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-rw-r--r--servers/rendering/renderer_scene_cull.h230
1 files changed, 202 insertions, 28 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 8bf262d7c0..85b4c53c59 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -52,7 +52,8 @@ public:
RendererSceneRender *scene_render;
enum {
- SDFGI_MAX_CASCADES = 8
+ SDFGI_MAX_CASCADES = 8,
+ SDFGI_MAX_REGIONS_PER_CASCADE = 3
};
uint64_t render_pass;
@@ -108,6 +109,153 @@ public:
struct Instance;
+ struct PlaneSign {
+ _ALWAYS_INLINE_ PlaneSign() {}
+ _ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
+ if (p_plane.normal.x > 0) {
+ signs[0] = 0;
+ } else {
+ signs[0] = 3;
+ }
+ if (p_plane.normal.y > 0) {
+ signs[1] = 1;
+ } else {
+ signs[1] = 4;
+ }
+ if (p_plane.normal.z > 0) {
+ signs[2] = 2;
+ } else {
+ signs[2] = 5;
+ }
+ }
+
+ uint32_t signs[3];
+ };
+
+ struct Frustum {
+ Vector<Plane> planes;
+ Vector<PlaneSign> plane_signs;
+ const Plane *planes_ptr;
+ const PlaneSign *plane_signs_ptr;
+ uint32_t plane_count;
+
+ _ALWAYS_INLINE_ Frustum() {}
+ _ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
+ planes = p_frustum.planes;
+ plane_signs = p_frustum.plane_signs;
+
+ planes_ptr = planes.ptr();
+ plane_signs_ptr = plane_signs.ptr();
+ plane_count = p_frustum.plane_count;
+ }
+ _ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
+ planes = p_frustum.planes;
+ plane_signs = p_frustum.plane_signs;
+
+ planes_ptr = planes.ptr();
+ plane_signs_ptr = plane_signs.ptr();
+ plane_count = p_frustum.plane_count;
+ }
+ _ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
+ planes = p_planes;
+ planes_ptr = planes.ptrw();
+ plane_count = planes.size();
+ for (int i = 0; i < planes.size(); i++) {
+ PlaneSign ps(p_planes[i]);
+ plane_signs.push_back(ps);
+ }
+
+ plane_signs_ptr = plane_signs.ptr();
+ }
+ };
+
+ struct InstanceBounds {
+ // Efficiently store instance bounds.
+ // Because bounds checking is performed first,
+ // keep it separated from data.
+
+ real_t bounds[6];
+ _ALWAYS_INLINE_ InstanceBounds() {}
+
+ _ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
+ bounds[0] = p_aabb.position.x;
+ bounds[1] = p_aabb.position.y;
+ bounds[2] = p_aabb.position.z;
+ bounds[3] = p_aabb.position.x + p_aabb.size.x;
+ bounds[4] = p_aabb.position.y + p_aabb.size.y;
+ bounds[5] = p_aabb.position.z + p_aabb.size.z;
+ }
+ _ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
+ // This is not a full SAT check and the possibility of false positives exist,
+ // but the tradeoff vs performance is still very good.
+
+ for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
+ Vector3 min(
+ bounds[p_frustum.plane_signs_ptr[i].signs[0]],
+ bounds[p_frustum.plane_signs_ptr[i].signs[1]],
+ bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
+
+ if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
+ return false;
+ }
+ }
+
+ return true;
+ }
+ _ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
+ Vector3 end = p_aabb.position + p_aabb.size;
+
+ if (bounds[0] >= end.x) {
+ return false;
+ }
+ if (bounds[3] <= p_aabb.position.x) {
+ return false;
+ }
+ if (bounds[1] >= end.y) {
+ return false;
+ }
+ if (bounds[4] <= p_aabb.position.y) {
+ return false;
+ }
+ if (bounds[2] >= end.z) {
+ return false;
+ }
+ if (bounds[5] <= p_aabb.position.z) {
+ return false;
+ }
+
+ return true;
+ }
+ };
+
+ struct InstanceData {
+ // Store instance pointer as well as common instance processing information,
+ // to make processing more cache friendly.
+ enum Flags {
+ FLAG_BASE_TYPE_MASK = 0xFF,
+ FLAG_CAST_SHADOWS = (1 << 8),
+ FLAG_CAST_SHADOWS_ONLY = (1 << 9),
+ FLAG_REDRAW_IF_VISIBLE = (1 << 10),
+ FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
+ FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
+ FLAG_GEOM_DECAL_DIRTY = (1 << 13),
+ FLAG_GEOM_GI_PROBE_DIRTY = (1 << 14),
+ FLAG_LIGHTMAP_CAPTURE = (1 << 15),
+ FLAG_USES_BAKED_LIGHT = (1 << 16),
+ FLAG_USES_MESH_INSTANCE = (1 << 17),
+ FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
+ };
+
+ uint32_t flags = 0;
+ uint32_t layer_mask = 0; //for fast layer-mask discard
+ RID base_rid;
+ RID instance_data_rid;
+ Instance *instance = nullptr;
+ };
+
+ PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
+ PagedArrayPool<InstanceData> instance_data_page_pool;
+
struct Scenario {
enum IndexerType {
INDEXER_GEOMETRY, //for geometry
@@ -131,6 +279,9 @@ public:
LocalVector<RID> dynamic_lights;
+ PagedArray<InstanceBounds> instance_aabbs;
+ PagedArray<InstanceData> instance_data;
+
Scenario() {
indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
@@ -178,6 +329,7 @@ public:
RID self;
//scenario stuff
DynamicBVH::ID indexer_id;
+ int32_t array_index;
Scenario *scenario;
SelfList<Instance> scenario_item;
@@ -199,7 +351,6 @@ public:
Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
- uint64_t last_render_pass;
uint64_t last_frame_pass;
uint64_t version; // changes to this, and changes to base increase version
@@ -240,7 +391,6 @@ public:
lod_begin_hysteresis = 0;
lod_end_hysteresis = 0;
- last_render_pass = 0;
last_frame_pass = 0;
version = 1;
base_data = nullptr;
@@ -248,6 +398,7 @@ public:
custom_aabb = nullptr;
pair_check = 0;
+ array_index = -1;
}
~Instance() {
@@ -265,28 +416,17 @@ public:
struct InstanceGeometryData : public InstanceBaseData {
Set<Instance *> lights;
- bool lighting_dirty;
bool can_cast_shadows;
bool material_is_animated;
Set<Instance *> decals;
- bool decal_dirty;
-
Set<Instance *> reflection_probes;
- bool reflection_dirty;
-
Set<Instance *> gi_probes;
- bool gi_probes_dirty;
-
Set<Instance *> lightmap_captures;
InstanceGeometryData() {
- lighting_dirty = false;
- reflection_dirty = true;
can_cast_shadows = true;
material_is_animated = true;
- gi_probes_dirty = true;
- decal_dirty = true;
}
};
@@ -296,14 +436,12 @@ public:
Set<Instance *> geometries;
RID instance;
- bool reflection_dirty;
SelfList<InstanceReflectionProbeData> update_list;
int render_step;
InstanceReflectionProbeData() :
update_list(this) {
- reflection_dirty = true;
render_step = -1;
}
};
@@ -334,8 +472,6 @@ public:
RS::LightBakeMode bake_mode;
uint32_t max_sdfgi_cascade = 2;
- uint64_t sdfgi_cascade_light_pass = 0;
-
InstanceLightData() {
bake_mode = RS::LIGHT_BAKE_DISABLED;
shadow_dirty = true;
@@ -468,25 +604,19 @@ public:
PagedArrayPool<RID> rid_cull_page_pool;
PagedArray<Instance *> instance_cull_result;
+ PagedArray<RID> mesh_instance_cull_result;
PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_render;
PagedArray<Instance *> instance_shadow_cull_result;
PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_shadow_render;
PagedArray<Instance *> instance_sdfgi_cull_result;
- PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_sdfgi_render;
PagedArray<Instance *> light_cull_result;
PagedArray<RendererSceneRender::InstanceBase *> lightmap_cull_result;
- PagedArray<Instance *> directional_shadow_cull_result;
PagedArray<RID> reflection_probe_instance_cull_result;
PagedArray<RID> light_instance_cull_result;
- PagedArray<RID> directional_light_cull_result;
+
PagedArray<RID> gi_probe_instance_cull_result;
PagedArray<RID> decal_instance_cull_result;
- PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
-
- uint64_t sdfgi_light_cull_pass = 0;
- int directional_light_count;
-
RID_PtrOwner<Instance> instance_owner;
bool pair_volumes_to_mesh; // used in traditional forward, unnecesary on clustered
@@ -536,10 +666,54 @@ public:
_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
void _unpair_instance(Instance *p_instance);
+ void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
+
_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold);
RID _render_get_environment(RID p_camera, RID p_scenario);
+ struct Cull {
+ struct Shadow {
+ RID light_instance;
+ struct Cascade {
+ Frustum frustum;
+
+ CameraMatrix projection;
+ Transform transform;
+ real_t zfar;
+ real_t split;
+ real_t shadow_texel_size;
+ real_t bias_scale;
+ real_t range_begin;
+ Vector2 uv_scale;
+
+ PagedArray<RendererSceneRender::InstanceBase *> cull_result;
+
+ } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
+ uint32_t cascade_count;
+
+ } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
+
+ uint32_t shadow_count;
+
+ struct SDFGI {
+ //have arrays here because SDFGI functions expects this, plus regions can have areas
+ PagedArray<RendererSceneRender::InstanceBase *> region_cull_result[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
+ AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
+ uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
+ uint32_t region_count = 0;
+
+ PagedArray<RID> cascade_lights[SDFGI_MAX_CASCADES];
+ uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
+ uint32_t cascade_light_count = 0;
+
+ } sdfgi;
+
+ SpinLock lock;
+
+ Frustum frustum;
+ } cull;
+
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows = true);
void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);