lighting_dirty) {
+ int l = 0;
+ //only called when lights AABB enter/exit this geometry
+ ins->light_instances.resize(geom->lighting.size());
+
+ for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+
+ ins->light_instances.write[l++] = light->instance;
+ }
+
+ geom->lighting_dirty = false;
+ }
+
+ if (geom->reflection_dirty) {
+ int l = 0;
+ //only called when reflection probe AABB enter/exit this geometry
+ ins->reflection_probe_instances.resize(geom->reflection_probes.size());
+
+ for (List<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
+
+ ins->reflection_probe_instances.write[l++] = reflection_probe->instance;
+ }
+
+ geom->reflection_dirty = false;
+ }
+
+ 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 (List<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data);
+
+ ins->gi_probe_instances.write[l++] = gi_probe->probe_instance;
+ }
+
+ geom->gi_probes_dirty = false;
+ }
+
+ 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));
+ }
+ }
+
+ ins->depth = near_plane.distance_to(ins->transform.origin);
+ ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
+ }
+
+ if (!keep) {
+ // remove, no reason to keep
+ instance_cull_count--;
+ SWAP(instance_cull_result[i], instance_cull_result[instance_cull_count]);
+ i--;
+ ins->last_render_pass = 0; // make invalid
+ } else {
+ ins->last_render_pass = render_pass;
+ }
+ ins->last_frame_pass = frame_number;
+ }
+
+ /* STEP 5 - PROCESS LIGHTS */
+
+ RID *directional_light_ptr = &light_instance_cull_result[light_cull_count];
+ directional_light_count = 0;
+
+ // directional lights
+ {
+ Instance **lights_with_shadow = (Instance **)alloca(sizeof(Instance *) * scenario->directional_lights.size());
+ int directional_shadow_count = 0;
+
+ for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
+ if (light_cull_count + directional_light_count >= MAX_LIGHTS_CULLED) {
+ break;
+ }
+
+ if (!E->get()->visible) {
+ continue;
+ }
+
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+
+ //check shadow..
+
+ if (light) {
+ 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[directional_shadow_count++] = E->get();
+ }
+ //add to list
+ directional_light_ptr[directional_light_count++] = light->instance;
+ }
+ }
+
+ scene_render->set_directional_shadow_count(directional_shadow_count);
+
+ for (int i = 0; i < directional_shadow_count; i++) {
+ RENDER_TIMESTAMP(">Rendering Directional Light " + itos(i));
+
+ _light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario);
+
+ RENDER_TIMESTAMP("<Rendering Directional Light " + itos(i));
+ }
+ }
+
+ if (p_using_shadows) { //setup shadow maps
+
+ //SortArray<Instance*,_InstanceLightsort> sorter;
+ //sorter.sort(light_cull_result,light_cull_count);
+ for (int i = 0; i < light_cull_count; i++) {
+ Instance *ins = light_cull_result[i];
+
+ if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
+ continue;
+ }
+
+ InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
+
+ float coverage = 0.f;
+
+ { //compute coverage
+
+ Transform cam_xf = p_cam_transform;
+ float zn = p_cam_projection.get_z_near();
+ Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane
+
+ // near plane half width and height
+ Vector2 vp_half_extents = p_cam_projection.get_viewport_half_extents();
+
+ switch (RSG::storage->light_get_type(ins->base)) {
+ case RS::LIGHT_OMNI: {
+ float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
+
+ //get two points parallel to near plane
+ Vector3 points[2] = {
+ ins->transform.origin,
+ ins->transform.origin + cam_xf.basis.get_axis(0) * radius
+ };
+
+ if (!p_cam_orthogonal) {
+ //if using perspetive, map them to near plane
+ for (int j = 0; j < 2; j++) {
+ if (p.distance_to(points[j]) < 0) {
+ points[j].z = -zn; //small hack to keep size constant when hitting the screen
+ }
+
+ p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
+ }
+ }
+
+ float screen_diameter = points[0].distance_to(points[1]) * 2;
+ coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
+ } break;
+ case RS::LIGHT_SPOT: {
+ float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
+ float angle = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+
+ float w = radius * Math::sin(Math::deg2rad(angle));
+ float d = radius * Math::cos(Math::deg2rad(angle));
+
+ Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d;
+
+ Vector3 points[2] = {
+ base,
+ base + cam_xf.basis.get_axis(0) * w
+ };
+
+ if (!p_cam_orthogonal) {
+ //if using perspetive, map them to near plane
+ for (int j = 0; j < 2; j++) {
+ if (p.distance_to(points[j]) < 0) {
+ points[j].z = -zn; //small hack to keep size constant when hitting the screen
+ }
+
+ p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
+ }
+ }
+
+ float screen_diameter = points[0].distance_to(points[1]) * 2;
+ coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
+
+ } break;
+ default: {
+ ERR_PRINT("Invalid Light Type");
+ }
+ }
+ }
+
+ if (light->shadow_dirty) {
+ light->last_version++;
+ light->shadow_dirty = false;
+ }
+
+ bool redraw = scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
+
+ if (redraw) {
+ //must redraw!
+ RENDER_TIMESTAMP(">Rendering Light " + itos(i));
+ light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario);
+ RENDER_TIMESTAMP("<Rendering Light " + itos(i));
+ }
+ }
+ }
+
+ /* UPDATE SDFGI */
+
+ if (p_render_buffers.is_valid()) {
+ uint32_t cascade_index[8];
+ uint32_t cascade_sizes[8];
+ const RID *cascade_ptrs[8];
+ 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_sizes[cascade_count] = 0;
+ cascade_index[cascade_count] = region_cascade;
+ cascade_ptrs[cascade_count] = &sdfgi_light_cull_result[sdfgi_light_cull_count];
+ cascade_count++;
+ sdfgi_light_cull_pass++;
+ prev_cascade = region_cascade;
+ }
+ uint32_t sdfgi_cull_count = scenario->octree.cull_aabb(region, instance_shadow_cull_result, MAX_INSTANCE_CULL);
+
+ for (uint32_t j = 0; j < sdfgi_cull_count; j++) {
+ Instance *ins = instance_shadow_cull_result[j];
+
+ bool keep = false;
+
+ if (ins->base_type == RS::INSTANCE_LIGHT && ins->visible) {
+ 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 && sdfgi_light_cull_count < MAX_LIGHTS_CULLED) {
+ instance_light->sdfgi_cascade_light_pass = sdfgi_light_cull_pass;
+ sdfgi_light_cull_result[sdfgi_light_cull_count++] = instance_light->instance;
+ cascade_sizes[cascade_count - 1]++;
+ }
+ } else if ((1 << ins->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ if (ins->baked_light) {
+ keep = true;
+ }
+ }
+
+ if (!keep) {
+ // remove, no reason to keep
+ sdfgi_cull_count--;
+ SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[sdfgi_cull_count]);
+ j--;
+ }
+ }
+
+ scene_render->render_sdfgi(p_render_buffers, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, sdfgi_cull_count);
+ //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, cascade_ptrs, cascade_sizes);
+ }
+
+ scene_render->sdfgi_update_probes(p_render_buffers, p_environment, directional_light_ptr, directional_light_count, scenario->dynamic_lights.ptr(), scenario->dynamic_lights.size());
+ }
+}
+
+RID RenderingServerSceneRaster::_render_get_environment(RID p_camera, RID p_scenario) {
+ Camera *camera = camera_owner.getornull(p_camera);
+ if (camera && scene_render->is_environment(camera->env)) {
+ return camera->env;
+ }
+
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ if (!scenario) {
+ return RID();
+ }
+ if (scene_render->is_environment(scenario->environment)) {
+ return scenario->environment;
+ }
+
+ if (scene_render->is_environment(scenario->fallback_environment)) {
+ return scenario->fallback_environment;
+ }
+
+ return RID();
+}
+
+void RenderingServerSceneRaster::_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) {
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+
+ RID camera_effects;
+ if (p_force_camera_effects.is_valid()) {
+ camera_effects = p_force_camera_effects;
+ } else {
+ camera_effects = scenario->camera_effects;
+ }
+ /* PROCESS GEOMETRY AND DRAW SCENE */
+
+ RENDER_TIMESTAMP("Render Scene ");
+ scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, gi_probe_instance_cull_result, gi_probe_cull_count, decal_instance_cull_result, decal_cull_count, (RasterizerScene::InstanceBase **)lightmap_cull_result, lightmap_cull_count, p_environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
+}
+
+void RenderingServerSceneRaster::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
+#ifndef _3D_DISABLED
+
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+
+ RID environment;
+ if (scenario->environment.is_valid()) {
+ environment = scenario->environment;
+ } else {
+ environment = scenario->fallback_environment;
+ }
+ RENDER_TIMESTAMP("Render Empty Scene ");
+ scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, environment, RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
+#endif
+}
+
+bool RenderingServerSceneRaster::_render_reflection_probe_step(Instance *p_instance, int p_step) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
+ Scenario *scenario = p_instance->scenario;
+ ERR_FAIL_COND_V(!scenario, true);
+
+ RenderingServerDefault::redraw_request(); //update, so it updates in editor
+
+ if (p_step == 0) {
+ if (!scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
+ return true; //all full
+ }
+ }
+
+ if (p_step >= 0 && p_step < 6) {
+ static const Vector3 view_normals[6] = {
+ Vector3(+1, 0, 0),
+ Vector3(-1, 0, 0),
+ Vector3(0, +1, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, +1),
+ Vector3(0, 0, -1)
+ };
+ static const Vector3 view_up[6] = {
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, +1),
+ Vector3(0, 0, -1),
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0)
+ };
+
+ Vector3 extents = RSG::storage->reflection_probe_get_extents(p_instance->base);
+ Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base);
+ float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
+
+ Vector3 edge = view_normals[p_step] * extents;
+ float distance = ABS(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
+
+ max_distance = MAX(max_distance, distance);
+
+ //render cubemap side
+ CameraMatrix cm;
+ cm.set_perspective(90, 1, 0.01, max_distance);
+
+ Transform local_view;
+ local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]);
+
+ Transform xform = p_instance->transform * local_view;
+
+ RID shadow_atlas;
+
+ bool use_shadows = RSG::storage->reflection_probe_renders_shadows(p_instance->base);
+ if (use_shadows) {
+ shadow_atlas = scenario->reflection_probe_shadow_atlas;
+ }
+
+ RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
+ _prepare_scene(xform, cm, false, false, RID(), RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
+ _render_scene(RID(), xform, cm, false, RID(), RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
+
+ } else {
+ //do roughness postprocess step until it believes it's done
+ RENDER_TIMESTAMP("Post-Process Reflection Probe, Step " + itos(p_step));
+ return scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
+ }
+
+ return false;
+}
+
+void RenderingServerSceneRaster::render_probes() {
+ /* REFLECTION PROBES */
+
+ SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
+
+ bool busy = false;
+
+ while (ref_probe) {
+ SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
+ RID base = ref_probe->self()->owner->base;
+
+ switch (RSG::storage->reflection_probe_get_update_mode(base)) {
+ case RS::REFLECTION_PROBE_UPDATE_ONCE: {
+ if (busy) { //already rendering something
+ break;
+ }
+
+ bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step);
+ if (done) {
+ reflection_probe_render_list.remove(ref_probe);
+ } else {
+ ref_probe->self()->render_step++;
+ }
+
+ busy = true; //do not render another one of this kind
+ } break;
+ case RS::REFLECTION_PROBE_UPDATE_ALWAYS: {
+ int step = 0;
+ bool done = false;
+ while (!done) {
+ done = _render_reflection_probe_step(ref_probe->self()->owner, step);
+ step++;
+ }
+
+ reflection_probe_render_list.remove(ref_probe);
+ } break;
+ }
+
+ ref_probe = next;
+ }
+
+ /* GI PROBES */
+
+ SelfList<InstanceGIProbeData> *gi_probe = gi_probe_update_list.first();
+
+ if (gi_probe) {
+ RENDER_TIMESTAMP("Render GI Probes");
+ }
+
+ while (gi_probe) {
+ SelfList<InstanceGIProbeData> *next = gi_probe->next();
+
+ InstanceGIProbeData *probe = gi_probe->self();
+ //Instance *instance_probe = probe->owner;
+
+ //check if probe must be setup, but don't do if on the lighting thread
+
+ bool cache_dirty = false;
+ int cache_count = 0;
+ {
+ int light_cache_size = probe->light_cache.size();
+ const InstanceGIProbeData::LightCache *caches = probe->light_cache.ptr();
+ const RID *instance_caches = probe->light_instances.ptr();
+
+ int idx = 0; //must count visible lights
+ for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
+ Instance *instance = E->get();
+ InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
+ if (!instance->visible) {
+ continue;
+ }
+ if (cache_dirty) {
+ //do nothing, since idx must count all visible lights anyway
+ } else if (idx >= light_cache_size) {
+ cache_dirty = true;
+ } else {
+ const InstanceGIProbeData::LightCache *cache = &caches[idx];
+
+ if (
+ instance_caches[idx] != instance_light->instance ||
+ cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
+ cache->type != RSG::storage->light_get_type(instance->base) ||
+ cache->transform != instance->transform ||
+ cache->color != RSG::storage->light_get_color(instance->base) ||
+ cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
+ cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
+ cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
+ cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
+ cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
+ cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
+ cache_dirty = true;
+ }
+ }
+
+ idx++;
+ }
+
+ for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
+ Instance *instance = E->get();
+ InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
+ if (!instance->visible) {
+ continue;
+ }
+ if (cache_dirty) {
+ //do nothing, since idx must count all visible lights anyway
+ } else if (idx >= light_cache_size) {
+ cache_dirty = true;
+ } else {
+ const InstanceGIProbeData::LightCache *cache = &caches[idx];
+
+ if (
+ instance_caches[idx] != instance_light->instance ||
+ cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
+ cache->type != RSG::storage->light_get_type(instance->base) ||
+ cache->transform != instance->transform ||
+ cache->color != RSG::storage->light_get_color(instance->base) ||
+ cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
+ cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
+ cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
+ cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
+ cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
+ cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
+ cache->sky_only != RSG::storage->light_directional_is_sky_only(instance->base)) {
+ cache_dirty = true;
+ }
+ }
+
+ idx++;
+ }
+
+ if (idx != light_cache_size) {
+ cache_dirty = true;
+ }
+
+ cache_count = idx;
+ }
+
+ bool update_lights = scene_render->gi_probe_needs_update(probe->probe_instance);
+
+ if (cache_dirty) {
+ probe->light_cache.resize(cache_count);
+ probe->light_instances.resize(cache_count);
+
+ if (cache_count) {
+ InstanceGIProbeData::LightCache *caches = probe->light_cache.ptrw();
+ RID *instance_caches = probe->light_instances.ptrw();
+
+ int idx = 0; //must count visible lights
+ for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
+ Instance *instance = E->get();
+ InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
+ if (!instance->visible) {
+ continue;
+ }
+
+ InstanceGIProbeData::LightCache *cache = &caches[idx];
+
+ instance_caches[idx] = instance_light->instance;
+ cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
+ cache->type = RSG::storage->light_get_type(instance->base);
+ cache->transform = instance->transform;
+ cache->color = RSG::storage->light_get_color(instance->base);
+ cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
+ cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
+ cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
+ cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+ cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+ idx++;
+ }
+ for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
+ Instance *instance = E->get();
+ InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
+ if (!instance->visible) {
+ continue;
+ }
+
+ InstanceGIProbeData::LightCache *cache = &caches[idx];
+
+ instance_caches[idx] = instance_light->instance;
+ cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
+ cache->type = RSG::storage->light_get_type(instance->base);
+ cache->transform = instance->transform;
+ cache->color = RSG::storage->light_get_color(instance->base);
+ cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
+ cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
+ cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
+ cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+ cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ cache->sky_only = RSG::storage->light_directional_is_sky_only(instance->base);
+
+ idx++;
+ }
+ }
+
+ update_lights = true;
+ }
+
+ instance_cull_count = 0;
+ for (List<InstanceGIProbeData::PairInfo>::Element *E = probe->dynamic_geometries.front(); E; E = E->next()) {
+ if (instance_cull_count < MAX_INSTANCE_CULL) {
+ Instance *ins = E->get().geometry;
+ if (!ins->visible) {
+ continue;
+ }
+ InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
+
+ if (geom->gi_probes_dirty) {
+ //giprobes may be dirty, so update
+ int l = 0;
+ //only called when reflection probe AABB enter/exit this geometry
+ ins->gi_probe_instances.resize(geom->gi_probes.size());
+
+ for (List<Instance *>::Element *F = geom->gi_probes.front(); F; F = F->next()) {
+ InstanceGIProbeData *gi_probe2 = static_cast<InstanceGIProbeData *>(F->get()->base_data);
+
+ ins->gi_probe_instances.write[l++] = gi_probe2->probe_instance;
+ }
+
+ geom->gi_probes_dirty = false;
+ }
+
+ instance_cull_result[instance_cull_count++] = E->get().geometry;
+ }
+ }
+
+ scene_render->gi_probe_update(probe->probe_instance, update_lights, probe->light_instances, instance_cull_count, (RasterizerScene::InstanceBase **)instance_cull_result);
+
+ gi_probe_update_list.remove(gi_probe);
+
+ gi_probe = next;
+ }
+}
+
+void RenderingServerSceneRaster::render_particle_colliders() {
+ while (heightfield_particle_colliders_update_list.front()) {
+ Instance *hfpc = heightfield_particle_colliders_update_list.front()->get();
+
+ if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
+ //update heightfield
+ int cull_count = hfpc->scenario->octree.cull_aabb(hfpc->transformed_aabb, instance_cull_result, MAX_INSTANCE_CULL); //@TODO: cull mask missing
+ for (int i = 0; i < cull_count; i++) {
+ Instance *instance = instance_cull_result[i];
+ if (!instance->visible || !((1 << instance->base_type) & (RS::INSTANCE_GEOMETRY_MASK & (~(1 << RS::INSTANCE_PARTICLES))))) { //all but particles to avoid self collision
+ cull_count--;
+ SWAP(instance_cull_result[i], instance_cull_result[cull_count]);
+ }
+ }
+
+ scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, (RasterizerScene::InstanceBase **)instance_cull_result, cull_count);
+ }
+ heightfield_particle_colliders_update_list.erase(heightfield_particle_colliders_update_list.front());
+ }
+}
+
+void RenderingServerSceneRaster::_update_instance_shader_parameters_from_material(Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material) {
+ List<RasterizerStorage::InstanceShaderParam> plist;
+ RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
+ for (List<RasterizerStorage::InstanceShaderParam>::Element *E = plist.front(); E; E = E->next()) {
+ StringName name = E->get().info.name;
+ if (isparams.has(name)) {
+ if (isparams[name].info.type != E->get().info.type) {
+ WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
+ }
+ if (isparams[name].index != E->get().index) {
+ WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
+ }
+ continue; //first one found always has priority
+ }
+
+ RasterizerScene::InstanceBase::InstanceShaderParameter isp;
+ isp.index = E->get().index;
+ isp.info = E->get().info;
+ isp.default_value = E->get().default_value;
+ if (existing_isparams.has(name)) {
+ isp.value = existing_isparams[name].value;
+ } else {
+ isp.value = E->get().default_value;
+ }
+ isparams[name] = isp;
+ }
+}
+
+void RenderingServerSceneRaster::_update_dirty_instance(Instance *p_instance) {
+ if (p_instance->update_aabb) {
+ _update_instance_aabb(p_instance);
+ }
+
+ if (p_instance->update_dependencies) {
+ p_instance->instance_increase_version();
+
+ if (p_instance->base.is_valid()) {
+ RSG::storage->base_update_dependency(p_instance->base, p_instance);
+ }
+
+ if (p_instance->material_override.is_valid()) {
+ RSG::storage->material_update_dependency(p_instance->material_override, p_instance);
+ }
+
+ if (p_instance->base_type == RS::INSTANCE_MESH) {
+ //remove materials no longer used and un-own them
+
+ int new_mat_count = RSG::storage->mesh_get_surface_count(p_instance->base);
+ p_instance->materials.resize(new_mat_count);
+
+ int new_blend_shape_count = RSG::storage->mesh_get_blend_shape_count(p_instance->base);
+ if (new_blend_shape_count != p_instance->blend_values.size()) {
+ p_instance->blend_values.resize(new_blend_shape_count);
+ for (int i = 0; i < new_blend_shape_count; i++) {
+ p_instance->blend_values.write[i] = 0;
+ }
+ }
+ }
+
+ if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+
+ bool can_cast_shadows = true;
+ bool is_animated = false;
+ Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> isparams;
+
+ if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
+ can_cast_shadows = false;
+ }
+
+ if (p_instance->material_override.is_valid()) {
+ if (!RSG::storage->material_casts_shadows(p_instance->material_override)) {
+ can_cast_shadows = false;
+ }
+ is_animated = RSG::storage->material_is_animated(p_instance->material_override);
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override);
+ } else {
+ if (p_instance->base_type == RS::INSTANCE_MESH) {
+ RID mesh = p_instance->base;
+
+ if (mesh.is_valid()) {
+ bool cast_shadows = false;
+
+ for (int i = 0; i < p_instance->materials.size(); i++) {
+ RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : RSG::storage->mesh_surface_get_material(mesh, i);
+
+ if (!mat.is_valid()) {
+ cast_shadows = true;
+ } else {
+ if (RSG::storage->material_casts_shadows(mat)) {
+ cast_shadows = true;
+ }
+
+ if (RSG::storage->material_is_animated(mat)) {
+ is_animated = true;
+ }
+
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+
+ RSG::storage->material_update_dependency(mat, p_instance);
+ }
+ }
+
+ if (!cast_shadows) {
+ can_cast_shadows = false;
+ }
+ }
+
+ } else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
+ RID mesh = RSG::storage->multimesh_get_mesh(p_instance->base);
+ if (mesh.is_valid()) {
+ bool cast_shadows = false;
+
+ int sc = RSG::storage->mesh_get_surface_count(mesh);
+ for (int i = 0; i < sc; i++) {
+ RID mat = RSG::storage->mesh_surface_get_material(mesh, i);
+
+ if (!mat.is_valid()) {
+ cast_shadows = true;
+
+ } else {
+ if (RSG::storage->material_casts_shadows(mat)) {
+ cast_shadows = true;
+ }
+ if (RSG::storage->material_is_animated(mat)) {
+ is_animated = true;
+ }
+
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+
+ RSG::storage->material_update_dependency(mat, p_instance);
+ }
+ }
+
+ if (!cast_shadows) {
+ can_cast_shadows = false;
+ }
+
+ RSG::storage->base_update_dependency(mesh, p_instance);
+ }
+ } else if (p_instance->base_type == RS::INSTANCE_IMMEDIATE) {
+ RID mat = RSG::storage->immediate_get_material(p_instance->base);
+
+ if (!(!mat.is_valid() || RSG::storage->material_casts_shadows(mat))) {
+ can_cast_shadows = false;
+ }
+
+ if (mat.is_valid() && RSG::storage->material_is_animated(mat)) {
+ is_animated = true;
+ }
+
+ if (mat.is_valid()) {
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+ }
+
+ if (mat.is_valid()) {
+ RSG::storage->material_update_dependency(mat, p_instance);
+ }
+
+ } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
+ bool cast_shadows = false;
+
+ int dp = RSG::storage->particles_get_draw_passes(p_instance->base);
+
+ for (int i = 0; i < dp; i++) {
+ RID mesh = RSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
+ if (!mesh.is_valid()) {
+ continue;
+ }
+
+ int sc = RSG::storage->mesh_get_surface_count(mesh);
+ for (int j = 0; j < sc; j++) {
+ RID mat = RSG::storage->mesh_surface_get_material(mesh, j);
+
+ if (!mat.is_valid()) {
+ cast_shadows = true;
+ } else {
+ if (RSG::storage->material_casts_shadows(mat)) {
+ cast_shadows = true;
+ }
+
+ if (RSG::storage->material_is_animated(mat)) {
+ is_animated = true;
+ }
+
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+
+ RSG::storage->material_update_dependency(mat, p_instance);
+ }
+ }
+ }
+
+ if (!cast_shadows) {
+ can_cast_shadows = false;
+ }
+ }
+ }
+
+ if (can_cast_shadows != geom->can_cast_shadows) {
+ //ability to cast shadows change, let lights now
+ for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+ light->shadow_dirty = true;
+ }
+
+ geom->can_cast_shadows = can_cast_shadows;
+ }
+
+ geom->material_is_animated = is_animated;
+ p_instance->instance_shader_parameters = isparams;
+
+ if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
+ p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
+ if (p_instance->instance_allocated_shader_parameters) {
+ p_instance->instance_allocated_shader_parameters_offset = RSG::storage->global_variables_instance_allocate(p_instance->self);
+ for (Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter>::Element *E = p_instance->instance_shader_parameters.front(); E; E = E->next()) {
+ if (E->get().value.get_type() != Variant::NIL) {
+ RSG::storage->global_variables_instance_update(p_instance->self, E->get().index, E->get().value);
+ }
+ }
+ } else {
+ RSG::storage->global_variables_instance_free(p_instance->self);
+ p_instance->instance_allocated_shader_parameters_offset = -1;
+ }
+ }
+ }
+
+ if (p_instance->skeleton.is_valid()) {
+ RSG::storage->skeleton_update_dependency(p_instance->skeleton, p_instance);
+ }
+
+ p_instance->clean_up_dependencies();
+ }
+
+ _instance_update_list.remove(&p_instance->update_item);
+
+ _update_instance(p_instance);
+
+ p_instance->update_aabb = false;
+ p_instance->update_dependencies = false;
+}
+
+void RenderingServerSceneRaster::update_dirty_instances() {
+ RSG::storage->update_dirty_resources();
+
+ while (_instance_update_list.first()) {
+ _update_dirty_instance(_instance_update_list.first()->self());
+ }
+}
+
+void RenderingServerSceneRaster::update() {
+ scene_render->update();
+ update_dirty_instances();
+ render_particle_colliders();
+}
+
+bool RenderingServerSceneRaster::free(RID p_rid) {
+ if (scene_render->free(p_rid)) {
+ return true;
+ }
+
+ if (camera_owner.owns(p_rid)) {
+ Camera *camera = camera_owner.getornull(p_rid);
+
+ camera_owner.free(p_rid);
+ memdelete(camera);
+
+ } else if (scenario_owner.owns(p_rid)) {
+ Scenario *scenario = scenario_owner.getornull(p_rid);
+
+ while (scenario->instances.first()) {
+ instance_set_scenario(scenario->instances.first()->self()->self, RID());
+ }
+ scene_render->free(scenario->reflection_probe_shadow_atlas);
+ scene_render->free(scenario->reflection_atlas);
+ scenario_owner.free(p_rid);
+ memdelete(scenario);
+
+ } else if (instance_owner.owns(p_rid)) {
+ // delete the instance
+
+ update_dirty_instances();
+
+ Instance *instance = instance_owner.getornull(p_rid);
+
+ instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
+ instance_set_scenario(p_rid, RID());
+ instance_set_base(p_rid, RID());
+ instance_geometry_set_material_override(p_rid, RID());
+ instance_attach_skeleton(p_rid, RID());
+
+ if (instance->instance_allocated_shader_parameters) {
+ //free the used shader parameters
+ RSG::storage->global_variables_instance_free(instance->self);
+ }
+ update_dirty_instances(); //in case something changed this
+
+ instance_owner.free(p_rid);
+ memdelete(instance);
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+TypedArray<Image> RenderingServerSceneRaster::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
+ return scene_render->bake_render_uv2(p_base, p_material_overrides, p_image_size);
+}
+
+/*******************************/
+/* Passthrough to Scene Render */
+/*******************************/
+
+/* ENVIRONMENT API */
+
+RenderingServerSceneRaster *RenderingServerSceneRaster::singleton = nullptr;
+
+RenderingServerSceneRaster::RenderingServerSceneRaster() {
+ render_pass = 1;
+ singleton = this;
+}
+
+RenderingServerSceneRaster::~RenderingServerSceneRaster() {
+}
diff --git a/servers/rendering/rendering_server_scene_raster.h b/servers/rendering/rendering_server_scene_raster.h
new file mode 100644
index 0000000000..f3c4b81b3f
--- /dev/null
+++ b/servers/rendering/rendering_server_scene_raster.h
@@ -0,0 +1,582 @@
+/*************************************************************************/
+/* rendering_server_scene_raster.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RENDERING_SERVER_SCENE_RASTER_H
+#define RENDERING_SERVER_SCENE_RASTER_H
+
+#include "core/templates/pass_func.h"
+#include "servers/rendering/rasterizer.h"
+
+#include "core/math/geometry_3d.h"
+#include "core/math/octree.h"
+#include "core/os/semaphore.h"
+#include "core/os/thread.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "servers/rendering/rendering_server_scene.h"
+#include "servers/xr/xr_interface.h"
+
+class RenderingServerSceneRaster : public RenderingServerScene {
+public:
+ RasterizerScene *scene_render;
+
+ enum {
+ MAX_INSTANCE_CULL = 65536,
+ MAX_LIGHTS_CULLED = 4096,
+ MAX_REFLECTION_PROBES_CULLED = 4096,
+ MAX_DECALS_CULLED = 4096,
+ MAX_GI_PROBES_CULLED = 4096,
+ MAX_ROOM_CULL = 32,
+ MAX_LIGHTMAPS_CULLED = 4096,
+ MAX_EXTERIOR_PORTALS = 128,
+ };
+
+ uint64_t render_pass;
+
+ static RenderingServerSceneRaster *singleton;
+
+ /* CAMERA API */
+
+ struct Camera {
+ enum Type {
+ PERSPECTIVE,
+ ORTHOGONAL,
+ FRUSTUM
+ };
+ Type type;
+ float fov;
+ float znear, zfar;
+ float size;
+ Vector2 offset;
+ uint32_t visible_layers;
+ bool vaspect;
+ RID env;
+ RID effects;
+
+ Transform transform;
+
+ Camera() {
+ visible_layers = 0xFFFFFFFF;
+ fov = 75;
+ type = PERSPECTIVE;
+ znear = 0.05;
+ zfar = 100;
+ size = 1.0;
+ offset = Vector2();
+ vaspect = false;
+ }
+ };
+
+ mutable RID_PtrOwner<Camera> camera_owner;
+
+ virtual RID camera_create();
+ virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
+ virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
+ virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
+ virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
+ virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
+ virtual void camera_set_environment(RID p_camera, RID p_env);
+ virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
+ virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
+ virtual bool is_camera(RID p_camera) const;
+
+ /* SCENARIO API */
+
+ struct Instance;
+
+ struct Scenario {
+ RS::ScenarioDebugMode debug;
+ RID self;
+
+ Octree<Instance, true> octree;
+
+ List<Instance *> directional_lights;
+ RID environment;
+ RID fallback_environment;
+ RID camera_effects;
+ RID reflection_probe_shadow_atlas;
+ RID reflection_atlas;
+
+ SelfList<Instance>::List instances;
+
+ LocalVector<RID> dynamic_lights;
+
+ Scenario() { debug = RS::SCENARIO_DEBUG_DISABLED; }
+ };
+
+ mutable RID_PtrOwner<Scenario> scenario_owner;
+
+ static void *_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int);
+ static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *);
+
+ virtual RID scenario_create();
+
+ virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);
+ virtual void scenario_set_environment(RID p_scenario, RID p_environment);
+ virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
+ virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
+ virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
+ virtual bool is_scenario(RID p_scenario) const;
+ virtual RID scenario_get_environment(RID p_scenario);
+
+ /* INSTANCING API */
+
+ struct InstanceBaseData {
+ virtual ~InstanceBaseData() {}
+ };
+
+ struct Instance : RasterizerScene::InstanceBase {
+ RID self;
+ //scenario stuff
+ OctreeElementID octree_id;
+ Scenario *scenario;
+ SelfList<Instance> scenario_item;
+
+ //aabb stuff
+ bool update_aabb;
+ bool update_dependencies;
+
+ SelfList<Instance> update_item;
+
+ AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
+ float extra_margin;
+ ObjectID object_id;
+
+ float lod_begin;
+ float lod_end;
+ float lod_begin_hysteresis;
+ float lod_end_hysteresis;
+ RID lod_instance;
+
+ Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
+
+ uint64_t last_render_pass;
+ uint64_t last_frame_pass;
+
+ uint64_t version; // changes to this, and changes to base increase version
+
+ InstanceBaseData *base_data;
+
+ virtual void dependency_deleted(RID p_dependency) {
+ if (p_dependency == base) {
+ singleton->instance_set_base(self, RID());
+ } else if (p_dependency == skeleton) {
+ singleton->instance_attach_skeleton(self, RID());
+ } else {
+ singleton->_instance_queue_update(this, false, true);
+ }
+ }
+
+ virtual void dependency_changed(bool p_aabb, bool p_dependencies) {
+ singleton->_instance_queue_update(this, p_aabb, p_dependencies);
+ }
+
+ Instance() :
+ scenario_item(this),
+ update_item(this) {
+ octree_id = 0;
+ scenario = nullptr;
+
+ update_aabb = false;
+ update_dependencies = false;
+
+ extra_margin = 0;
+
+ visible = true;
+
+ lod_begin = 0;
+ lod_end = 0;
+ lod_begin_hysteresis = 0;
+ lod_end_hysteresis = 0;
+
+ last_render_pass = 0;
+ last_frame_pass = 0;
+ version = 1;
+ base_data = nullptr;
+
+ custom_aabb = nullptr;
+ }
+
+ ~Instance() {
+ if (base_data) {
+ memdelete(base_data);
+ }
+ if (custom_aabb) {
+ memdelete(custom_aabb);
+ }
+ }
+ };
+
+ SelfList<Instance>::List _instance_update_list;
+ void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
+
+ struct InstanceGeometryData : public InstanceBaseData {
+ List<Instance *> lighting;
+ bool lighting_dirty;
+ bool can_cast_shadows;
+ bool material_is_animated;
+
+ List<Instance *> decals;
+ bool decal_dirty;
+
+ List<Instance *> reflection_probes;
+ bool reflection_dirty;
+
+ List<Instance *> gi_probes;
+ bool gi_probes_dirty;
+
+ List<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;
+ }
+ };
+
+ struct InstanceReflectionProbeData : public InstanceBaseData {
+ Instance *owner;
+
+ struct PairInfo {
+ List<Instance *>::Element *L; //reflection iterator in geometry
+ Instance *geometry;
+ };
+ List<PairInfo> geometries;
+
+ RID instance;
+ bool reflection_dirty;
+ SelfList<InstanceReflectionProbeData> update_list;
+
+ int render_step;
+
+ InstanceReflectionProbeData() :
+ update_list(this) {
+ reflection_dirty = true;
+ render_step = -1;
+ }
+ };
+
+ struct InstanceDecalData : public InstanceBaseData {
+ Instance *owner;
+ RID instance;
+
+ struct PairInfo {
+ List<Instance *>::Element *L; //reflection iterator in geometry
+ Instance *geometry;
+ };
+ List<PairInfo> geometries;
+
+ InstanceDecalData() {
+ }
+ };
+
+ SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
+
+ struct InstanceLightData : public InstanceBaseData {
+ struct PairInfo {
+ List<Instance *>::Element *L; //light iterator in geometry
+ Instance *geometry;
+ };
+
+ RID instance;
+ uint64_t last_version;
+ List<Instance *>::Element *D; // directional light in scenario
+
+ bool shadow_dirty;
+
+ List<PairInfo> geometries;
+
+ Instance *baked_light;
+
+ 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;
+ D = nullptr;
+ last_version = 0;
+ baked_light = nullptr;
+ }
+ };
+
+ struct InstanceGIProbeData : public InstanceBaseData {
+ Instance *owner;
+
+ struct PairInfo {
+ List<Instance *>::Element *L; //gi probe iterator in geometry
+ Instance *geometry;
+ };
+
+ List<PairInfo> geometries;
+ List<PairInfo> dynamic_geometries;
+
+ Set<Instance *> lights;
+
+ struct LightCache {
+ RS::LightType type;
+ Transform transform;
+ Color color;
+ float energy;
+ float bake_energy;
+ float radius;
+ float attenuation;
+ float spot_angle;
+ float spot_attenuation;
+ bool has_shadow;
+ bool sky_only;
+ };
+
+ Vector<LightCache> light_cache;
+ Vector<RID> light_instances;
+
+ RID probe_instance;
+
+ bool invalid;
+ uint32_t base_version;
+
+ SelfList<InstanceGIProbeData> update_element;
+
+ InstanceGIProbeData() :
+ update_element(this) {
+ invalid = true;
+ base_version = 0;
+ }
+ };
+
+ SelfList<InstanceGIProbeData>::List gi_probe_update_list;
+
+ struct InstanceLightmapData : public InstanceBaseData {
+ struct PairInfo {
+ List<Instance *>::Element *L; //iterator in geometry
+ Instance *geometry;
+ };
+ List<PairInfo> geometries;
+
+ Set<Instance *> users;
+
+ InstanceLightmapData() {
+ }
+ };
+
+ Set<Instance *> heightfield_particle_colliders_update_list;
+
+ int instance_cull_count;
+ Instance *instance_cull_result[MAX_INSTANCE_CULL];
+ Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
+ Instance *light_cull_result[MAX_LIGHTS_CULLED];
+ RID sdfgi_light_cull_result[MAX_LIGHTS_CULLED];
+ RID light_instance_cull_result[MAX_LIGHTS_CULLED];
+ uint64_t sdfgi_light_cull_pass = 0;
+ int light_cull_count;
+ int directional_light_count;
+ RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
+ RID decal_instance_cull_result[MAX_DECALS_CULLED];
+ int reflection_probe_cull_count;
+ int decal_cull_count;
+ RID gi_probe_instance_cull_result[MAX_GI_PROBES_CULLED];
+ int gi_probe_cull_count;
+ Instance *lightmap_cull_result[MAX_LIGHTS_CULLED];
+ int lightmap_cull_count;
+
+ RID_PtrOwner<Instance> instance_owner;
+
+ virtual RID instance_create();
+
+ virtual void instance_set_base(RID p_instance, RID p_base);
+ virtual void instance_set_scenario(RID p_instance, RID p_scenario);
+ virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
+ virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
+ virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
+ virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
+ virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
+ virtual void instance_set_visible(RID p_instance, bool p_visible);
+
+ virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
+
+ virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
+ virtual void instance_set_exterior(RID p_instance, bool p_enabled);
+
+ virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
+
+ // don't use these in a game!
+ virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
+ virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
+ virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
+
+ virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
+ virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
+ virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
+
+ virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
+ virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance);
+ virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
+
+ void _update_instance_shader_parameters_from_material(Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material);
+
+ virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
+ virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
+ virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
+ virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
+
+ _FORCE_INLINE_ void _update_instance(Instance *p_instance);
+ _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
+ _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
+ _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
+
+ _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);
+
+ RID _render_get_environment(RID p_camera, RID p_scenario);
+
+ 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, 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);
+ void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
+
+ void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
+ void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
+ void update_dirty_instances();
+
+ void render_particle_colliders();
+ virtual void render_probes();
+
+ TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
+
+ //pass to scene render
+
+ /* ENVIRONMENT API */
+
+#ifdef PASSBASE
+#undef PASSBASE
+#endif
+
+#define PASSBASE scene_render
+
+ PASS1(directional_shadow_atlas_set_size, int)
+ PASS1(gi_probe_set_quality, RS::GIProbeQuality)
+
+ /* SKY API */
+
+ PASS0R(RID, sky_create)
+ PASS2(sky_set_radiance_size, RID, int)
+ PASS2(sky_set_mode, RID, RS::SkyMode)
+ PASS2(sky_set_material, RID, RID)
+ PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
+
+ PASS0R(RID, environment_create)
+
+ PASS1RC(bool, is_environment, RID)
+
+ PASS2(environment_set_background, RID, RS::EnvironmentBG)
+ PASS2(environment_set_sky, RID, RID)
+ PASS2(environment_set_sky_custom_fov, RID, float)
+ PASS2(environment_set_sky_orientation, RID, const Basis &)
+ PASS2(environment_set_bg_color, RID, const Color &)
+ PASS2(environment_set_bg_energy, RID, float)
+ PASS2(environment_set_canvas_max_layer, RID, int)
+ PASS7(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource, const Color &)
+
+ PASS6(environment_set_ssr, RID, bool, int, float, float, float)
+ PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
+
+ PASS9(environment_set_ssao, RID, bool, float, float, float, float, float, RS::EnvironmentSSAOBlur, float)
+ PASS2(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool)
+
+ PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float)
+ PASS1(environment_glow_set_use_bicubic_upscale, bool)
+ PASS1(environment_glow_set_use_high_quality, bool)
+
+ PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float)
+
+ PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
+
+ PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
+ PASS9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, RS::EnvVolumetricFogShadowFilter)
+
+ PASS2(environment_set_volumetric_fog_volume_size, int, int)
+ PASS1(environment_set_volumetric_fog_filter_active, bool)
+ PASS1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
+ PASS1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
+
+ PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
+ PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
+ PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
+
+ PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
+ PASS1RC(int, environment_get_canvas_max_layer, RID)
+
+ PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
+
+ PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
+ PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
+ PASS2(sub_surface_scattering_set_scale, float, float)
+
+ /* CAMERA EFFECTS */
+
+ PASS0R(RID, camera_effects_create)
+
+ PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
+ PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)
+
+ PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
+ PASS3(camera_effects_set_custom_exposure, RID, bool, float)
+
+ PASS1(shadows_quality_set, RS::ShadowQuality)
+ PASS1(directional_shadow_quality_set, RS::ShadowQuality)
+
+ PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
+
+ /* Render Buffers */
+
+ PASS0R(RID, render_buffers_create)
+ PASS7(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool)
+
+ /* Shadow Atlas */
+ PASS0R(RID, shadow_atlas_create)
+ PASS2(shadow_atlas_set_size, RID, int)
+ PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
+
+ PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
+
+ virtual void update();
+
+ bool free(RID p_rid);
+
+ RenderingServerSceneRaster();
+ virtual ~RenderingServerSceneRaster();
+};
+
+#endif // VISUALSERVERSCENE_H
diff --git a/servers/rendering/rendering_server_viewport.cpp b/servers/rendering/rendering_server_viewport.cpp
index c048aa381f..4e270ab4cb 100644
--- a/servers/rendering/rendering_server_viewport.cpp
+++ b/servers/rendering/rendering_server_viewport.cpp
@@ -33,7 +33,7 @@
#include "core/config/project_settings.h"
#include "rendering_server_canvas.h"
#include "rendering_server_globals.h"
-#include "rendering_server_scene.h"
+#include "rendering_server_scene_raster.h"
static Transform2D _canvas_get_transform(RenderingServerViewport::Viewport *p_viewport, RenderingServerCanvas::Canvas *p_canvas, RenderingServerViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
Transform2D xf = p_viewport->global_transform;
@@ -101,17 +101,15 @@ void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::
Color bgcolor = RSG::storage->get_default_clear_color();
- if (!p_viewport->hide_canvas && !p_viewport->disable_environment && RSG::scene->scenario_owner.owns(p_viewport->scenario)) {
- RenderingServerScene::Scenario *scenario = RSG::scene->scenario_owner.getornull(p_viewport->scenario);
- ERR_FAIL_COND(!scenario);
- if (RSG::scene_render->is_environment(scenario->environment)) {
- scenario_draw_canvas_bg = RSG::scene_render->environment_get_background(scenario->environment) == RS::ENV_BG_CANVAS;
-
- scenario_canvas_max_layer = RSG::scene_render->environment_get_canvas_max_layer(scenario->environment);
+ if (!p_viewport->hide_canvas && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) {
+ RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
+ if (RSG::scene->is_environment(environment)) {
+ scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
+ scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
}
}
- bool can_draw_3d = RSG::scene->camera_owner.owns(p_viewport->camera);
+ bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera);
if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
if (p_viewport->transparent_bg) {
@@ -124,8 +122,8 @@ void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::
if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
//wants to draw 3D but there is no render buffer, create
- p_viewport->render_buffers = RSG::scene_render->render_buffers_create();
- RSG::scene_render->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, p_viewport->size.width, p_viewport->size.height, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding);
+ p_viewport->render_buffers = RSG::scene->render_buffers_create();
+ RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, p_viewport->size.width, p_viewport->size.height, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding);
}
RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
@@ -559,7 +557,7 @@ void RenderingServerViewport::draw_viewports() {
{
RSG::storage->render_target_set_external_texture(vp->render_target, 0);
- RSG::scene_render->set_debug_draw_mode(vp->debug_draw);
+ RSG::scene->set_debug_draw_mode(vp->debug_draw);
RSG::storage->render_info_begin_capture();
// render standard mono camera
@@ -598,7 +596,7 @@ void RenderingServerViewport::draw_viewports() {
RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
}
- RSG::scene_render->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
+ RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
RENDER_TIMESTAMP("<Render Viewports");
//this needs to be called to make screen swapping more efficient
@@ -618,7 +616,7 @@ RID RenderingServerViewport::viewport_create() {
viewport->hide_scenario = false;
viewport->hide_canvas = false;
viewport->render_target = RSG::storage->render_target_create();
- viewport->shadow_atlas = RSG::scene_render->shadow_atlas_create();
+ viewport->shadow_atlas = RSG::scene->shadow_atlas_create();
viewport->viewport_render_direct_to_screen = false;
return rid;
@@ -641,10 +639,10 @@ void RenderingServerViewport::viewport_set_size(RID p_viewport, int p_width, int
RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height);
if (viewport->render_buffers.is_valid()) {
if (p_width == 0 || p_height == 0) {
- RSG::scene_render->free(viewport->render_buffers);
+ RSG::scene->free(viewport->render_buffers);
viewport->render_buffers = RID();
} else {
- RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, viewport->use_debanding);
+ RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, viewport->use_debanding);
}
}
}
@@ -838,14 +836,14 @@ void RenderingServerViewport::viewport_set_shadow_atlas_size(RID p_viewport, int
viewport->shadow_atlas_size = p_size;
- RSG::scene_render->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
+ RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
}
void RenderingServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
- RSG::scene_render->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
+ RSG::scene->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
}
void RenderingServerViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa) {
@@ -857,7 +855,7 @@ void RenderingServerViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA
}
viewport->msaa = p_msaa;
if (viewport->render_buffers.is_valid()) {
- RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, p_msaa, viewport->screen_space_aa, viewport->use_debanding);
+ RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, p_msaa, viewport->screen_space_aa, viewport->use_debanding);
}
}
@@ -870,7 +868,7 @@ void RenderingServerViewport::viewport_set_screen_space_aa(RID p_viewport, RS::V
}
viewport->screen_space_aa = p_mode;
if (viewport->render_buffers.is_valid()) {
- RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, p_mode, viewport->use_debanding);
+ RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, p_mode, viewport->use_debanding);
}
}
@@ -883,7 +881,7 @@ void RenderingServerViewport::viewport_set_use_debanding(RID p_viewport, bool p_
}
viewport->use_debanding = p_use_debanding;
if (viewport->render_buffers.is_valid()) {
- RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, p_use_debanding);
+ RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, p_use_debanding);
}
}
@@ -965,9 +963,9 @@ bool RenderingServerViewport::free(RID p_rid) {
Viewport *viewport = viewport_owner.getornull(p_rid);
RSG::storage->free(viewport->render_target);
- RSG::scene_render->free(viewport->shadow_atlas);
+ RSG::scene->free(viewport->shadow_atlas);
if (viewport->render_buffers.is_valid()) {
- RSG::scene_render->free(viewport->render_buffers);
+ RSG::scene->free(viewport->render_buffers);
}
while (viewport->canvas_map.front()) {