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-rw-r--r--servers/rendering/renderer_scene_cull.h506
1 files changed, 416 insertions, 90 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 85b4c53c59..96fe6ce25c 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -31,6 +31,7 @@
#ifndef RENDERING_SERVER_SCENE_CULL_H
#define RENDERING_SERVER_SCENE_CULL_H
+#include "core/templates/bin_sorted_array.h"
#include "core/templates/pass_func.h"
#include "servers/rendering/renderer_compositor.h"
@@ -45,15 +46,19 @@
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_scene.h"
+#include "servers/rendering/renderer_scene_occlusion_cull.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/xr/xr_interface.h"
+
class RendererSceneCull : public RendererScene {
public:
RendererSceneRender *scene_render;
enum {
SDFGI_MAX_CASCADES = 8,
- SDFGI_MAX_REGIONS_PER_CASCADE = 3
+ SDFGI_MAX_REGIONS_PER_CASCADE = 3,
+ MAX_INSTANCE_PAIRS = 32,
+ MAX_UPDATE_SHADOWS = 512
};
uint64_t render_pass;
@@ -78,7 +83,7 @@ public:
RID env;
RID effects;
- Transform transform;
+ Transform3D transform;
Camera() {
visible_layers = 0xFFFFFFFF;
@@ -92,19 +97,31 @@ public:
}
};
- mutable RID_PtrOwner<Camera> camera_owner;
+ mutable RID_Owner<Camera, true> camera_owner;
+
+ virtual RID camera_allocate();
+ virtual void camera_initialize(RID p_rid);
- 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_transform(RID p_camera, const Transform3D &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;
+ /* OCCLUDER API */
+
+ virtual RID occluder_allocate();
+ virtual void occluder_initialize(RID p_occluder);
+ virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
+
+ /* VISIBILITY NOTIFIER API */
+
+ RendererSceneOcclusionCull *dummy_occlusion_culling;
+
/* SCENARIO API */
struct Instance;
@@ -228,6 +245,8 @@ public:
}
};
+ struct InstanceVisibilityNotifierData;
+
struct InstanceData {
// Store instance pointer as well as common instance processing information,
// to make processing more cache friendly.
@@ -239,22 +258,54 @@ public:
FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
FLAG_GEOM_DECAL_DIRTY = (1 << 13),
- FLAG_GEOM_GI_PROBE_DIRTY = (1 << 14),
+ FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14),
FLAG_LIGHTMAP_CAPTURE = (1 << 15),
FLAG_USES_BAKED_LIGHT = (1 << 16),
FLAG_USES_MESH_INSTANCE = (1 << 17),
FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
+ FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19),
+ FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags
+ FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20),
+ FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21),
+ FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 22),
};
uint32_t flags = 0;
uint32_t layer_mask = 0; //for fast layer-mask discard
RID base_rid;
- RID instance_data_rid;
+ union {
+ uint64_t instance_data_rid;
+ RendererSceneRender::GeometryInstance *instance_geometry;
+ InstanceVisibilityNotifierData *visibility_notifier;
+ };
+ Instance *instance = nullptr;
+ int32_t parent_array_index = -1;
+ int32_t visibility_index = -1;
+ };
+
+ struct InstanceVisibilityData {
+ uint64_t viewport_state = 0;
+ int32_t array_index = -1;
+ Vector3 position;
Instance *instance = nullptr;
+ float range_begin = 0.0f;
+ float range_end = 0.0f;
+ float range_begin_margin = 0.0f;
+ float range_end_margin = 0.0f;
+ };
+
+ class VisibilityArray : public BinSortedArray<InstanceVisibilityData> {
+ _FORCE_INLINE_ virtual void _update_idx(InstanceVisibilityData &r_element, uint64_t p_idx) {
+ r_element.instance->visibility_index = p_idx;
+ if (r_element.instance->scenario && r_element.instance->array_index != -1) {
+ r_element.instance->scenario->instance_data[r_element.instance->array_index].visibility_index = p_idx;
+ }
+ }
};
PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
PagedArrayPool<InstanceData> instance_data_page_pool;
+ PagedArrayPool<InstanceVisibilityData> instance_visibility_data_page_pool;
struct Scenario {
enum IndexerType {
@@ -265,7 +316,6 @@ public:
DynamicBVH indexers[INDEXER_MAX];
- RS::ScenarioDebugMode debug;
RID self;
List<Instance *> directional_lights;
@@ -274,6 +324,8 @@ public:
RID camera_effects;
RID reflection_probe_shadow_atlas;
RID reflection_atlas;
+ uint64_t used_viewport_visibility_bits;
+ Map<RID, uint64_t> viewport_visibility_masks;
SelfList<Instance>::List instances;
@@ -281,32 +333,35 @@ public:
PagedArray<InstanceBounds> instance_aabbs;
PagedArray<InstanceData> instance_data;
+ VisibilityArray instance_visibility;
Scenario() {
indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
- debug = RS::SCENARIO_DEBUG_DISABLED;
+ used_viewport_visibility_bits = 0;
}
};
int indexer_update_iterations = 0;
- mutable RID_PtrOwner<Scenario> scenario_owner;
+ mutable RID_Owner<Scenario, true> scenario_owner;
static void _instance_pair(Instance *p_A, Instance *p_B);
static void _instance_unpair(Instance *p_A, Instance *p_B);
- static void _instance_update_mesh_instance(Instance *p_instance);
+ void _instance_update_mesh_instance(Instance *p_instance);
- virtual RID scenario_create();
+ virtual RID scenario_allocate();
+ virtual void scenario_initialize(RID p_rid);
- 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);
+ virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport);
+ virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport);
/* INSTANCING API */
@@ -325,11 +380,67 @@ public:
virtual ~InstanceBaseData() {}
};
- struct Instance : RendererSceneRender::InstanceBase {
+ struct Instance {
+ RS::InstanceType base_type;
+ RID base;
+
+ RID skeleton;
+ RID material_override;
+
+ RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
+
+ Transform3D transform;
+
+ float lod_bias;
+
+ bool ignore_occlusion_culling;
+
+ Vector<RID> materials;
+
+ RS::ShadowCastingSetting cast_shadows;
+
+ uint32_t layer_mask;
+ //fit in 32 bits
+ bool mirror : 8;
+ bool receive_shadows : 8;
+ bool visible : 8;
+ bool baked_light : 2; //this flag is only to know if it actually did use baked light
+ bool dynamic_gi : 2; //same above for dynamic objects
+ bool redraw_if_visible : 4;
+
+ Instance *lightmap;
+ Rect2 lightmap_uv_scale;
+ int lightmap_slice_index;
+ uint32_t lightmap_cull_index;
+ Vector<Color> lightmap_sh; //spherical harmonic
+
+ AABB aabb;
+ AABB transformed_aabb;
+ AABB prev_transformed_aabb;
+
+ struct InstanceShaderParameter {
+ int32_t index = -1;
+ Variant value;
+ Variant default_value;
+ PropertyInfo info;
+ };
+
+ Map<StringName, InstanceShaderParameter> instance_shader_parameters;
+ bool instance_allocated_shader_parameters = false;
+ int32_t instance_allocated_shader_parameters_offset = -1;
+
+ //
+
RID self;
//scenario stuff
DynamicBVH::ID indexer_id;
int32_t array_index;
+ int32_t visibility_index = -1;
+ float visibility_range_begin;
+ float visibility_range_end;
+ float visibility_range_begin_margin;
+ float visibility_range_end_margin;
+ Instance *visibility_parent = nullptr;
Scenario *scenario;
SelfList<Instance> scenario_item;
@@ -343,12 +454,6 @@ public:
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_frame_pass;
@@ -360,23 +465,71 @@ public:
SelfList<InstancePair>::List pairs;
uint64_t pair_check;
- 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);
+ RendererStorage::DependencyTracker dependency_tracker;
+
+ static void dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *tracker) {
+ Instance *instance = (Instance *)tracker->userdata;
+ switch (p_notification) {
+ case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA:
+ case RendererStorage::DEPENDENCY_CHANGED_AABB: {
+ singleton->_instance_queue_update(instance, true, false);
+
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: {
+ singleton->_instance_queue_update(instance, false, true);
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MESH:
+ case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
+ case RendererStorage::DEPENDENCY_CHANGED_DECAL:
+ case RendererStorage::DEPENDENCY_CHANGED_LIGHT:
+ case RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
+ singleton->_instance_queue_update(instance, true, true);
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
+ case RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES: {
+ //ignored
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: {
+ //requires repairing
+ if (instance->indexer_id.is_valid()) {
+ singleton->_unpair_instance(instance);
+ singleton->_instance_queue_update(instance, true, true);
+ }
+
+ } break;
}
}
- virtual void dependency_changed(bool p_aabb, bool p_dependencies) {
- singleton->_instance_queue_update(this, p_aabb, p_dependencies);
+ static void dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *tracker) {
+ Instance *instance = (Instance *)tracker->userdata;
+
+ if (p_dependency == instance->base) {
+ singleton->instance_set_base(instance->self, RID());
+ } else if (p_dependency == instance->skeleton) {
+ singleton->instance_attach_skeleton(instance->self, RID());
+ } else {
+ singleton->_instance_queue_update(instance, false, true);
+ }
}
Instance() :
scenario_item(this),
update_item(this) {
+ base_type = RS::INSTANCE_NONE;
+ cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
+ receive_shadows = true;
+ visible = true;
+ layer_mask = 1;
+ baked_light = false;
+ dynamic_gi = false;
+ redraw_if_visible = false;
+ lightmap_slice_index = 0;
+ lightmap = nullptr;
+ lightmap_cull_index = 0;
+ lod_bias = 1.0;
+ ignore_occlusion_culling = false;
+
scenario = nullptr;
update_aabb = false;
@@ -386,10 +539,10 @@ public:
visible = true;
- lod_begin = 0;
- lod_end = 0;
- lod_begin_hysteresis = 0;
- lod_end_hysteresis = 0;
+ visibility_range_begin = 0;
+ visibility_range_end = 0;
+ visibility_range_begin_margin = 0;
+ visibility_range_end_margin = 0;
last_frame_pass = 0;
version = 1;
@@ -399,6 +552,10 @@ public:
pair_check = 0;
array_index = -1;
+
+ dependency_tracker.userdata = this;
+ dependency_tracker.changed_callback = dependency_changed;
+ dependency_tracker.deleted_callback = dependency_deleted;
}
~Instance() {
@@ -415,14 +572,19 @@ public:
void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
struct InstanceGeometryData : public InstanceBaseData {
+ RendererSceneRender::GeometryInstance *geometry_instance = nullptr;
Set<Instance *> lights;
bool can_cast_shadows;
bool material_is_animated;
+ uint32_t projector_count = 0;
+ uint32_t softshadow_count = 0;
Set<Instance *> decals;
Set<Instance *> reflection_probes;
- Set<Instance *> gi_probes;
+ Set<Instance *> voxel_gi_instances;
Set<Instance *> lightmap_captures;
+ Set<Instance *> visibility_dependencies;
+ uint32_t visibility_dependencies_depth = 0;
InstanceGeometryData() {
can_cast_shadows = true;
@@ -458,12 +620,30 @@ public:
SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
+ struct InstanceParticlesCollisionData : public InstanceBaseData {
+ RID instance;
+ };
+
+ struct InstanceVisibilityNotifierData : public InstanceBaseData {
+ bool just_visible = false;
+ uint64_t visible_in_frame = 0;
+ RID base;
+ SelfList<InstanceVisibilityNotifierData> list_element;
+ InstanceVisibilityNotifierData() :
+ list_element(this) {}
+ };
+
+ SpinLock visible_notifier_list_lock;
+ SelfList<InstanceVisibilityNotifierData>::List visible_notifier_list;
+
struct InstanceLightData : public InstanceBaseData {
RID instance;
uint64_t last_version;
List<Instance *>::Element *D; // directional light in scenario
bool shadow_dirty;
+ bool uses_projector = false;
+ bool uses_softshadow = false;
Set<Instance *> geometries;
@@ -481,7 +661,7 @@ public:
}
};
- struct InstanceGIProbeData : public InstanceBaseData {
+ struct InstanceVoxelGIData : public InstanceBaseData {
Instance *owner;
Set<Instance *> geometries;
@@ -491,7 +671,7 @@ public:
struct LightCache {
RS::LightType type;
- Transform transform;
+ Transform3D transform;
Color color;
float energy;
float bake_energy;
@@ -511,18 +691,19 @@ public:
bool invalid;
uint32_t base_version;
- SelfList<InstanceGIProbeData> update_element;
+ SelfList<InstanceVoxelGIData> update_element;
- InstanceGIProbeData() :
+ InstanceVoxelGIData() :
update_element(this) {
invalid = true;
base_version = 0;
}
};
- SelfList<InstanceGIProbeData>::List gi_probe_update_list;
+ SelfList<InstanceVoxelGIData>::List voxel_gi_update_list;
struct InstanceLightmapData : public InstanceBaseData {
+ RID instance;
Set<Instance *> geometries;
Set<Instance *> users;
@@ -543,6 +724,7 @@ public:
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
+
if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) {
//test is more coarse in indexer
p_instance->pair_check = pair_pass;
@@ -588,57 +770,168 @@ public:
}
};
- struct CullResult {
- PagedArray<Instance *> *result;
- _FORCE_INLINE_ bool operator()(void *p_data) {
- Instance *p_instance = (Instance *)p_data;
- result->push_back(p_instance);
- return false;
- }
- };
-
Set<Instance *> heightfield_particle_colliders_update_list;
PagedArrayPool<Instance *> instance_cull_page_pool;
- PagedArrayPool<RendererSceneRender::InstanceBase *> base_instance_cull_page_pool;
+ PagedArrayPool<RendererSceneRender::GeometryInstance *> geometry_instance_cull_page_pool;
PagedArrayPool<RID> rid_cull_page_pool;
PagedArray<Instance *> instance_cull_result;
- PagedArray<RID> mesh_instance_cull_result;
- PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_render;
PagedArray<Instance *> instance_shadow_cull_result;
- PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_shadow_render;
- PagedArray<Instance *> instance_sdfgi_cull_result;
- PagedArray<Instance *> light_cull_result;
- PagedArray<RendererSceneRender::InstanceBase *> lightmap_cull_result;
- PagedArray<RID> reflection_probe_instance_cull_result;
- PagedArray<RID> light_instance_cull_result;
- PagedArray<RID> gi_probe_instance_cull_result;
- PagedArray<RID> decal_instance_cull_result;
+ struct InstanceCullResult {
+ PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances;
+ PagedArray<Instance *> lights;
+ PagedArray<RID> light_instances;
+ PagedArray<RID> lightmaps;
+ PagedArray<RID> reflections;
+ PagedArray<RID> decals;
+ PagedArray<RID> voxel_gi_instances;
+ PagedArray<RID> mesh_instances;
+
+ struct DirectionalShadow {
+ PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
+ } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
+
+ PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
+ PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
+
+ void clear() {
+ geometry_instances.clear();
+ lights.clear();
+ light_instances.clear();
+ lightmaps.clear();
+ reflections.clear();
+ decals.clear();
+ voxel_gi_instances.clear();
+ mesh_instances.clear();
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].clear();
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].clear();
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].clear();
+ }
+ }
+
+ void reset() {
+ geometry_instances.reset();
+ lights.reset();
+ light_instances.reset();
+ lightmaps.reset();
+ reflections.reset();
+ decals.reset();
+ voxel_gi_instances.reset();
+ mesh_instances.reset();
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].reset();
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].reset();
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].reset();
+ }
+ }
+
+ void append_from(InstanceCullResult &p_cull_result) {
+ geometry_instances.merge_unordered(p_cull_result.geometry_instances);
+ lights.merge_unordered(p_cull_result.lights);
+ light_instances.merge_unordered(p_cull_result.light_instances);
+ lightmaps.merge_unordered(p_cull_result.lightmaps);
+ reflections.merge_unordered(p_cull_result.reflections);
+ decals.merge_unordered(p_cull_result.decals);
+ voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances);
+ mesh_instances.merge_unordered(p_cull_result.mesh_instances);
+
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
+ }
+ }
+
+ void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
+ geometry_instances.set_page_pool(p_geometry_instance_pool);
+ light_instances.set_page_pool(p_rid_pool);
+ lights.set_page_pool(p_instance_pool);
+ lightmaps.set_page_pool(p_rid_pool);
+ reflections.set_page_pool(p_rid_pool);
+ decals.set_page_pool(p_rid_pool);
+ voxel_gi_instances.set_page_pool(p_rid_pool);
+ mesh_instances.set_page_pool(p_rid_pool);
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
+ }
+ }
+ };
+
+ InstanceCullResult scene_cull_result;
+ LocalVector<InstanceCullResult> scene_cull_result_threads;
+
+ RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
+ uint32_t max_shadows_used = 0;
- RID_PtrOwner<Instance> instance_owner;
+ RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
+ RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data;
- bool pair_volumes_to_mesh; // used in traditional forward, unnecesary on clustered
+ uint32_t thread_cull_threshold = 200;
- virtual RID instance_create();
+ RID_Owner<Instance, true> instance_owner;
+
+ uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecessary on clustered
+
+ virtual RID instance_allocate();
+ virtual void instance_initialize(RID p_rid);
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_set_transform(RID p_instance, const Transform3D &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_surface_override_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);
+ virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance);
+
+ void _update_instance_visibility_depth(Instance *p_instance);
+ void _update_instance_visibility_dependencies(Instance *p_instance);
+
// 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;
@@ -648,12 +941,12 @@ public:
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_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
+
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
- void _update_instance_shader_parameters_from_material(Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material);
+ void _update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::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;
@@ -666,9 +959,9 @@ public:
_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
void _unpair_instance(Instance *p_instance);
- void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
+ void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
- _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold);
+ _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold);
RID _render_get_environment(RID p_camera, RID p_scenario);
@@ -679,7 +972,7 @@ public:
Frustum frustum;
CameraMatrix projection;
- Transform transform;
+ Transform3D transform;
real_t zfar;
real_t split;
real_t shadow_texel_size;
@@ -687,8 +980,6 @@ public:
real_t range_begin;
Vector2 uv_scale;
- PagedArray<RendererSceneRender::InstanceBase *> cull_result;
-
} cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
uint32_t cascade_count;
@@ -698,12 +989,10 @@ public:
struct SDFGI {
//have arrays here because SDFGI functions expects this, plus regions can have areas
- PagedArray<RendererSceneRender::InstanceBase *> region_cull_result[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
uint32_t region_count = 0;
- PagedArray<RID> cascade_lights[SDFGI_MAX_CASCADES];
uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
uint32_t cascade_light_count = 0;
@@ -714,13 +1003,39 @@ public:
Frustum frustum;
} cull;
+ struct VisibilityCullData {
+ uint64_t viewport_mask;
+ Scenario *scenario;
+ Vector3 camera_position;
+ uint32_t cull_offset;
+ uint32_t cull_count;
+ };
+
+ void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data);
+ void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to);
+ _FORCE_INLINE_ void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_idx);
+ _FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask);
+
+ struct CullData {
+ Cull *cull;
+ Scenario *scenario;
+ RID shadow_atlas;
+ Transform3D cam_transform;
+ uint32_t visible_layers;
+ Instance *render_reflection_probe;
+ const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
+ const CameraMatrix *camera_matrix;
+ uint64_t visibility_viewport_mask;
+ };
+
+ void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
+ void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);
+
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
- void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows = true);
- void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
+ void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
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, float p_screen_lod_threshold, 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, float p_screen_lod_threshold, RID p_shadow_atlas);
+ void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr);
void update_dirty_instances();
void render_particle_colliders();
@@ -738,18 +1053,21 @@ public:
#define PASSBASE scene_render
- PASS1(directional_shadow_atlas_set_size, int)
- PASS1(gi_probe_set_quality, RS::GIProbeQuality)
+ PASS2(directional_shadow_atlas_set_size, int, bool)
+ PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
/* SKY API */
- PASS0R(RID, sky_create)
+ PASS0R(RID, sky_allocate)
+ PASS1(sky_initialize, RID)
+
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)
+ PASS0R(RID, environment_allocate)
+ PASS1(environment_initialize, RID)
PASS1RC(bool, is_environment, RID)
@@ -777,16 +1095,15 @@ public:
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)
+ PASS10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
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)
+ PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
+ PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)
PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
PASS1RC(int, environment_get_canvas_max_layer, RID)
@@ -799,7 +1116,8 @@ public:
/* CAMERA EFFECTS */
- PASS0R(RID, camera_effects_create)
+ PASS0R(RID, camera_effects_allocate)
+ PASS1(camera_effects_initialize, RID)
PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)
@@ -815,19 +1133,27 @@ public:
/* Render Buffers */
PASS0R(RID, render_buffers_create)
- PASS7(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool)
+ PASS8(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool, uint32_t)
+ PASS1(gi_set_use_half_resolution, bool)
/* Shadow Atlas */
PASS0R(RID, shadow_atlas_create)
- PASS2(shadow_atlas_set_size, RID, int)
+ PASS3(shadow_atlas_set_size, RID, int, bool)
PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
+ PASS1(decals_set_filter, RS::DecalFilter)
+ PASS1(light_projectors_set_filter, RS::LightProjectorFilter)
+
virtual void update();
bool free(RID p_rid);
+ void set_scene_render(RendererSceneRender *p_scene_render);
+
+ virtual void update_visibility_notifiers();
+
RendererSceneCull();
virtual ~RendererSceneCull();
};