summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_scene_cull.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'servers/rendering/renderer_scene_cull.cpp')
-rw-r--r--servers/rendering/renderer_scene_cull.cpp330
1 files changed, 165 insertions, 165 deletions
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 0d5b98f1cb..6e1fa59a7a 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -228,7 +228,7 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
voxel_gi->lights.insert(A);
} else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
- RSG::storage->particles_add_collision(A->base, collision->instance);
+ RSG::particles_storage->particles_add_collision(A->base, collision->instance);
}
}
@@ -344,7 +344,7 @@ void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
voxel_gi->lights.erase(A);
} else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
- RSG::storage->particles_remove_collision(A->base, collision->instance);
+ RSG::particles_storage->particles_remove_collision(A->base, collision->instance);
}
}
@@ -464,10 +464,10 @@ void RendererSceneCull::instance_initialize(RID p_rid) {
}
void RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
- bool needs_instance = RSG::storage->mesh_needs_instance(p_instance->base, p_instance->skeleton.is_valid());
+ bool needs_instance = RSG::mesh_storage->mesh_needs_instance(p_instance->base, p_instance->skeleton.is_valid());
if (needs_instance != p_instance->mesh_instance.is_valid()) {
if (needs_instance) {
- p_instance->mesh_instance = RSG::storage->mesh_instance_create(p_instance->base);
+ p_instance->mesh_instance = RSG::mesh_storage->mesh_instance_create(p_instance->base);
} else {
RSG::storage->free(p_instance->mesh_instance);
@@ -488,7 +488,7 @@ void RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
}
if (p_instance->mesh_instance.is_valid()) {
- RSG::storage->mesh_instance_set_skeleton(p_instance->mesh_instance, p_instance->skeleton);
+ RSG::mesh_storage->mesh_instance_set_skeleton(p_instance->mesh_instance, p_instance->skeleton);
}
}
@@ -521,7 +521,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
- if (scenario && instance->visible && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
+ if (scenario && instance->visible && RSG::light_storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
scenario->dynamic_lights.erase(light->instance);
}
@@ -619,7 +619,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = memnew(InstanceLightData);
- if (scenario && RSG::storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
+ if (scenario && RSG::light_storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
light->D = scenario->directional_lights.push_back(instance);
}
@@ -659,8 +659,8 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
} break;
case RS::INSTANCE_PARTICLES_COLLISION: {
InstanceParticlesCollisionData *collision = memnew(InstanceParticlesCollisionData);
- collision->instance = RSG::storage->particles_collision_instance_create(p_base);
- RSG::storage->particles_collision_instance_set_active(collision->instance, instance->visible);
+ collision->instance = RSG::particles_storage->particles_collision_instance_create(p_base);
+ RSG::particles_storage->particles_collision_instance_set_active(collision->instance, instance->visible);
instance->base_data = collision;
} break;
case RS::INSTANCE_FOG_VOLUME: {
@@ -801,7 +801,7 @@ void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
- if (RSG::storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
+ if (RSG::light_storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
light->D = scenario->directional_lights.push_back(instance);
}
} break;
@@ -860,7 +860,7 @@ void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D
#ifdef DEBUG_ENABLED
for (int i = 0; i < 4; i++) {
- const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin;
+ const Vector3 &v = i < 3 ? p_transform.basis.rows[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));
@@ -890,7 +890,7 @@ void RendererSceneCull::instance_set_blend_shape_weight(RID p_instance, int p_sh
}
if (instance->mesh_instance.is_valid()) {
- RSG::storage->mesh_instance_set_blend_shape_weight(instance->mesh_instance, p_shape, p_weight);
+ RSG::mesh_storage->mesh_instance_set_blend_shape_weight(instance->mesh_instance, p_shape, p_weight);
}
}
@@ -900,7 +900,7 @@ void RendererSceneCull::instance_set_surface_override_material(RID p_instance, i
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)));
+ instance->materials.resize(MAX(p_surface + 1, RSG::mesh_storage->mesh_get_surface_count(instance->base)));
}
ERR_FAIL_INDEX(p_surface, instance->materials.size());
@@ -930,7 +930,7 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
if (instance->base_type == RS::INSTANCE_LIGHT) {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
- if (instance->scenario && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
+ if (instance->scenario && RSG::light_storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
if (p_visible) {
instance->scenario->dynamic_lights.push_back(light->instance);
} else {
@@ -941,7 +941,7 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
if (instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
- RSG::storage->particles_collision_instance_set_active(collision->instance, p_visible);
+ RSG::particles_storage->particles_collision_instance_set_active(collision->instance, p_visible);
}
if (instance->base_type == RS::INSTANCE_FOG_VOLUME) {
@@ -997,7 +997,7 @@ void RendererSceneCull::instance_attach_skeleton(RID p_instance, RID 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->dependency_tracker);
+ RSG::mesh_storage->skeleton_update_dependency(p_skeleton, &instance->dependency_tracker);
}
_instance_queue_update(instance, true, true);
@@ -1438,7 +1438,7 @@ void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, c
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);
+ RSG::material_storage->global_variables_instance_update(p_instance, E->get().index, p_value);
}
}
}
@@ -1490,8 +1490,8 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
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) {
+ RS::LightBakeMode bake_mode = RSG::light_storage->light_get_bake_mode(p_instance->base);
+ if (RSG::light_storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
p_instance->scenario->dynamic_lights.erase(light->instance);
}
@@ -1503,7 +1503,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
}
}
- uint32_t max_sdfgi_cascade = RSG::storage->light_get_max_sdfgi_cascade(p_instance->base);
+ uint32_t max_sdfgi_cascade = RSG::light_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
}
@@ -1529,15 +1529,15 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
scene_render->voxel_gi_instance_set_transform_to_data(voxel_gi->probe_instance, p_instance->transform);
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
- RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
+ RSG::particles_storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(p_instance->base_data);
//remove materials no longer used and un-own them
- if (RSG::storage->particles_collision_is_heightfield(p_instance->base)) {
+ if (RSG::particles_storage->particles_collision_is_heightfield(p_instance->base)) {
heightfield_particle_colliders_update_list.insert(p_instance);
}
- RSG::storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
+ RSG::particles_storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
} else if (p_instance->base_type == RS::INSTANCE_FOG_VOLUME) {
InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(p_instance->base_data);
scene_render->fog_volume_instance_set_transform(volume->instance, p_instance->transform);
@@ -1646,8 +1646,8 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light_data = static_cast<InstanceLightData *>(p_instance->base_data);
idata.instance_data_rid = light_data->instance.get_id();
- light_data->uses_projector = RSG::storage->light_has_projector(p_instance->base);
- light_data->uses_softshadow = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE) > CMP_EPSILON;
+ light_data->uses_projector = RSG::light_storage->light_has_projector(p_instance->base);
+ light_data->uses_softshadow = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE) > CMP_EPSILON;
} break;
case RS::INSTANCE_REFLECTION_PROBE: {
@@ -1740,7 +1740,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
pair.pair_mask |= RS::INSTANCE_GEOMETRY_MASK;
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
- if (RSG::storage->light_get_bake_mode(p_instance->base) == RS::LIGHT_BAKE_DYNAMIC) {
+ if (RSG::light_storage->light_get_bake_mode(p_instance->base) == RS::LIGHT_BAKE_DYNAMIC) {
pair.pair_mask |= (1 << RS::INSTANCE_VOXEL_GI);
pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
}
@@ -1847,7 +1847,7 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
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);
+ new_aabb = RSG::mesh_storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
}
} break;
@@ -1856,7 +1856,7 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
- new_aabb = RSG::storage->multimesh_get_aabb(p_instance->base);
+ new_aabb = RSG::mesh_storage->multimesh_get_aabb(p_instance->base);
}
} break;
@@ -1864,12 +1864,12 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
- new_aabb = RSG::storage->particles_get_aabb(p_instance->base);
+ new_aabb = RSG::particles_storage->particles_get_aabb(p_instance->base);
}
} break;
case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
- new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base);
+ new_aabb = RSG::particles_storage->particles_collision_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_FOG_VOLUME: {
@@ -1879,15 +1879,15 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
new_aabb = RSG::storage->visibility_notifier_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_LIGHT: {
- new_aabb = RSG::storage->light_get_aabb(p_instance->base);
+ new_aabb = RSG::light_storage->light_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_REFLECTION_PROBE: {
- new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
+ new_aabb = RSG::light_storage->reflection_probe_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_DECAL: {
- new_aabb = RSG::decal_atlas_storage->decal_get_aabb(p_instance->base);
+ new_aabb = RSG::texture_storage->decal_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_VOXEL_GI: {
@@ -1895,7 +1895,7 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
} break;
case RenderingServer::INSTANCE_LIGHTMAP: {
- new_aabb = RSG::storage->lightmap_get_aabb(p_instance->base);
+ new_aabb = RSG::light_storage->lightmap_get_aabb(p_instance->base);
} break;
default: {
@@ -1923,7 +1923,7 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
for (Set<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
Instance *lightmap = E->get();
- bool interior = RSG::storage->lightmap_is_interior(lightmap->base);
+ bool interior = RSG::light_storage->lightmap_is_interior(lightmap->base);
if (inside && !interior) {
continue; //we are inside, ignore exteriors
@@ -1934,13 +1934,13 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
Vector3 lm_pos = to_bounds.xform(center);
- AABB bounds = RSG::storage->lightmap_get_aabb(lightmap->base);
+ AABB bounds = RSG::light_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);
+ RSG::light_storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
//rotate it
Basis rot = lightmap->transform.basis.orthonormalized();
@@ -1997,19 +1997,19 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
light_transform.orthonormalize(); //scale does not count on lights
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);
+ real_t shadow_max = RSG::light_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);
- real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
+ real_t pancake_size = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
real_t range = max_distance - min_distance;
int splits = 0;
- switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
+ switch (RSG::light_storage->light_directional_get_shadow_mode(p_instance->base)) {
case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
splits = 1;
break;
@@ -2025,14 +2025,14 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
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[i + 1] = min_distance + RSG::light_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);
+ bool overlap = RSG::light_storage->light_directional_get_blend_splits(p_instance->base);
cull.shadow_count = p_shadow_index + 1;
cull.shadows[p_shadow_index].cascade_count = splits;
@@ -2065,9 +2065,9 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
Transform3D 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();
+ Vector3 x_vec = transform.basis.get_column(Vector3::AXIS_X).normalized();
+ Vector3 y_vec = transform.basis.get_column(Vector3::AXIS_Y).normalized();
+ Vector3 z_vec = transform.basis.get_column(Vector3::AXIS_Z).normalized();
//z_vec points against the camera, like in default opengl
real_t x_min = 0.f, x_max = 0.f;
@@ -2139,7 +2139,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
z_min_cam = z_vec.dot(center) - radius;
{
- float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
+ float soft_shadow_angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
if (soft_shadow_angle > 0.0) {
float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
@@ -2215,11 +2215,11 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
bool animated_material_found = false;
- switch (RSG::storage->light_get_type(p_instance->base)) {
+ switch (RSG::light_storage->light_get_type(p_instance->base)) {
case RS::LIGHT_DIRECTIONAL: {
} break;
case RS::LIGHT_OMNI: {
- RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
+ RS::LightOmniShadowMode shadow_mode = RSG::light_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()) {
if (max_shadows_used + 2 > MAX_UPDATE_SHADOWS) {
@@ -2229,7 +2229,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
//using this one ensures that raster deferred will have it
RENDER_TIMESTAMP("Cull OmniLight3D Shadow Paraboloid, Half " + itos(i));
- real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t z = i == 0 ? -1 : 1;
Vector<Plane> planes;
@@ -2271,14 +2271,14 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
}
if (instance->mesh_instance.is_valid()) {
- RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
+ RSG::mesh_storage->mesh_instance_check_for_update(instance->mesh_instance);
}
}
shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
}
- RSG::storage->update_mesh_instances();
+ RSG::mesh_storage->update_mesh_instances();
scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
shadow_data.light = light->instance;
@@ -2290,7 +2290,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
return true;
}
- real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
CameraMatrix cm;
cm.set_perspective(90, 1, radius * 0.005f, radius);
@@ -2348,14 +2348,14 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
animated_material_found = true;
}
if (instance->mesh_instance.is_valid()) {
- RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
+ RSG::mesh_storage->mesh_instance_check_for_update(instance->mesh_instance);
}
}
shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
}
- RSG::storage->update_mesh_instances();
+ RSG::mesh_storage->update_mesh_instances();
scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
shadow_data.light = light->instance;
@@ -2374,8 +2374,8 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
return true;
}
- 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);
+ real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ real_t angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
CameraMatrix cm;
cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
@@ -2412,13 +2412,13 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
}
if (instance->mesh_instance.is_valid()) {
- RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
+ RSG::mesh_storage->mesh_instance_check_for_update(instance->mesh_instance);
}
}
shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
}
- RSG::storage->update_mesh_instances();
+ RSG::mesh_storage->update_mesh_instances();
scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
shadow_data.light = light->instance;
@@ -2444,7 +2444,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
Transform3D transform = camera->transform;
CameraMatrix projection;
bool vaspect = camera->vaspect;
- bool is_ortogonal = false;
+ bool is_orthogonal = false;
switch (camera->type) {
case Camera::ORTHOGONAL: {
@@ -2454,7 +2454,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
camera->znear,
camera->zfar,
camera->vaspect);
- is_ortogonal = true;
+ is_orthogonal = true;
} break;
case Camera::PERSPECTIVE: {
projection.set_perspective(
@@ -2476,7 +2476,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
} break;
}
- camera_data.set_camera(transform, projection, is_ortogonal, vaspect);
+ camera_data.set_camera(transform, projection, is_orthogonal, vaspect);
} else {
// Setup our camera for our XR interface.
// We can support multiple views here each with their own camera
@@ -2510,7 +2510,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
RENDER_TIMESTAMP("Update Occlusion Buffer")
// For now just cull on the first camera
- RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool);
+ RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_orthogonal, RendererThreadPool::singleton->thread_work_pool);
_render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_mesh_lod_threshold, true, r_render_info);
#endif
@@ -2623,7 +2623,7 @@ void RendererSceneCull::_scene_cull_threaded(uint32_t p_thread, CullData *cull_d
void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
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();
+ float lightmap_probe_update_speed = RSG::light_storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
@@ -2654,7 +2654,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
if (base_type == RS::INSTANCE_LIGHT) {
cull_result.lights.push_back(idata.instance);
cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
- if (cull_data.shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
+ if (cull_data.shadow_atlas.is_valid() && RSG::light_storage->light_has_shadow(idata.base_rid)) {
scene_render->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
}
@@ -2714,14 +2714,14 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
mesh_visible = true;
} else if (base_type == RS::INSTANCE_PARTICLES) {
//particles visible? process them
- if (RSG::storage->particles_is_inactive(idata.base_rid)) {
+ if (RSG::particles_storage->particles_is_inactive(idata.base_rid)) {
//but if nothing is going on, don't do it.
keep = false;
} else {
cull_data.cull->lock.lock();
- RSG::storage->particles_request_process(idata.base_rid);
+ RSG::particles_storage->particles_request_process(idata.base_rid);
cull_data.cull->lock.unlock();
- RSG::storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized(), cull_data.cam_transform.basis.get_axis(1).normalized());
+ RSG::particles_storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_column(2).normalized(), cull_data.cam_transform.basis.get_column(1).normalized());
//particles visible? request redraw
RenderingServerDefault::redraw_request();
}
@@ -2920,7 +2920,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
RENDER_TIMESTAMP("Cull 3D Scene");
- //rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_ortogonal);
+ //rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_orthogonal);
/* STEP 2 - CULL */
@@ -2948,7 +2948,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
//check shadow..
if (light) {
- if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->base) && !(RSG::storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_get_sky_mode(E->base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY)) {
+ if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::light_storage->light_has_shadow(E->base) && !(RSG::light_storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::light_storage->light_directional_get_sky_mode(E->base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY)) {
lights_with_shadow.push_back(E);
}
//add to list
@@ -2959,7 +2959,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
scene_render->set_directional_shadow_count(lights_with_shadow.size());
for (int i = 0; i < lights_with_shadow.size(); i++) {
- _light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect);
+ _light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_orthogonal, p_camera_data->vaspect);
}
}
@@ -3037,9 +3037,9 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
if (scene_cull_result.mesh_instances.size()) {
for (uint64_t i = 0; i < scene_cull_result.mesh_instances.size(); i++) {
- RSG::storage->mesh_instance_check_for_update(scene_cull_result.mesh_instances[i]);
+ RSG::mesh_storage->mesh_instance_check_for_update(scene_cull_result.mesh_instances[i]);
}
- RSG::storage->update_mesh_instances();
+ RSG::mesh_storage->update_mesh_instances();
}
}
@@ -3070,7 +3070,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
for (uint32_t i = 0; i < (uint32_t)scene_cull_result.lights.size(); i++) {
Instance *ins = scene_cull_result.lights[i];
- if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
+ if (!p_shadow_atlas.is_valid() || !RSG::light_storage->light_has_shadow(ins->base)) {
continue;
}
@@ -3082,22 +3082,22 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
Transform3D cam_xf = p_camera_data->main_transform;
float zn = p_camera_data->main_projection.get_z_near();
- Plane p(-cam_xf.basis.get_axis(2), cam_xf.origin + cam_xf.basis.get_axis(2) * -zn); //camera near plane
+ Plane p(-cam_xf.basis.get_column(2), cam_xf.origin + cam_xf.basis.get_column(2) * -zn); //camera near plane
// near plane half width and height
Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents();
- switch (RSG::storage->light_get_type(ins->base)) {
+ switch (RSG::light_storage->light_get_type(ins->base)) {
case RS::LIGHT_OMNI: {
- float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
+ float radius = RSG::light_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
+ ins->transform.origin + cam_xf.basis.get_column(0) * radius
};
- if (!p_camera_data->is_ortogonal) {
+ if (!p_camera_data->is_orthogonal) {
//if using perspetive, map them to near plane
for (int j = 0; j < 2; j++) {
if (p.distance_to(points[j]) < 0) {
@@ -3112,20 +3112,20 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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 radius = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
+ float angle = RSG::light_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 base = ins->transform.origin - ins->transform.basis.get_column(2).normalized() * d;
Vector3 points[2] = {
base,
- base + cam_xf.basis.get_axis(0) * w
+ base + cam_xf.basis.get_column(0) * w
};
- if (!p_camera_data->is_ortogonal) {
+ if (!p_camera_data->is_orthogonal) {
//if using perspetive, map them to near plane
for (int j = 0; j < 2; j++) {
if (p.distance_to(points[j]) < 0) {
@@ -3156,7 +3156,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
//must redraw!
RENDER_TIMESTAMP("> Render Light3D " + itos(i));
- light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold);
+ light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_orthogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold);
RENDER_TIMESTAMP("< Render Light3D " + itos(i));
} else {
light->shadow_dirty = redraw;
@@ -3229,7 +3229,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
render_sdfgi_data[i].instances.clear();
}
- // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
+ // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
}
RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
@@ -3303,11 +3303,11 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
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 extents = RSG::light_storage->reflection_probe_get_extents(p_instance->base);
+ Vector3 origin_offset = RSG::light_storage->reflection_probe_get_origin_offset(p_instance->base);
+ float max_distance = RSG::light_storage->reflection_probe_get_origin_max_distance(p_instance->base);
float size = scene_render->reflection_atlas_get_size(scenario->reflection_atlas);
- float mesh_lod_threshold = RSG::storage->reflection_probe_get_mesh_lod_threshold(p_instance->base) / size;
+ float mesh_lod_threshold = RSG::light_storage->reflection_probe_get_mesh_lod_threshold(p_instance->base) / size;
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
@@ -3325,7 +3325,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
RID shadow_atlas;
- bool use_shadows = RSG::storage->reflection_probe_renders_shadows(p_instance->base);
+ bool use_shadows = RSG::light_storage->reflection_probe_renders_shadows(p_instance->base);
if (use_shadows) {
shadow_atlas = scenario->reflection_probe_shadow_atlas;
}
@@ -3341,7 +3341,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
RendererSceneRender::CameraData camera_data;
camera_data.set_camera(xform, cm, false, false);
- _render_scene(&camera_data, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows);
+ _render_scene(&camera_data, RID(), environment, RID(), RSG::light_storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows);
} else {
//do roughness postprocess step until it believes it's done
@@ -3363,7 +3363,7 @@ void RendererSceneCull::render_probes() {
SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
RID base = ref_probe->self()->owner->base;
- switch (RSG::storage->reflection_probe_get_update_mode(base)) {
+ switch (RSG::light_storage->reflection_probe_get_update_mode(base)) {
case RS::REFLECTION_PROBE_UPDATE_ONCE: {
if (busy) { //already rendering something
break;
@@ -3432,16 +3432,16 @@ void RendererSceneCull::render_probes() {
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->has_shadow != RSG::light_storage->light_has_shadow(instance->base) ||
+ cache->type != RSG::light_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->color != RSG::light_storage->light_get_color(instance->base) ||
+ cache->energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
+ cache->bake_energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
+ cache->radius != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
+ cache->attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
+ cache->spot_angle != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
+ cache->spot_attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
cache_dirty = true;
}
}
@@ -3463,17 +3463,17 @@ void RendererSceneCull::render_probes() {
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->has_shadow != RSG::light_storage->light_has_shadow(instance->base) ||
+ cache->type != RSG::light_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_mode != RSG::storage->light_directional_get_sky_mode(instance->base)) {
+ cache->color != RSG::light_storage->light_get_color(instance->base) ||
+ cache->energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
+ cache->bake_energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
+ cache->radius != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
+ cache->attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
+ cache->spot_angle != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
+ cache->spot_attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
+ cache->sky_mode != RSG::light_storage->light_directional_get_sky_mode(instance->base)) {
cache_dirty = true;
}
}
@@ -3509,16 +3509,16 @@ void RendererSceneCull::render_probes() {
InstanceVoxelGIData::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->has_shadow = RSG::light_storage->light_has_shadow(instance->base);
+ cache->type = RSG::light_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->color = RSG::light_storage->light_get_color(instance->base);
+ cache->energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
+ cache->bake_energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ cache->radius = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
+ cache->attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
+ cache->spot_angle = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+ cache->spot_attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
@@ -3531,17 +3531,17 @@ void RendererSceneCull::render_probes() {
InstanceVoxelGIData::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->has_shadow = RSG::light_storage->light_has_shadow(instance->base);
+ cache->type = RSG::light_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_mode = RSG::storage->light_directional_get_sky_mode(instance->base);
+ cache->color = RSG::light_storage->light_get_color(instance->base);
+ cache->energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
+ cache->bake_energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ cache->radius = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
+ cache->attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
+ cache->spot_angle = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+ cache->spot_attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ cache->sky_mode = RSG::light_storage->light_directional_get_sky_mode(instance->base);
idx++;
}
@@ -3592,7 +3592,7 @@ void RendererSceneCull::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)) {
+ if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::particles_storage->particles_collision_is_heightfield(hfpc->base)) {
//update heightfield
instance_cull_result.clear();
scene_cull_result.geometry_instances.clear();
@@ -3627,9 +3627,9 @@ void RendererSceneCull::render_particle_colliders() {
}
void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
- List<RendererStorage::InstanceShaderParam> plist;
- RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
- for (const RendererStorage::InstanceShaderParam &E : plist) {
+ List<RendererMaterialStorage::InstanceShaderParam> plist;
+ RSG::material_storage->material_get_instance_shader_parameters(p_material, &plist);
+ for (const RendererMaterialStorage::InstanceShaderParam &E : plist) {
StringName name = E.info.name;
if (isparams.has(name)) {
if (isparams[name].info.type != E.info.type) {
@@ -3667,17 +3667,17 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
}
if (p_instance->material_override.is_valid()) {
- RSG::storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker);
+ RSG::material_storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker);
}
if (p_instance->material_overlay.is_valid()) {
- RSG::storage->material_update_dependency(p_instance->material_overlay, &p_instance->dependency_tracker);
+ RSG::material_storage->material_update_dependency(p_instance->material_overlay, &p_instance->dependency_tracker);
}
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);
+ int new_mat_count = RSG::mesh_storage->mesh_get_surface_count(p_instance->base);
p_instance->materials.resize(new_mat_count);
_instance_update_mesh_instance(p_instance);
@@ -3686,9 +3686,9 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
// update the process material dependency
- RID particle_material = RSG::storage->particles_get_process_material(p_instance->base);
+ RID particle_material = RSG::particles_storage->particles_get_process_material(p_instance->base);
if (particle_material.is_valid()) {
- RSG::storage->material_update_dependency(particle_material, &p_instance->dependency_tracker);
+ RSG::material_storage->material_update_dependency(particle_material, &p_instance->dependency_tracker);
}
}
@@ -3704,10 +3704,10 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
}
if (p_instance->material_override.is_valid()) {
- if (!RSG::storage->material_casts_shadows(p_instance->material_override)) {
+ if (!RSG::material_storage->material_casts_shadows(p_instance->material_override)) {
can_cast_shadows = false;
}
- is_animated = RSG::storage->material_is_animated(p_instance->material_override);
+ is_animated = RSG::material_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) {
@@ -3717,22 +3717,22 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
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);
+ RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : RSG::mesh_storage->mesh_surface_get_material(mesh, i);
if (!mat.is_valid()) {
cast_shadows = true;
} else {
- if (RSG::storage->material_casts_shadows(mat)) {
+ if (RSG::material_storage->material_casts_shadows(mat)) {
cast_shadows = true;
}
- if (RSG::storage->material_is_animated(mat)) {
+ if (RSG::material_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->dependency_tracker);
+ RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
}
@@ -3742,28 +3742,28 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
}
} else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
- RID mesh = RSG::storage->multimesh_get_mesh(p_instance->base);
+ RID mesh = RSG::mesh_storage->multimesh_get_mesh(p_instance->base);
if (mesh.is_valid()) {
bool cast_shadows = false;
- int sc = RSG::storage->mesh_get_surface_count(mesh);
+ int sc = RSG::mesh_storage->mesh_get_surface_count(mesh);
for (int i = 0; i < sc; i++) {
- RID mat = RSG::storage->mesh_surface_get_material(mesh, i);
+ RID mat = RSG::mesh_storage->mesh_surface_get_material(mesh, i);
if (!mat.is_valid()) {
cast_shadows = true;
} else {
- if (RSG::storage->material_casts_shadows(mat)) {
+ if (RSG::material_storage->material_casts_shadows(mat)) {
cast_shadows = true;
}
- if (RSG::storage->material_is_animated(mat)) {
+ if (RSG::material_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->dependency_tracker);
+ RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
}
@@ -3776,32 +3776,32 @@ void RendererSceneCull::_update_dirty_instance(Instance *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);
+ int dp = RSG::particles_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);
+ RID mesh = RSG::particles_storage->particles_get_draw_pass_mesh(p_instance->base, i);
if (!mesh.is_valid()) {
continue;
}
- int sc = RSG::storage->mesh_get_surface_count(mesh);
+ int sc = RSG::mesh_storage->mesh_get_surface_count(mesh);
for (int j = 0; j < sc; j++) {
- RID mat = RSG::storage->mesh_surface_get_material(mesh, j);
+ RID mat = RSG::mesh_storage->mesh_surface_get_material(mesh, j);
if (!mat.is_valid()) {
cast_shadows = true;
} else {
- if (RSG::storage->material_casts_shadows(mat)) {
+ if (RSG::material_storage->material_casts_shadows(mat)) {
cast_shadows = true;
}
- if (RSG::storage->material_is_animated(mat)) {
+ if (RSG::material_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->dependency_tracker);
+ RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
}
}
@@ -3813,8 +3813,8 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
}
if (p_instance->material_overlay.is_valid()) {
- can_cast_shadows = can_cast_shadows || RSG::storage->material_casts_shadows(p_instance->material_overlay);
- is_animated = is_animated || RSG::storage->material_is_animated(p_instance->material_overlay);
+ can_cast_shadows = can_cast_shadows || RSG::material_storage->material_casts_shadows(p_instance->material_overlay);
+ is_animated = is_animated || RSG::material_storage->material_is_animated(p_instance->material_overlay);
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_overlay);
}
@@ -3834,16 +3834,16 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
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);
+ p_instance->instance_allocated_shader_parameters_offset = RSG::material_storage->global_variables_instance_allocate(p_instance->self);
scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, p_instance->instance_allocated_shader_parameters_offset);
for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_parameters) {
if (E.value.value.get_type() != Variant::NIL) {
- RSG::storage->global_variables_instance_update(p_instance->self, E.value.index, E.value.value);
+ RSG::material_storage->global_variables_instance_update(p_instance->self, E.value.index, E.value.value);
}
}
} else {
- RSG::storage->global_variables_instance_free(p_instance->self);
+ RSG::material_storage->global_variables_instance_free(p_instance->self);
p_instance->instance_allocated_shader_parameters_offset = -1;
scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, -1);
}
@@ -3851,7 +3851,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
}
if (p_instance->skeleton.is_valid()) {
- RSG::storage->skeleton_update_dependency(p_instance->skeleton, &p_instance->dependency_tracker);
+ RSG::mesh_storage->skeleton_update_dependency(p_instance->skeleton, &p_instance->dependency_tracker);
}
p_instance->dependency_tracker.update_end();
@@ -3939,7 +3939,7 @@ bool RendererSceneCull::free(RID p_rid) {
if (instance->instance_allocated_shader_parameters) {
//free the used shader parameters
- RSG::storage->global_variables_instance_free(instance->self);
+ RSG::material_storage->global_variables_instance_free(instance->self);
}
update_dirty_instances(); //in case something changed this