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Diffstat (limited to 'servers/rendering/renderer_scene_cull.h')
-rw-r--r--servers/rendering/renderer_scene_cull.h121
1 files changed, 87 insertions, 34 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index a89b9da587..bdfbea95a2 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"
@@ -253,12 +254,15 @@ 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),
};
uint32_t flags = 0;
@@ -269,10 +273,33 @@ public:
RendererSceneRender::GeometryInstance *instance_geometry;
};
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 {
@@ -292,6 +319,8 @@ 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;
@@ -299,11 +328,13 @@ 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;
}
};
@@ -326,6 +357,8 @@ public:
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 */
@@ -399,6 +432,12 @@ public:
//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;
@@ -412,12 +451,6 @@ 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;
@@ -495,10 +528,10 @@ 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;
@@ -535,8 +568,10 @@ public:
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;
@@ -599,7 +634,7 @@ public:
}
};
- struct InstanceGIProbeData : public InstanceBaseData {
+ struct InstanceVoxelGIData : public InstanceBaseData {
Instance *owner;
Set<Instance *> geometries;
@@ -629,16 +664,16 @@ 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;
@@ -717,14 +752,14 @@ public:
PagedArray<Instance *> instance_cull_result;
PagedArray<Instance *> instance_shadow_cull_result;
- struct FrustumCullResult {
+ 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> gi_probes;
+ PagedArray<RID> voxel_gi_instances;
PagedArray<RID> mesh_instances;
struct DirectionalShadow {
@@ -741,7 +776,7 @@ public:
lightmaps.clear();
reflections.clear();
decals.clear();
- gi_probes.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++) {
@@ -765,7 +800,7 @@ public:
lightmaps.reset();
reflections.reset();
decals.reset();
- gi_probes.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++) {
@@ -782,14 +817,14 @@ public:
}
}
- void append_from(FrustumCullResult &p_cull_result) {
+ 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);
- gi_probes.merge_unordered(p_cull_result.gi_probes);
+ 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++) {
@@ -814,7 +849,7 @@ public:
lightmaps.set_page_pool(p_rid_pool);
reflections.set_page_pool(p_rid_pool);
decals.set_page_pool(p_rid_pool);
- gi_probes.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++) {
@@ -832,8 +867,8 @@ public:
}
};
- FrustumCullResult frustum_cull_result;
- LocalVector<FrustumCullResult> frustum_cull_result_threads;
+ InstanceCullResult scene_cull_result;
+ LocalVector<InstanceCullResult> scene_cull_result_threads;
RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
uint32_t max_shadows_used = 0;
@@ -866,6 +901,11 @@ public:
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;
@@ -875,8 +915,8 @@ 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);
@@ -937,6 +977,19 @@ 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;
@@ -946,17 +999,17 @@ public:
Instance *render_reflection_probe;
const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
const CameraMatrix *camera_matrix;
+ const VisibilityCullData *visibility_cull_data;
};
- void _frustum_cull_threaded(uint32_t p_thread, CullData *cull_data);
- void _frustum_cull(CullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
+ 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 _render_scene(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, 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);
+ 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);
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, RID p_viewport, 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, RID p_viewport, 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);
void update_dirty_instances();
void render_particle_colliders();
@@ -975,7 +1028,7 @@ public:
#define PASSBASE scene_render
PASS2(directional_shadow_atlas_set_size, int, bool)
- PASS1(gi_probe_set_quality, RS::GIProbeQuality)
+ PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
/* SKY API */
@@ -1054,7 +1107,7 @@ 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 */