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Diffstat (limited to 'servers/visual/visual_server_scene.cpp')
-rw-r--r-- | servers/visual/visual_server_scene.cpp | 2839 |
1 files changed, 0 insertions, 2839 deletions
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp deleted file mode 100644 index 1a9ecae23a..0000000000 --- a/servers/visual/visual_server_scene.cpp +++ /dev/null @@ -1,2839 +0,0 @@ -/*************************************************************************/ -/* visual_server_scene.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "visual_server_scene.h" - -#include "core/os/os.h" -#include "visual_server_globals.h" -#include "visual_server_raster.h" - -#include <new> - -/* CAMERA API */ - -RID VisualServerScene::camera_create() { - - Camera *camera = memnew(Camera); - return camera_owner.make_rid(camera); -} - -void VisualServerScene::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) { - - Camera *camera = camera_owner.getornull(p_camera); - ERR_FAIL_COND(!camera); - camera->type = Camera::PERSPECTIVE; - camera->fov = p_fovy_degrees; - camera->znear = p_z_near; - camera->zfar = p_z_far; -} - -void VisualServerScene::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) { - - Camera *camera = camera_owner.getornull(p_camera); - ERR_FAIL_COND(!camera); - camera->type = Camera::ORTHOGONAL; - camera->size = p_size; - camera->znear = p_z_near; - camera->zfar = p_z_far; -} - -void VisualServerScene::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) { - Camera *camera = camera_owner.getornull(p_camera); - ERR_FAIL_COND(!camera); - camera->type = Camera::FRUSTUM; - camera->size = p_size; - camera->offset = p_offset; - camera->znear = p_z_near; - camera->zfar = p_z_far; -} - -void VisualServerScene::camera_set_transform(RID p_camera, const Transform &p_transform) { - - Camera *camera = camera_owner.getornull(p_camera); - ERR_FAIL_COND(!camera); - camera->transform = p_transform.orthonormalized(); -} - -void VisualServerScene::camera_set_cull_mask(RID p_camera, uint32_t p_layers) { - - Camera *camera = camera_owner.getornull(p_camera); - ERR_FAIL_COND(!camera); - - camera->visible_layers = p_layers; -} - -void VisualServerScene::camera_set_environment(RID p_camera, RID p_env) { - - Camera *camera = camera_owner.getornull(p_camera); - ERR_FAIL_COND(!camera); - camera->env = p_env; -} - -void VisualServerScene::camera_set_camera_effects(RID p_camera, RID p_fx) { - - Camera *camera = camera_owner.getornull(p_camera); - ERR_FAIL_COND(!camera); - camera->effects = p_fx; -} - -void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) { - - Camera *camera = camera_owner.getornull(p_camera); - ERR_FAIL_COND(!camera); - camera->vaspect = p_enable; -} - -/* SCENARIO API */ - -void *VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int) { - - //VisualServerScene *self = (VisualServerScene*)p_self; - Instance *A = p_A; - Instance *B = p_B; - - //instance indices are designed so greater always contains lesser - if (A->base_type > B->base_type) { - SWAP(A, B); //lesser always first - } - - if (B->base_type == VS::INSTANCE_LIGHT && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) { - - InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data); - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data); - - InstanceLightData::PairInfo pinfo; - pinfo.geometry = A; - pinfo.L = geom->lighting.push_back(B); - - List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo); - - if (geom->can_cast_shadows) { - - light->shadow_dirty = true; - } - geom->lighting_dirty = true; - - return E; //this element should make freeing faster - } else if (B->base_type == VS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) { - - InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data); - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data); - - InstanceReflectionProbeData::PairInfo pinfo; - pinfo.geometry = A; - pinfo.L = geom->reflection_probes.push_back(B); - - List<InstanceReflectionProbeData::PairInfo>::Element *E = reflection_probe->geometries.push_back(pinfo); - - geom->reflection_dirty = true; - - return E; //this element should make freeing faster - } else if (B->base_type == VS::INSTANCE_LIGHTMAP_CAPTURE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) { - - InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(B->base_data); - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data); - - InstanceLightmapCaptureData::PairInfo pinfo; - pinfo.geometry = A; - pinfo.L = geom->lightmap_captures.push_back(B); - - List<InstanceLightmapCaptureData::PairInfo>::Element *E = lightmap_capture->geometries.push_back(pinfo); - ((VisualServerScene *)p_self)->_instance_queue_update(A, false, false); //need to update capture - - return E; //this element should make freeing faster - } else if (B->base_type == VS::INSTANCE_GI_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) { - - InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data); - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data); - - InstanceGIProbeData::PairInfo pinfo; - pinfo.geometry = A; - pinfo.L = geom->gi_probes.push_back(B); - - List<InstanceGIProbeData::PairInfo>::Element *E; - if (A->dynamic_gi) { - E = gi_probe->dynamic_geometries.push_back(pinfo); - } else { - E = gi_probe->geometries.push_back(pinfo); - } - - geom->gi_probes_dirty = true; - - return E; //this element should make freeing faster - - } else if (B->base_type == VS::INSTANCE_GI_PROBE && A->base_type == VS::INSTANCE_LIGHT) { - - InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data); - return gi_probe->lights.insert(A); - } - - return NULL; -} -void VisualServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *udata) { - - //VisualServerScene *self = (VisualServerScene*)p_self; - Instance *A = p_A; - Instance *B = p_B; - - //instance indices are designed so greater always contains lesser - if (A->base_type > B->base_type) { - SWAP(A, B); //lesser always first - } - - if (B->base_type == VS::INSTANCE_LIGHT && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) { - - InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data); - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data); - - List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element *>(udata); - - geom->lighting.erase(E->get().L); - light->geometries.erase(E); - - if (geom->can_cast_shadows) { - light->shadow_dirty = true; - } - geom->lighting_dirty = true; - - } else if (B->base_type == VS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) { - - InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data); - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data); - - List<InstanceReflectionProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceReflectionProbeData::PairInfo>::Element *>(udata); - - geom->reflection_probes.erase(E->get().L); - reflection_probe->geometries.erase(E); - - geom->reflection_dirty = true; - } else if (B->base_type == VS::INSTANCE_LIGHTMAP_CAPTURE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) { - - InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(B->base_data); - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data); - - List<InstanceLightmapCaptureData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightmapCaptureData::PairInfo>::Element *>(udata); - - geom->lightmap_captures.erase(E->get().L); - lightmap_capture->geometries.erase(E); - ((VisualServerScene *)p_self)->_instance_queue_update(A, false, false); //need to update capture - - } else if (B->base_type == VS::INSTANCE_GI_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) { - - InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data); - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data); - - List<InstanceGIProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceGIProbeData::PairInfo>::Element *>(udata); - - geom->gi_probes.erase(E->get().L); - if (A->dynamic_gi) { - gi_probe->dynamic_geometries.erase(E); - } else { - gi_probe->geometries.erase(E); - } - - geom->gi_probes_dirty = true; - - } else if (B->base_type == VS::INSTANCE_GI_PROBE && A->base_type == VS::INSTANCE_LIGHT) { - - InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data); - Set<Instance *>::Element *E = reinterpret_cast<Set<Instance *>::Element *>(udata); - - gi_probe->lights.erase(E); - } -} - -RID VisualServerScene::scenario_create() { - - Scenario *scenario = memnew(Scenario); - ERR_FAIL_COND_V(!scenario, RID()); - RID scenario_rid = scenario_owner.make_rid(scenario); - scenario->self = scenario_rid; - - scenario->octree.set_pair_callback(_instance_pair, this); - scenario->octree.set_unpair_callback(_instance_unpair, this); - scenario->reflection_probe_shadow_atlas = VSG::scene_render->shadow_atlas_create(); - VSG::scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest - VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4); - VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4); - VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4); - VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8); - scenario->reflection_atlas = VSG::scene_render->reflection_atlas_create(); - return scenario_rid; -} - -void VisualServerScene::scenario_set_debug(RID p_scenario, VS::ScenarioDebugMode p_debug_mode) { - - Scenario *scenario = scenario_owner.getornull(p_scenario); - ERR_FAIL_COND(!scenario); - scenario->debug = p_debug_mode; -} - -void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environment) { - - Scenario *scenario = scenario_owner.getornull(p_scenario); - ERR_FAIL_COND(!scenario); - scenario->environment = p_environment; -} - -void VisualServerScene::scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) { - - Scenario *scenario = scenario_owner.getornull(p_scenario); - ERR_FAIL_COND(!scenario); - scenario->camera_effects = p_camera_effects; -} - -void VisualServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) { - - Scenario *scenario = scenario_owner.getornull(p_scenario); - ERR_FAIL_COND(!scenario); - scenario->fallback_environment = p_environment; -} - -void VisualServerScene::scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) { - - Scenario *scenario = scenario_owner.getornull(p_scenario); - ERR_FAIL_COND(!scenario); - VSG::scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_reflection_size, p_reflection_count); -} - -/* INSTANCING API */ - -void VisualServerScene::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies) { - - if (p_update_aabb) - p_instance->update_aabb = true; - if (p_update_dependencies) - p_instance->update_dependencies = true; - - if (p_instance->update_item.in_list()) - return; - - _instance_update_list.add(&p_instance->update_item); -} - -RID VisualServerScene::instance_create() { - - Instance *instance = memnew(Instance); - ERR_FAIL_COND_V(!instance, RID()); - - RID instance_rid = instance_owner.make_rid(instance); - instance->self = instance_rid; - - return instance_rid; -} - -void VisualServerScene::instance_set_base(RID p_instance, RID p_base) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - Scenario *scenario = instance->scenario; - - if (instance->base_type != VS::INSTANCE_NONE) { - //free anything related to that base - - if (scenario && instance->octree_id) { - scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away - instance->octree_id = 0; - } - - switch (instance->base_type) { - case VS::INSTANCE_LIGHT: { - - InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data); -#ifdef DEBUG_ENABLED - if (light->geometries.size()) { - ERR_PRINT("BUG, indexing did not unpair geometries from light."); - } -#endif - if (instance->scenario && light->D) { - instance->scenario->directional_lights.erase(light->D); - light->D = NULL; - } - VSG::scene_render->free(light->instance); - } break; - case VS::INSTANCE_REFLECTION_PROBE: { - - InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data); - VSG::scene_render->free(reflection_probe->instance); - if (reflection_probe->update_list.in_list()) { - reflection_probe_render_list.remove(&reflection_probe->update_list); - } - } break; - case VS::INSTANCE_LIGHTMAP_CAPTURE: { - - InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(instance->base_data); - //erase dependencies, since no longer a lightmap - while (lightmap_capture->users.front()) { - instance_set_use_lightmap(lightmap_capture->users.front()->get()->self, RID(), RID()); - } - } break; - case VS::INSTANCE_GI_PROBE: { - - InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data); -#ifdef DEBUG_ENABLED - if (gi_probe->geometries.size()) { - ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe."); - } -#endif -#ifdef DEBUG_ENABLED - if (gi_probe->lights.size()) { - ERR_PRINT("BUG, indexing did not unpair lights from GIProbe."); - } -#endif - if (gi_probe->update_element.in_list()) { - gi_probe_update_list.remove(&gi_probe->update_element); - } - - if (instance->lightmap_capture) { - Instance *capture = (Instance *)instance->lightmap_capture; - InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(capture->base_data); - lightmap_capture->users.erase(instance); - instance->lightmap_capture = NULL; - instance->lightmap = RID(); - } - - VSG::scene_render->free(gi_probe->probe_instance); - - } break; - default: { - } - } - - if (instance->base_data) { - memdelete(instance->base_data); - instance->base_data = NULL; - } - - instance->blend_values.clear(); - instance->materials.clear(); - } - - instance->base_type = VS::INSTANCE_NONE; - instance->base = RID(); - - if (p_base.is_valid()) { - - instance->base_type = VSG::storage->get_base_type(p_base); - ERR_FAIL_COND(instance->base_type == VS::INSTANCE_NONE); - - switch (instance->base_type) { - case VS::INSTANCE_LIGHT: { - - InstanceLightData *light = memnew(InstanceLightData); - - if (scenario && VSG::storage->light_get_type(p_base) == VS::LIGHT_DIRECTIONAL) { - light->D = scenario->directional_lights.push_back(instance); - } - - light->instance = VSG::scene_render->light_instance_create(p_base); - - instance->base_data = light; - } break; - case VS::INSTANCE_MESH: - case VS::INSTANCE_MULTIMESH: - case VS::INSTANCE_IMMEDIATE: - case VS::INSTANCE_PARTICLES: { - - InstanceGeometryData *geom = memnew(InstanceGeometryData); - instance->base_data = geom; - if (instance->base_type == VS::INSTANCE_MESH) { - instance->blend_values.resize(VSG::storage->mesh_get_blend_shape_count(p_base)); - } - } break; - case VS::INSTANCE_REFLECTION_PROBE: { - - InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData); - reflection_probe->owner = instance; - instance->base_data = reflection_probe; - - reflection_probe->instance = VSG::scene_render->reflection_probe_instance_create(p_base); - } break; - case VS::INSTANCE_LIGHTMAP_CAPTURE: { - - InstanceLightmapCaptureData *lightmap_capture = memnew(InstanceLightmapCaptureData); - instance->base_data = lightmap_capture; - //lightmap_capture->instance = VSG::scene_render->lightmap_capture_instance_create(p_base); - } break; - case VS::INSTANCE_GI_PROBE: { - - InstanceGIProbeData *gi_probe = memnew(InstanceGIProbeData); - instance->base_data = gi_probe; - gi_probe->owner = instance; - - if (scenario && !gi_probe->update_element.in_list()) { - gi_probe_update_list.add(&gi_probe->update_element); - } - - gi_probe->probe_instance = VSG::scene_render->gi_probe_instance_create(p_base); - - } break; - default: { - } - } - - instance->base = p_base; - - //forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it - VSG::storage->base_update_dependency(p_base, instance); - } - - _instance_queue_update(instance, true, true); -} -void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - if (instance->scenario) { - - instance->scenario->instances.remove(&instance->scenario_item); - - if (instance->octree_id) { - instance->scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away - instance->octree_id = 0; - } - - switch (instance->base_type) { - - case VS::INSTANCE_LIGHT: { - - InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data); -#ifdef DEBUG_ENABLED - if (light->geometries.size()) { - ERR_PRINT("BUG, indexing did not unpair geometries from light."); - } -#endif - if (light->D) { - instance->scenario->directional_lights.erase(light->D); - light->D = NULL; - } - } break; - case VS::INSTANCE_REFLECTION_PROBE: { - InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data); - VSG::scene_render->reflection_probe_release_atlas_index(reflection_probe->instance); - - } break; - case VS::INSTANCE_GI_PROBE: { - - InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data); - -#ifdef DEBUG_ENABLED - if (gi_probe->geometries.size()) { - ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe."); - } -#endif -#ifdef DEBUG_ENABLED - if (gi_probe->lights.size()) { - ERR_PRINT("BUG, indexing did not unpair lights from GIProbe."); - } -#endif - - if (gi_probe->update_element.in_list()) { - gi_probe_update_list.remove(&gi_probe->update_element); - } - } break; - default: { - } - } - - instance->scenario = NULL; - } - - if (p_scenario.is_valid()) { - - Scenario *scenario = scenario_owner.getornull(p_scenario); - ERR_FAIL_COND(!scenario); - - instance->scenario = scenario; - - scenario->instances.add(&instance->scenario_item); - - switch (instance->base_type) { - - case VS::INSTANCE_LIGHT: { - - InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data); - - if (VSG::storage->light_get_type(instance->base) == VS::LIGHT_DIRECTIONAL) { - light->D = scenario->directional_lights.push_back(instance); - } - } break; - case VS::INSTANCE_GI_PROBE: { - - InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data); - if (!gi_probe->update_element.in_list()) { - gi_probe_update_list.add(&gi_probe->update_element); - } - } break; - default: { - } - } - - _instance_queue_update(instance, true, true); - } -} -void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - instance->layer_mask = p_mask; -} -void VisualServerScene::instance_set_transform(RID p_instance, const Transform &p_transform) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - if (instance->transform == p_transform) - return; //must be checked to avoid worst evil - -#ifdef DEBUG_ENABLED - - for (int i = 0; i < 4; i++) { - const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin; - ERR_FAIL_COND(Math::is_inf(v.x)); - ERR_FAIL_COND(Math::is_nan(v.x)); - ERR_FAIL_COND(Math::is_inf(v.y)); - ERR_FAIL_COND(Math::is_nan(v.y)); - ERR_FAIL_COND(Math::is_inf(v.z)); - ERR_FAIL_COND(Math::is_nan(v.z)); - } - -#endif - instance->transform = p_transform; - _instance_queue_update(instance, true); -} -void VisualServerScene::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - instance->object_id = p_id; -} -void VisualServerScene::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - if (instance->update_item.in_list()) { - _update_dirty_instance(instance); - } - - ERR_FAIL_INDEX(p_shape, instance->blend_values.size()); - instance->blend_values.write[p_shape] = p_weight; -} - -void VisualServerScene::instance_set_surface_material(RID p_instance, int p_surface, RID p_material) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - if (instance->base_type == VS::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, VSG::storage->mesh_get_surface_count(instance->base))); - } - - ERR_FAIL_INDEX(p_surface, instance->materials.size()); - - instance->materials.write[p_surface] = p_material; - - _instance_queue_update(instance, false, true); -} - -void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - if (instance->visible == p_visible) - return; - - instance->visible = p_visible; - - switch (instance->base_type) { - case VS::INSTANCE_LIGHT: { - if (VSG::storage->light_get_type(instance->base) != VS::LIGHT_DIRECTIONAL && instance->octree_id && instance->scenario) { - instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << VS::INSTANCE_LIGHT, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0); - } - - } break; - case VS::INSTANCE_REFLECTION_PROBE: { - if (instance->octree_id && instance->scenario) { - instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << VS::INSTANCE_REFLECTION_PROBE, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0); - } - - } break; - case VS::INSTANCE_LIGHTMAP_CAPTURE: { - if (instance->octree_id && instance->scenario) { - instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << VS::INSTANCE_LIGHTMAP_CAPTURE, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0); - } - - } break; - case VS::INSTANCE_GI_PROBE: { - if (instance->octree_id && instance->scenario) { - instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << VS::INSTANCE_GI_PROBE, p_visible ? (VS::INSTANCE_GEOMETRY_MASK | (1 << VS::INSTANCE_LIGHT)) : 0); - } - - } break; - default: { - } - } -} -inline bool is_geometry_instance(VisualServer::InstanceType p_type) { - return p_type == VS::INSTANCE_MESH || p_type == VS::INSTANCE_MULTIMESH || p_type == VS::INSTANCE_PARTICLES || p_type == VS::INSTANCE_IMMEDIATE; -} - -void VisualServerScene::instance_set_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - if (instance->lightmap_capture) { - InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(((Instance *)instance->lightmap_capture)->base_data); - lightmap_capture->users.erase(instance); - instance->lightmap = RID(); - instance->lightmap_capture = NULL; - } - - if (p_lightmap_instance.is_valid()) { - Instance *lightmap_instance = instance_owner.getornull(p_lightmap_instance); - ERR_FAIL_COND(!lightmap_instance); - ERR_FAIL_COND(lightmap_instance->base_type != VS::INSTANCE_LIGHTMAP_CAPTURE); - instance->lightmap_capture = lightmap_instance; - - InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(((Instance *)instance->lightmap_capture)->base_data); - lightmap_capture->users.insert(instance); - instance->lightmap = p_lightmap; - } -} - -void VisualServerScene::instance_set_custom_aabb(RID p_instance, AABB p_aabb) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - ERR_FAIL_COND(!is_geometry_instance(instance->base_type)); - - if (p_aabb != AABB()) { - - // Set custom AABB - if (instance->custom_aabb == NULL) - instance->custom_aabb = memnew(AABB); - *instance->custom_aabb = p_aabb; - - } else { - - // Clear custom AABB - if (instance->custom_aabb != NULL) { - memdelete(instance->custom_aabb); - instance->custom_aabb = NULL; - } - } - - if (instance->scenario) - _instance_queue_update(instance, true, false); -} - -void VisualServerScene::instance_attach_skeleton(RID p_instance, RID p_skeleton) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - if (instance->skeleton == p_skeleton) - return; - - instance->skeleton = p_skeleton; - - if (p_skeleton.is_valid()) { - //update the dependency now, so if cleared, we remove it - VSG::storage->skeleton_update_dependency(p_skeleton, instance); - } - _instance_queue_update(instance, true, true); -} - -void VisualServerScene::instance_set_exterior(RID p_instance, bool p_enabled) { -} - -void VisualServerScene::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) { - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - instance->extra_margin = p_margin; - _instance_queue_update(instance, true, false); -} - -Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const { - - Vector<ObjectID> instances; - Scenario *scenario = scenario_owner.getornull(p_scenario); - ERR_FAIL_COND_V(!scenario, instances); - - const_cast<VisualServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling - - int culled = 0; - Instance *cull[1024]; - culled = scenario->octree.cull_aabb(p_aabb, cull, 1024); - - for (int i = 0; i < culled; i++) { - - Instance *instance = cull[i]; - ERR_CONTINUE(!instance); - if (instance->object_id.is_null()) - continue; - - instances.push_back(instance->object_id); - } - - return instances; -} -Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const { - - Vector<ObjectID> instances; - Scenario *scenario = scenario_owner.getornull(p_scenario); - ERR_FAIL_COND_V(!scenario, instances); - const_cast<VisualServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling - - int culled = 0; - Instance *cull[1024]; - culled = scenario->octree.cull_segment(p_from, p_from + p_to * 10000, cull, 1024); - - for (int i = 0; i < culled; i++) { - Instance *instance = cull[i]; - ERR_CONTINUE(!instance); - if (instance->object_id.is_null()) - continue; - - instances.push_back(instance->object_id); - } - - return instances; -} -Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const { - - Vector<ObjectID> instances; - Scenario *scenario = scenario_owner.getornull(p_scenario); - ERR_FAIL_COND_V(!scenario, instances); - const_cast<VisualServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling - - int culled = 0; - Instance *cull[1024]; - - culled = scenario->octree.cull_convex(p_convex, cull, 1024); - - for (int i = 0; i < culled; i++) { - - Instance *instance = cull[i]; - ERR_CONTINUE(!instance); - if (instance->object_id.is_null()) - continue; - - instances.push_back(instance->object_id); - } - - return instances; -} - -void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceFlags p_flags, bool p_enabled) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - //ERR_FAIL_COND(((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK)); - - switch (p_flags) { - - case VS::INSTANCE_FLAG_USE_BAKED_LIGHT: { - - instance->baked_light = p_enabled; - - } break; - case VS::INSTANCE_FLAG_USE_DYNAMIC_GI: { - - if (p_enabled == instance->dynamic_gi) { - //bye, redundant - return; - } - - if (instance->octree_id != 0) { - //remove from octree, it needs to be re-paired - instance->scenario->octree.erase(instance->octree_id); - instance->octree_id = 0; - _instance_queue_update(instance, true, true); - } - - //once out of octree, can be changed - instance->dynamic_gi = p_enabled; - - } break; - case VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: { - - instance->redraw_if_visible = p_enabled; - - } break; - default: { - } - } -} -void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - instance->cast_shadows = p_shadow_casting_setting; - _instance_queue_update(instance, false, true); -} -void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material) { - - Instance *instance = instance_owner.getornull(p_instance); - ERR_FAIL_COND(!instance); - - instance->material_override = p_material; - _instance_queue_update(instance, false, true); -} - -void VisualServerScene::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) { -} -void VisualServerScene::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) { -} - -void VisualServerScene::_update_instance(Instance *p_instance) { - - p_instance->version++; - - if (p_instance->base_type == VS::INSTANCE_LIGHT) { - - InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data); - - VSG::scene_render->light_instance_set_transform(light->instance, p_instance->transform); - light->shadow_dirty = true; - } - - if (p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE) { - - InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data); - - VSG::scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform); - reflection_probe->reflection_dirty = true; - } - - if (p_instance->base_type == VS::INSTANCE_GI_PROBE) { - - InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(p_instance->base_data); - - VSG::scene_render->gi_probe_instance_set_transform_to_data(gi_probe->probe_instance, p_instance->transform); - } - - if (p_instance->base_type == VS::INSTANCE_PARTICLES) { - - VSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform); - } - - if (p_instance->aabb.has_no_surface()) { - return; - } - - if ((1 << p_instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) { - - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data); - //make sure lights are updated if it casts shadow - - if (geom->can_cast_shadows) { - for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) { - InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data); - light->shadow_dirty = true; - } - } - - if (!p_instance->lightmap_capture && geom->lightmap_captures.size()) { - //affected by lightmap captures, must update capture info! - _update_instance_lightmap_captures(p_instance); - } else { - if (!p_instance->lightmap_capture_data.empty()) { - p_instance->lightmap_capture_data.resize(0); //not in use, clear capture data - } - } - } - - p_instance->mirror = p_instance->transform.basis.determinant() < 0.0; - - AABB new_aabb; - - new_aabb = p_instance->transform.xform(p_instance->aabb); - - p_instance->transformed_aabb = new_aabb; - - if (!p_instance->scenario) { - - return; - } - - if (p_instance->octree_id == 0) { - - uint32_t base_type = 1 << p_instance->base_type; - uint32_t pairable_mask = 0; - bool pairable = false; - - if (p_instance->base_type == VS::INSTANCE_LIGHT || p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE || p_instance->base_type == VS::INSTANCE_LIGHTMAP_CAPTURE) { - - pairable_mask = p_instance->visible ? VS::INSTANCE_GEOMETRY_MASK : 0; - pairable = true; - } - - if (p_instance->base_type == VS::INSTANCE_GI_PROBE) { - //lights and geometries - pairable_mask = p_instance->visible ? VS::INSTANCE_GEOMETRY_MASK | (1 << VS::INSTANCE_LIGHT) : 0; - pairable = true; - } - - // not inside octree - p_instance->octree_id = p_instance->scenario->octree.create(p_instance, new_aabb, 0, pairable, base_type, pairable_mask); - - } else { - - /* - if (new_aabb==p_instance->data.transformed_aabb) - return; - */ - - p_instance->scenario->octree.move(p_instance->octree_id, new_aabb); - } -} - -void VisualServerScene::_update_instance_aabb(Instance *p_instance) { - - AABB new_aabb; - - ERR_FAIL_COND(p_instance->base_type != VS::INSTANCE_NONE && !p_instance->base.is_valid()); - - switch (p_instance->base_type) { - case VisualServer::INSTANCE_NONE: { - - // do nothing - } break; - case VisualServer::INSTANCE_MESH: { - - if (p_instance->custom_aabb) - new_aabb = *p_instance->custom_aabb; - else - new_aabb = VSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton); - - } break; - - case VisualServer::INSTANCE_MULTIMESH: { - - if (p_instance->custom_aabb) - new_aabb = *p_instance->custom_aabb; - else - new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base); - - } break; - case VisualServer::INSTANCE_IMMEDIATE: { - - if (p_instance->custom_aabb) - new_aabb = *p_instance->custom_aabb; - else - new_aabb = VSG::storage->immediate_get_aabb(p_instance->base); - - } break; - case VisualServer::INSTANCE_PARTICLES: { - - if (p_instance->custom_aabb) - new_aabb = *p_instance->custom_aabb; - else - new_aabb = VSG::storage->particles_get_aabb(p_instance->base); - - } break; - case VisualServer::INSTANCE_LIGHT: { - - new_aabb = VSG::storage->light_get_aabb(p_instance->base); - - } break; - case VisualServer::INSTANCE_REFLECTION_PROBE: { - - new_aabb = VSG::storage->reflection_probe_get_aabb(p_instance->base); - - } break; - case VisualServer::INSTANCE_GI_PROBE: { - - new_aabb = VSG::storage->gi_probe_get_bounds(p_instance->base); - - } break; - case VisualServer::INSTANCE_LIGHTMAP_CAPTURE: { - - new_aabb = VSG::storage->lightmap_capture_get_bounds(p_instance->base); - - } break; - default: { - } - } - - // <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs - if (p_instance->extra_margin) - new_aabb.grow_by(p_instance->extra_margin); - - p_instance->aabb = new_aabb; -} - -_FORCE_INLINE_ static void _light_capture_sample_octree(const RasterizerStorage::LightmapCaptureOctree *p_octree, int p_cell_subdiv, const Vector3 &p_pos, const Vector3 &p_dir, float p_level, Vector3 &r_color, float &r_alpha) { - - static const Vector3 aniso_normal[6] = { - Vector3(-1, 0, 0), - Vector3(1, 0, 0), - Vector3(0, -1, 0), - Vector3(0, 1, 0), - Vector3(0, 0, -1), - Vector3(0, 0, 1) - }; - - int size = 1 << (p_cell_subdiv - 1); - - int clamp_v = size - 1; - //first of all, clamp - Vector3 pos; - pos.x = CLAMP(p_pos.x, 0, clamp_v); - pos.y = CLAMP(p_pos.y, 0, clamp_v); - pos.z = CLAMP(p_pos.z, 0, clamp_v); - - float level = (p_cell_subdiv - 1) - p_level; - - int target_level; - float level_filter; - if (level <= 0.0) { - level_filter = 0; - target_level = 0; - } else { - target_level = Math::ceil(level); - level_filter = target_level - level; - } - - Vector3 color[2][8]; - float alpha[2][8]; - zeromem(alpha, sizeof(float) * 2 * 8); - - //find cell at given level first - - for (int c = 0; c < 2; c++) { - - int current_level = MAX(0, target_level - c); - int level_cell_size = (1 << (p_cell_subdiv - 1)) >> current_level; - - for (int n = 0; n < 8; n++) { - - int x = int(pos.x); - int y = int(pos.y); - int z = int(pos.z); - - if (n & 1) - x += level_cell_size; - if (n & 2) - y += level_cell_size; - if (n & 4) - z += level_cell_size; - - int ofs_x = 0; - int ofs_y = 0; - int ofs_z = 0; - - x = CLAMP(x, 0, clamp_v); - y = CLAMP(y, 0, clamp_v); - z = CLAMP(z, 0, clamp_v); - - int half = size / 2; - uint32_t cell = 0; - for (int i = 0; i < current_level; i++) { - - const RasterizerStorage::LightmapCaptureOctree *bc = &p_octree[cell]; - - int child = 0; - if (x >= ofs_x + half) { - child |= 1; - ofs_x += half; - } - if (y >= ofs_y + half) { - child |= 2; - ofs_y += half; - } - if (z >= ofs_z + half) { - child |= 4; - ofs_z += half; - } - - cell = bc->children[child]; - if (cell == RasterizerStorage::LightmapCaptureOctree::CHILD_EMPTY) - break; - - half >>= 1; - } - - if (cell == RasterizerStorage::LightmapCaptureOctree::CHILD_EMPTY) { - alpha[c][n] = 0; - } else { - alpha[c][n] = p_octree[cell].alpha; - - for (int i = 0; i < 6; i++) { - //anisotropic read light - float amount = p_dir.dot(aniso_normal[i]); - if (amount < 0) - amount = 0; - color[c][n].x += p_octree[cell].light[i][0] / 1024.0 * amount; - color[c][n].y += p_octree[cell].light[i][1] / 1024.0 * amount; - color[c][n].z += p_octree[cell].light[i][2] / 1024.0 * amount; - } - } - - //print_line("\tlev " + itos(c) + " - " + itos(n) + " alpha: " + rtos(cells[test_cell].alpha) + " col: " + color[c][n]); - } - } - - float target_level_size = size >> target_level; - Vector3 pos_fract[2]; - - pos_fract[0].x = Math::fmod(pos.x, target_level_size) / target_level_size; - pos_fract[0].y = Math::fmod(pos.y, target_level_size) / target_level_size; - pos_fract[0].z = Math::fmod(pos.z, target_level_size) / target_level_size; - - target_level_size = size >> MAX(0, target_level - 1); - - pos_fract[1].x = Math::fmod(pos.x, target_level_size) / target_level_size; - pos_fract[1].y = Math::fmod(pos.y, target_level_size) / target_level_size; - pos_fract[1].z = Math::fmod(pos.z, target_level_size) / target_level_size; - - float alpha_interp[2]; - Vector3 color_interp[2]; - - for (int i = 0; i < 2; i++) { - - Vector3 color_x00 = color[i][0].linear_interpolate(color[i][1], pos_fract[i].x); - Vector3 color_xy0 = color[i][2].linear_interpolate(color[i][3], pos_fract[i].x); - Vector3 blend_z0 = color_x00.linear_interpolate(color_xy0, pos_fract[i].y); - - Vector3 color_x0z = color[i][4].linear_interpolate(color[i][5], pos_fract[i].x); - Vector3 color_xyz = color[i][6].linear_interpolate(color[i][7], pos_fract[i].x); - Vector3 blend_z1 = color_x0z.linear_interpolate(color_xyz, pos_fract[i].y); - - color_interp[i] = blend_z0.linear_interpolate(blend_z1, pos_fract[i].z); - - float alpha_x00 = Math::lerp(alpha[i][0], alpha[i][1], pos_fract[i].x); - float alpha_xy0 = Math::lerp(alpha[i][2], alpha[i][3], pos_fract[i].x); - float alpha_z0 = Math::lerp(alpha_x00, alpha_xy0, pos_fract[i].y); - - float alpha_x0z = Math::lerp(alpha[i][4], alpha[i][5], pos_fract[i].x); - float alpha_xyz = Math::lerp(alpha[i][6], alpha[i][7], pos_fract[i].x); - float alpha_z1 = Math::lerp(alpha_x0z, alpha_xyz, pos_fract[i].y); - - alpha_interp[i] = Math::lerp(alpha_z0, alpha_z1, pos_fract[i].z); - } - - r_color = color_interp[0].linear_interpolate(color_interp[1], level_filter); - r_alpha = Math::lerp(alpha_interp[0], alpha_interp[1], level_filter); - - //print_line("pos: " + p_posf + " level " + rtos(p_level) + " down to " + itos(target_level) + "." + rtos(level_filter) + " color " + r_color + " alpha " + rtos(r_alpha)); -} - -_FORCE_INLINE_ static Color _light_capture_voxel_cone_trace(const RasterizerStorage::LightmapCaptureOctree *p_octree, const Vector3 &p_pos, const Vector3 &p_dir, float p_aperture, int p_cell_subdiv) { - - float bias = 0.0; //no need for bias here - float max_distance = (Vector3(1, 1, 1) * (1 << (p_cell_subdiv - 1))).length(); - - float dist = bias; - float alpha = 0.0; - Vector3 color; - - Vector3 scolor; - float salpha; - - while (dist < max_distance && alpha < 0.95) { - float diameter = MAX(1.0, 2.0 * p_aperture * dist); - _light_capture_sample_octree(p_octree, p_cell_subdiv, p_pos + dist * p_dir, p_dir, log2(diameter), scolor, salpha); - float a = (1.0 - alpha); - color += scolor * a; - alpha += a * salpha; - dist += diameter * 0.5; - } - - return Color(color.x, color.y, color.z, alpha); -} - -void VisualServerScene::_update_instance_lightmap_captures(Instance *p_instance) { - - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data); - - static const Vector3 cone_traces[12] = { - Vector3(0, 0, 1), - Vector3(0.866025, 0, 0.5), - Vector3(0.267617, 0.823639, 0.5), - Vector3(-0.700629, 0.509037, 0.5), - Vector3(-0.700629, -0.509037, 0.5), - Vector3(0.267617, -0.823639, 0.5), - Vector3(0, 0, -1), - Vector3(0.866025, 0, -0.5), - Vector3(0.267617, 0.823639, -0.5), - Vector3(-0.700629, 0.509037, -0.5), - Vector3(-0.700629, -0.509037, -0.5), - Vector3(0.267617, -0.823639, -0.5) - }; - - float cone_aperture = 0.577; // tan(angle) 60 degrees - - if (p_instance->lightmap_capture_data.empty()) { - p_instance->lightmap_capture_data.resize(12); - } - - //print_line("update captures for pos: " + p_instance->transform.origin); - - for (int i = 0; i < 12; i++) - new (&p_instance->lightmap_capture_data.ptrw()[i]) Color; - - //this could use some sort of blending.. - for (List<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) { - const Vector<RasterizerStorage::LightmapCaptureOctree> *octree = VSG::storage->lightmap_capture_get_octree_ptr(E->get()->base); - //print_line("octree size: " + itos(octree->size())); - if (octree->size() == 0) - continue; - Transform to_cell_xform = VSG::storage->lightmap_capture_get_octree_cell_transform(E->get()->base); - int cell_subdiv = VSG::storage->lightmap_capture_get_octree_cell_subdiv(E->get()->base); - to_cell_xform = to_cell_xform * E->get()->transform.affine_inverse(); - - const RasterizerStorage::LightmapCaptureOctree *octree_r = octree->ptr(); - - Vector3 pos = to_cell_xform.xform(p_instance->transform.origin); - - for (int i = 0; i < 12; i++) { - - Vector3 dir = to_cell_xform.basis.xform(cone_traces[i]).normalized(); - Color capture = _light_capture_voxel_cone_trace(octree_r, pos, dir, cone_aperture, cell_subdiv); - p_instance->lightmap_capture_data.write[i] += capture; - } - } -} - -bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario) { - - InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data); - - Transform light_transform = p_instance->transform; - light_transform.orthonormalize(); //scale does not count on lights - - bool animated_material_found = false; - - switch (VSG::storage->light_get_type(p_instance->base)) { - - case VS::LIGHT_DIRECTIONAL: { - - float max_distance = p_cam_projection.get_z_far(); - float shadow_max = VSG::storage->light_get_param(p_instance->base, VS::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); - float min_distance = MIN(p_cam_projection.get_z_near(), max_distance); - - VS::LightDirectionalShadowDepthRangeMode depth_range_mode = VSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base); - - if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) { - //optimize min/max - Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform); - int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); - Plane base(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2)); - //check distance max and min - - bool found_items = false; - float z_max = -1e20; - float z_min = 1e20; - - for (int i = 0; i < cull_count; i++) { - - Instance *instance = instance_shadow_cull_result[i]; - if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { - continue; - } - - if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { - animated_material_found = true; - } - - float max, min; - instance->transformed_aabb.project_range_in_plane(base, min, max); - - if (max > z_max) { - z_max = max; - } - - if (min < z_min) { - z_min = min; - } - - found_items = true; - } - - if (found_items) { - min_distance = MAX(min_distance, z_min); - max_distance = MIN(max_distance, z_max); - } - } - - float range = max_distance - min_distance; - - int splits = 0; - switch (VSG::storage->light_directional_get_shadow_mode(p_instance->base)) { - case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: splits = 1; break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: splits = 2; break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: splits = 4; break; - } - - float distances[5]; - - distances[0] = min_distance; - for (int i = 0; i < splits; i++) { - distances[i + 1] = min_distance + VSG::storage->light_get_param(p_instance->base, VS::LightParam(VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range; - }; - - distances[splits] = max_distance; - - float texture_size = VSG::scene_render->get_directional_light_shadow_size(light->instance); - - bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base); - - float first_radius = 0.0; - - for (int i = 0; i < splits; i++) { - - RENDER_TIMESTAMP("Culling Directional Light split" + itos(i)); - - // setup a camera matrix for that range! - CameraMatrix camera_matrix; - - float aspect = p_cam_projection.get_aspect(); - - if (p_cam_orthogonal) { - - Vector2 vp_he = p_cam_projection.get_viewport_half_extents(); - - camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false); - } else { - - float fov = p_cam_projection.get_fov(); - camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false); - } - - //obtain the frustum endpoints - - Vector3 endpoints[8]; // frustum plane endpoints - bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints); - ERR_CONTINUE(!res); - - // obtain the light frustm ranges (given endpoints) - - Transform transform = light_transform; //discard scale and stabilize light - - Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized(); - Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized(); - Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized(); - //z_vec points agsint the camera, like in default opengl - - float x_min = 0.f, x_max = 0.f; - float y_min = 0.f, y_max = 0.f; - float z_min = 0.f, z_max = 0.f; - - // FIXME: z_max_cam is defined, computed, but not used below when setting up - // ortho_camera. Commented out for now to fix warnings but should be investigated. - float x_min_cam = 0.f, x_max_cam = 0.f; - float y_min_cam = 0.f, y_max_cam = 0.f; - float z_min_cam = 0.f; - //float z_max_cam = 0.f; - - float bias_scale = 1.0; - - //used for culling - - for (int j = 0; j < 8; j++) { - - float d_x = x_vec.dot(endpoints[j]); - float d_y = y_vec.dot(endpoints[j]); - float d_z = z_vec.dot(endpoints[j]); - - if (j == 0 || d_x < x_min) - x_min = d_x; - if (j == 0 || d_x > x_max) - x_max = d_x; - - if (j == 0 || d_y < y_min) - y_min = d_y; - if (j == 0 || d_y > y_max) - y_max = d_y; - - if (j == 0 || d_z < z_min) - z_min = d_z; - if (j == 0 || d_z > z_max) - z_max = d_z; - } - - { - //camera viewport stuff - - Vector3 center; - - for (int j = 0; j < 8; j++) { - - center += endpoints[j]; - } - center /= 8.0; - - //center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5; - - float radius = 0; - - for (int j = 0; j < 8; j++) { - - float d = center.distance_to(endpoints[j]); - if (d > radius) - radius = d; - } - - radius *= texture_size / (texture_size - 2.0); //add a texel by each side - - if (i == 0) { - first_radius = radius; - } else { - bias_scale = radius / first_radius; - } - - x_max_cam = x_vec.dot(center) + radius; - x_min_cam = x_vec.dot(center) - radius; - y_max_cam = y_vec.dot(center) + radius; - y_min_cam = y_vec.dot(center) - radius; - //z_max_cam = z_vec.dot(center) + radius; - z_min_cam = z_vec.dot(center) - radius; - - if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) { - //this trick here is what stabilizes the shadow (make potential jaggies to not move) - //at the cost of some wasted resolution. Still the quality increase is very well worth it - - float unit = radius * 2.0 / texture_size; - - x_max_cam = Math::stepify(x_max_cam, unit); - x_min_cam = Math::stepify(x_min_cam, unit); - y_max_cam = Math::stepify(y_max_cam, unit); - y_min_cam = Math::stepify(y_min_cam, unit); - } - } - - //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree - - Vector<Plane> light_frustum_planes; - light_frustum_planes.resize(6); - - //right/left - light_frustum_planes.write[0] = Plane(x_vec, x_max); - light_frustum_planes.write[1] = Plane(-x_vec, -x_min); - //top/bottom - light_frustum_planes.write[2] = Plane(y_vec, y_max); - light_frustum_planes.write[3] = Plane(-y_vec, -y_min); - //near/far - light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6); - light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed - - int cull_count = p_scenario->octree.cull_convex(light_frustum_planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); - - // a pre pass will need to be needed to determine the actual z-near to be used - - Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2)); - - for (int j = 0; j < cull_count; j++) { - - float min, max; - Instance *instance = instance_shadow_cull_result[j]; - if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { - cull_count--; - SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); - j--; - continue; - } - - instance->transformed_aabb.project_range_in_plane(Plane(z_vec, 0), min, max); - instance->depth = near_plane.distance_to(instance->transform.origin); - instance->depth_layer = 0; - if (max > z_max) - z_max = max; - } - - { - - CameraMatrix ortho_camera; - real_t half_x = (x_max_cam - x_min_cam) * 0.5; - real_t half_y = (y_max_cam - y_min_cam) * 0.5; - - ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam)); - - Transform ortho_transform; - ortho_transform.basis = transform.basis; - ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max; - - VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i, bias_scale); - } - - VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); - } - - } break; - case VS::LIGHT_OMNI: { - - VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base); - - if (shadow_mode == VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !VSG::scene_render->light_instances_can_render_shadow_cube()) { - - for (int i = 0; i < 2; i++) { - - //using this one ensures that raster deferred will have it - RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i)); - - float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); - - float z = i == 0 ? -1 : 1; - Vector<Plane> planes; - planes.resize(5); - planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius)); - planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius)); - planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius)); - planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius)); - planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius)); - - int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); - Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z); - - for (int j = 0; j < cull_count; j++) { - - Instance *instance = instance_shadow_cull_result[j]; - if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { - cull_count--; - SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); - j--; - } else { - if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { - animated_material_found = true; - } - - instance->depth = near_plane.distance_to(instance->transform.origin); - instance->depth_layer = 0; - } - } - - VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i); - VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); - } - } else { //shadow cube - - float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); - CameraMatrix cm; - cm.set_perspective(90, 1, 0.01, radius); - - for (int i = 0; i < 6; i++) { - - RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i)); - //using this one ensures that raster deferred will have it - - static const Vector3 view_normals[6] = { - Vector3(+1, 0, 0), - Vector3(-1, 0, 0), - Vector3(0, -1, 0), - Vector3(0, +1, 0), - Vector3(0, 0, +1), - Vector3(0, 0, -1) - }; - static const Vector3 view_up[6] = { - Vector3(0, -1, 0), - Vector3(0, -1, 0), - Vector3(0, 0, -1), - Vector3(0, 0, +1), - Vector3(0, -1, 0), - Vector3(0, -1, 0) - }; - - Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]); - - Vector<Plane> planes = cm.get_projection_planes(xform); - - int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); - - Plane near_plane(xform.origin, -xform.basis.get_axis(2)); - for (int j = 0; j < cull_count; j++) { - - Instance *instance = instance_shadow_cull_result[j]; - if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { - cull_count--; - SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); - j--; - } else { - if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { - animated_material_found = true; - } - instance->depth = near_plane.distance_to(instance->transform.origin); - instance->depth_layer = 0; - } - } - - VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i); - VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); - } - - //restore the regular DP matrix - VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0); - } - - } break; - case VS::LIGHT_SPOT: { - - RENDER_TIMESTAMP("Culling Spot Light"); - - float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); - float angle = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_SPOT_ANGLE); - - CameraMatrix cm; - cm.set_perspective(angle * 2.0, 1.0, 0.01, radius); - - Vector<Plane> planes = cm.get_projection_planes(light_transform); - int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); - - Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2)); - for (int j = 0; j < cull_count; j++) { - - Instance *instance = instance_shadow_cull_result[j]; - if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { - cull_count--; - SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); - j--; - } else { - if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { - animated_material_found = true; - } - instance->depth = near_plane.distance_to(instance->transform.origin); - instance->depth_layer = 0; - } - } - - VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0); - VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); - - } break; - } - - return animated_material_found; -} - -void VisualServerScene::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) { -// render to mono camera -#ifndef _3D_DISABLED - - Camera *camera = camera_owner.getornull(p_camera); - ERR_FAIL_COND(!camera); - - /* STEP 1 - SETUP CAMERA */ - CameraMatrix camera_matrix; - bool ortho = false; - - switch (camera->type) { - case Camera::ORTHOGONAL: { - - camera_matrix.set_orthogonal( - camera->size, - p_viewport_size.width / (float)p_viewport_size.height, - camera->znear, - camera->zfar, - camera->vaspect); - ortho = true; - } break; - case Camera::PERSPECTIVE: { - - camera_matrix.set_perspective( - camera->fov, - p_viewport_size.width / (float)p_viewport_size.height, - camera->znear, - camera->zfar, - camera->vaspect); - ortho = false; - - } break; - case Camera::FRUSTUM: { - - camera_matrix.set_frustum( - camera->size, - p_viewport_size.width / (float)p_viewport_size.height, - camera->offset, - camera->znear, - camera->zfar, - camera->vaspect); - ortho = false; - } break; - } - - _prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID()); - _render_scene(p_render_buffers, camera->transform, camera_matrix, ortho, camera->env, camera->effects, p_scenario, p_shadow_atlas, RID(), -1); -#endif -} - -void VisualServerScene::render_camera(RID p_render_buffers, Ref<ARVRInterface> &p_interface, ARVRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) { - // render for AR/VR interface - - Camera *camera = camera_owner.getornull(p_camera); - ERR_FAIL_COND(!camera); - - /* SETUP CAMERA, we are ignoring type and FOV here */ - float aspect = p_viewport_size.width / (float)p_viewport_size.height; - CameraMatrix camera_matrix = p_interface->get_projection_for_eye(p_eye, aspect, camera->znear, camera->zfar); - - // We also ignore our camera position, it will have been positioned with a slightly old tracking position. - // Instead we take our origin point and have our ar/vr interface add fresh tracking data! Whoohoo! - Transform world_origin = ARVRServer::get_singleton()->get_world_origin(); - Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin); - - // For stereo render we only prepare for our left eye and then reuse the outcome for our right eye - if (p_eye == ARVRInterface::EYE_LEFT) { - ///@TODO possibly move responsibility for this into our ARVRServer or ARVRInterface? - - // Center our transform, we assume basis is equal. - Transform mono_transform = cam_transform; - Transform right_transform = p_interface->get_transform_for_eye(ARVRInterface::EYE_RIGHT, world_origin); - mono_transform.origin += right_transform.origin; - mono_transform.origin *= 0.5; - - // We need to combine our projection frustums for culling. - // Ideally we should use our clipping planes for this and combine them, - // however our shadow map logic uses our projection matrix. - // Note: as our left and right frustums should be mirrored, we don't need our right projection matrix. - - // - get some base values we need - float eye_dist = (mono_transform.origin - cam_transform.origin).length(); - float z_near = camera_matrix.get_z_near(); // get our near plane - float z_far = camera_matrix.get_z_far(); // get our far plane - float width = (2.0 * z_near) / camera_matrix.matrix[0][0]; - float x_shift = width * camera_matrix.matrix[2][0]; - float height = (2.0 * z_near) / camera_matrix.matrix[1][1]; - float y_shift = height * camera_matrix.matrix[2][1]; - - // printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift); - - // - calculate our near plane size (horizontal only, right_near is mirrored) - float left_near = -eye_dist - ((width - x_shift) * 0.5); - - // - calculate our far plane size (horizontal only, right_far is mirrored) - float left_far = -eye_dist - (z_far * (width - x_shift) * 0.5 / z_near); - float left_far_right_eye = eye_dist - (z_far * (width + x_shift) * 0.5 / z_near); - if (left_far > left_far_right_eye) { - // on displays smaller then double our iod, the right eye far frustrum can overtake the left eyes. - left_far = left_far_right_eye; - } - - // - figure out required z-shift - float slope = (left_far - left_near) / (z_far - z_near); - float z_shift = (left_near / slope) - z_near; - - // - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift) - float top_near = (height - y_shift) * 0.5; - top_near += (top_near / z_near) * z_shift; - float bottom_near = -(height + y_shift) * 0.5; - bottom_near += (bottom_near / z_near) * z_shift; - - // printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift); - - // - generate our frustum - CameraMatrix combined_matrix; - combined_matrix.set_frustum(left_near, -left_near, bottom_near, top_near, z_near + z_shift, z_far + z_shift); - - // and finally move our camera back - Transform apply_z_shift; - apply_z_shift.origin = Vector3(0.0, 0.0, z_shift); // z negative is forward so this moves it backwards - mono_transform *= apply_z_shift; - - // now prepare our scene with our adjusted transform projection matrix - _prepare_scene(mono_transform, combined_matrix, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID()); - } else if (p_eye == ARVRInterface::EYE_MONO) { - // For mono render, prepare as per usual - _prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID()); - } - - // And render our scene... - _render_scene(p_render_buffers, cam_transform, camera_matrix, false, camera->env, camera->effects, p_scenario, p_shadow_atlas, RID(), -1); -}; - -void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows) { - // Note, in stereo rendering: - // - p_cam_transform will be a transform in the middle of our two eyes - // - p_cam_projection is a wider frustrum that encompasses both eyes - - Scenario *scenario = scenario_owner.getornull(p_scenario); - - render_pass++; - uint32_t camera_layer_mask = p_visible_layers; - - VSG::scene_render->set_scene_pass(render_pass); - - RENDER_TIMESTAMP("Frustum Culling"); - - //rasterizer->set_camera(camera->transform, camera_matrix,ortho); - - Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform); - - Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized()); - float z_far = p_cam_projection.get_z_far(); - - /* STEP 2 - CULL */ - instance_cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL); - light_cull_count = 0; - - reflection_probe_cull_count = 0; - gi_probe_cull_count = 0; - - //light_samplers_culled=0; - - /* - print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0)); - print_line("OTO: "+itos(p_scenario->octree.get_octant_count())); - print_line("OTE: "+itos(p_scenario->octree.get_elem_count())); - print_line("OTP: "+itos(p_scenario->octree.get_pair_count())); - */ - - /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */ - //removed, will replace with culling - - /* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */ - - for (int i = 0; i < instance_cull_count; i++) { - - Instance *ins = instance_cull_result[i]; - - bool keep = false; - - if ((camera_layer_mask & ins->layer_mask) == 0) { - //failure - } else if (ins->base_type == VS::INSTANCE_LIGHT && ins->visible) { - - if (light_cull_count < MAX_LIGHTS_CULLED) { - - InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data); - - if (!light->geometries.empty()) { - //do not add this light if no geometry is affected by it.. - light_cull_result[light_cull_count] = ins; - light_instance_cull_result[light_cull_count] = light->instance; - if (p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(ins->base)) { - VSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later - } - - light_cull_count++; - } - } - } else if (ins->base_type == VS::INSTANCE_REFLECTION_PROBE && ins->visible) { - - if (reflection_probe_cull_count < MAX_REFLECTION_PROBES_CULLED) { - - InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(ins->base_data); - - if (p_reflection_probe != reflection_probe->instance) { - //avoid entering The Matrix - - if (!reflection_probe->geometries.empty()) { - //do not add this light if no geometry is affected by it.. - - if (reflection_probe->reflection_dirty || VSG::scene_render->reflection_probe_instance_needs_redraw(reflection_probe->instance)) { - if (!reflection_probe->update_list.in_list()) { - reflection_probe->render_step = 0; - reflection_probe_render_list.add_last(&reflection_probe->update_list); - } - - reflection_probe->reflection_dirty = false; - } - - if (VSG::scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) { - reflection_probe_instance_cull_result[reflection_probe_cull_count] = reflection_probe->instance; - reflection_probe_cull_count++; - } - } - } - } - - } else if (ins->base_type == VS::INSTANCE_GI_PROBE && ins->visible) { - - InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(ins->base_data); - if (!gi_probe->update_element.in_list()) { - gi_probe_update_list.add(&gi_probe->update_element); - } - - if (gi_probe_cull_count < MAX_GI_PROBES_CULLED) { - gi_probe_instance_cull_result[gi_probe_cull_count] = gi_probe->probe_instance; - gi_probe_cull_count++; - } - - } else if (((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { - - keep = true; - - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data); - - if (ins->redraw_if_visible) { - VisualServerRaster::redraw_request(); - } - - if (ins->base_type == VS::INSTANCE_PARTICLES) { - //particles visible? process them - if (VSG::storage->particles_is_inactive(ins->base)) { - //but if nothing is going on, don't do it. - keep = false; - } else { - VSG::storage->particles_request_process(ins->base); - //particles visible? request redraw - VisualServerRaster::redraw_request(); - } - } - - if (geom->lighting_dirty) { - int l = 0; - //only called when lights AABB enter/exit this geometry - ins->light_instances.resize(geom->lighting.size()); - - for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) { - - InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data); - - ins->light_instances.write[l++] = light->instance; - } - - geom->lighting_dirty = false; - } - - if (geom->reflection_dirty) { - int l = 0; - //only called when reflection probe AABB enter/exit this geometry - ins->reflection_probe_instances.resize(geom->reflection_probes.size()); - - for (List<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) { - - InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data); - - ins->reflection_probe_instances.write[l++] = reflection_probe->instance; - } - - geom->reflection_dirty = false; - } - - if (geom->gi_probes_dirty) { - int l = 0; - //only called when reflection probe AABB enter/exit this geometry - ins->gi_probe_instances.resize(geom->gi_probes.size()); - - for (List<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) { - - InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data); - - ins->gi_probe_instances.write[l++] = gi_probe->probe_instance; - } - - geom->gi_probes_dirty = false; - } - - ins->depth = near_plane.distance_to(ins->transform.origin); - ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15); - } - - if (!keep) { - // remove, no reason to keep - instance_cull_count--; - SWAP(instance_cull_result[i], instance_cull_result[instance_cull_count]); - i--; - ins->last_render_pass = 0; // make invalid - } else { - - ins->last_render_pass = render_pass; - } - } - - /* STEP 5 - PROCESS LIGHTS */ - - RID *directional_light_ptr = &light_instance_cull_result[light_cull_count]; - directional_light_count = 0; - - // directional lights - { - - Instance **lights_with_shadow = (Instance **)alloca(sizeof(Instance *) * scenario->directional_lights.size()); - int directional_shadow_count = 0; - - for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) { - - if (light_cull_count + directional_light_count >= MAX_LIGHTS_CULLED) { - break; - } - - if (!E->get()->visible) - continue; - - InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data); - - //check shadow.. - - if (light) { - if (p_using_shadows && p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(E->get()->base)) { - lights_with_shadow[directional_shadow_count++] = E->get(); - } - //add to list - directional_light_ptr[directional_light_count++] = light->instance; - } - } - - VSG::scene_render->set_directional_shadow_count(directional_shadow_count); - - for (int i = 0; i < directional_shadow_count; i++) { - - RENDER_TIMESTAMP(">Rendering Directional Light " + itos(i)); - - _light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario); - - RENDER_TIMESTAMP("<Rendering Directional Light " + itos(i)); - } - } - - if (p_using_shadows) { //setup shadow maps - - //SortArray<Instance*,_InstanceLightsort> sorter; - //sorter.sort(light_cull_result,light_cull_count); - for (int i = 0; i < light_cull_count; i++) { - - Instance *ins = light_cull_result[i]; - - if (!p_shadow_atlas.is_valid() || !VSG::storage->light_has_shadow(ins->base)) - continue; - - InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data); - - float coverage = 0.f; - - { //compute coverage - - Transform cam_xf = p_cam_transform; - float zn = p_cam_projection.get_z_near(); - Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane - - // near plane half width and height - Vector2 vp_half_extents = p_cam_projection.get_viewport_half_extents(); - - switch (VSG::storage->light_get_type(ins->base)) { - - case VS::LIGHT_OMNI: { - - float radius = VSG::storage->light_get_param(ins->base, VS::LIGHT_PARAM_RANGE); - - //get two points parallel to near plane - Vector3 points[2] = { - ins->transform.origin, - ins->transform.origin + cam_xf.basis.get_axis(0) * radius - }; - - if (!p_cam_orthogonal) { - //if using perspetive, map them to near plane - for (int j = 0; j < 2; j++) { - if (p.distance_to(points[j]) < 0) { - points[j].z = -zn; //small hack to keep size constant when hitting the screen - } - - p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane - } - } - - float screen_diameter = points[0].distance_to(points[1]) * 2; - coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y); - } break; - case VS::LIGHT_SPOT: { - - float radius = VSG::storage->light_get_param(ins->base, VS::LIGHT_PARAM_RANGE); - float angle = VSG::storage->light_get_param(ins->base, VS::LIGHT_PARAM_SPOT_ANGLE); - - float w = radius * Math::sin(Math::deg2rad(angle)); - float d = radius * Math::cos(Math::deg2rad(angle)); - - Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d; - - Vector3 points[2] = { - base, - base + cam_xf.basis.get_axis(0) * w - }; - - if (!p_cam_orthogonal) { - //if using perspetive, map them to near plane - for (int j = 0; j < 2; j++) { - if (p.distance_to(points[j]) < 0) { - points[j].z = -zn; //small hack to keep size constant when hitting the screen - } - - p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane - } - } - - float screen_diameter = points[0].distance_to(points[1]) * 2; - coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y); - - } break; - default: { - ERR_PRINT("Invalid Light Type"); - } - } - } - - if (light->shadow_dirty) { - light->last_version++; - light->shadow_dirty = false; - } - - bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version); - - if (redraw) { - //must redraw! - RENDER_TIMESTAMP(">Rendering Light " + itos(i)); - light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario); - RENDER_TIMESTAMP("<Rendering Light " + itos(i)); - } - } - } -} - -void VisualServerScene::_render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { - - Scenario *scenario = scenario_owner.getornull(p_scenario); - - /* ENVIRONMENT */ - - RID environment; - if (p_force_environment.is_valid()) //camera has more environment priority - environment = p_force_environment; - else if (scenario->environment.is_valid()) - environment = scenario->environment; - else - environment = scenario->fallback_environment; - - RID camera_effects; - if (p_force_camera_effects.is_valid()) { - camera_effects = p_force_camera_effects; - } else { - camera_effects = scenario->camera_effects; - } - /* PROCESS GEOMETRY AND DRAW SCENE */ - - RENDER_TIMESTAMP("Render Scene "); - VSG::scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, gi_probe_instance_cull_result, gi_probe_cull_count, environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass); -} - -void VisualServerScene::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) { - -#ifndef _3D_DISABLED - - Scenario *scenario = scenario_owner.getornull(p_scenario); - - RID environment; - if (scenario->environment.is_valid()) - environment = scenario->environment; - else - environment = scenario->fallback_environment; - RENDER_TIMESTAMP("Render Empty Scene "); - VSG::scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, NULL, 0, NULL, 0, NULL, 0, NULL, 0, environment, RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0); -#endif -} - -bool VisualServerScene::_render_reflection_probe_step(Instance *p_instance, int p_step) { - - InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data); - Scenario *scenario = p_instance->scenario; - ERR_FAIL_COND_V(!scenario, true); - - VisualServerRaster::redraw_request(); //update, so it updates in editor - - if (p_step == 0) { - - if (!VSG::scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) { - return true; //all full - } - } - - if (p_step >= 0 && p_step < 6) { - - static const Vector3 view_normals[6] = { - Vector3(+1, 0, 0), - Vector3(-1, 0, 0), - Vector3(0, +1, 0), - Vector3(0, -1, 0), - Vector3(0, 0, +1), - Vector3(0, 0, -1) - }; - static const Vector3 view_up[6] = { - Vector3(0, -1, 0), - Vector3(0, -1, 0), - Vector3(0, 0, +1), - Vector3(0, 0, -1), - Vector3(0, -1, 0), - Vector3(0, -1, 0) - }; - - Vector3 extents = VSG::storage->reflection_probe_get_extents(p_instance->base); - Vector3 origin_offset = VSG::storage->reflection_probe_get_origin_offset(p_instance->base); - float max_distance = VSG::storage->reflection_probe_get_origin_max_distance(p_instance->base); - - Vector3 edge = view_normals[p_step] * extents; - float distance = ABS(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit - - max_distance = MAX(max_distance, distance); - - //render cubemap side - CameraMatrix cm; - cm.set_perspective(90, 1, 0.01, max_distance); - - Transform local_view; - local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]); - - Transform xform = p_instance->transform * local_view; - - RID shadow_atlas; - - bool use_shadows = VSG::storage->reflection_probe_renders_shadows(p_instance->base); - if (use_shadows) { - - shadow_atlas = scenario->reflection_probe_shadow_atlas; - } - - RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step)); - _prepare_scene(xform, cm, false, RID(), RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows); - _render_scene(RID(), xform, cm, false, RID(), RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step); - - } else { - //do roughness postprocess step until it believes it's done - RENDER_TIMESTAMP("Post-Process Reflection Probe, Step " + itos(p_step)); - return VSG::scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance); - } - - return false; -} - -void VisualServerScene::render_probes() { - - /* REFLECTION PROBES */ - - SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first(); - - bool busy = false; - - while (ref_probe) { - - SelfList<InstanceReflectionProbeData> *next = ref_probe->next(); - RID base = ref_probe->self()->owner->base; - - switch (VSG::storage->reflection_probe_get_update_mode(base)) { - - case VS::REFLECTION_PROBE_UPDATE_ONCE: { - if (busy) //already rendering something - break; - - bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step); - if (done) { - reflection_probe_render_list.remove(ref_probe); - } else { - ref_probe->self()->render_step++; - } - - busy = true; //do not render another one of this kind - } break; - case VS::REFLECTION_PROBE_UPDATE_ALWAYS: { - - int step = 0; - bool done = false; - while (!done) { - done = _render_reflection_probe_step(ref_probe->self()->owner, step); - step++; - } - - reflection_probe_render_list.remove(ref_probe); - } break; - } - - ref_probe = next; - } - - /* GI PROBES */ - - SelfList<InstanceGIProbeData> *gi_probe = gi_probe_update_list.first(); - - if (gi_probe) { - RENDER_TIMESTAMP("Render GI Probes"); - } - - while (gi_probe) { - - SelfList<InstanceGIProbeData> *next = gi_probe->next(); - - InstanceGIProbeData *probe = gi_probe->self(); - //Instance *instance_probe = probe->owner; - - //check if probe must be setup, but don't do if on the lighting thread - - bool cache_dirty = false; - int cache_count = 0; - { - - int light_cache_size = probe->light_cache.size(); - const InstanceGIProbeData::LightCache *caches = probe->light_cache.ptr(); - const RID *instance_caches = probe->light_instances.ptr(); - - int idx = 0; //must count visible lights - for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) { - Instance *instance = E->get(); - InstanceLightData *instance_light = (InstanceLightData *)instance->base_data; - if (!instance->visible) { - continue; - } - if (cache_dirty) { - //do nothing, since idx must count all visible lights anyway - } else if (idx >= light_cache_size) { - cache_dirty = true; - } else { - - const InstanceGIProbeData::LightCache *cache = &caches[idx]; - - if ( - instance_caches[idx] != instance_light->instance || - cache->has_shadow != VSG::storage->light_has_shadow(instance->base) || - cache->type != VSG::storage->light_get_type(instance->base) || - cache->transform != instance->transform || - cache->color != VSG::storage->light_get_color(instance->base) || - cache->energy != VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_ENERGY) || - cache->bake_energy != VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_INDIRECT_ENERGY) || - cache->radius != VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_RANGE) || - cache->attenuation != VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_ATTENUATION) || - cache->spot_angle != VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_SPOT_ANGLE) || - cache->spot_attenuation != VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_SPOT_ATTENUATION)) { - cache_dirty = true; - } - } - - idx++; - } - - for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) { - - Instance *instance = E->get(); - InstanceLightData *instance_light = (InstanceLightData *)instance->base_data; - if (!instance->visible) { - continue; - } - if (cache_dirty) { - //do nothing, since idx must count all visible lights anyway - } else if (idx >= light_cache_size) { - cache_dirty = true; - } else { - - const InstanceGIProbeData::LightCache *cache = &caches[idx]; - - if ( - instance_caches[idx] != instance_light->instance || - cache->has_shadow != VSG::storage->light_has_shadow(instance->base) || - cache->type != VSG::storage->light_get_type(instance->base) || - cache->transform != instance->transform || - cache->color != VSG::storage->light_get_color(instance->base) || - cache->energy != VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_ENERGY) || - cache->bake_energy != VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_INDIRECT_ENERGY) || - cache->radius != VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_RANGE) || - cache->attenuation != VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_ATTENUATION) || - cache->spot_angle != VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_SPOT_ANGLE) || - cache->spot_attenuation != VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_SPOT_ATTENUATION)) { - cache_dirty = true; - } - } - - idx++; - } - - if (idx != light_cache_size) { - cache_dirty = true; - } - - cache_count = idx; - } - - bool update_lights = VSG::scene_render->gi_probe_needs_update(probe->probe_instance); - - if (cache_dirty) { - probe->light_cache.resize(cache_count); - probe->light_instances.resize(cache_count); - - if (cache_count) { - InstanceGIProbeData::LightCache *caches = probe->light_cache.ptrw(); - RID *instance_caches = probe->light_instances.ptrw(); - - int idx = 0; //must count visible lights - for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) { - Instance *instance = E->get(); - InstanceLightData *instance_light = (InstanceLightData *)instance->base_data; - if (!instance->visible) { - continue; - } - - InstanceGIProbeData::LightCache *cache = &caches[idx]; - - instance_caches[idx] = instance_light->instance; - cache->has_shadow = VSG::storage->light_has_shadow(instance->base); - cache->type = VSG::storage->light_get_type(instance->base); - cache->transform = instance->transform; - cache->color = VSG::storage->light_get_color(instance->base); - cache->energy = VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_ENERGY); - cache->bake_energy = VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_INDIRECT_ENERGY); - cache->radius = VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_RANGE); - cache->attenuation = VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_ATTENUATION); - cache->spot_angle = VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_SPOT_ANGLE); - cache->spot_attenuation = VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_SPOT_ATTENUATION); - - idx++; - } - for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) { - Instance *instance = E->get(); - InstanceLightData *instance_light = (InstanceLightData *)instance->base_data; - if (!instance->visible) { - continue; - } - - InstanceGIProbeData::LightCache *cache = &caches[idx]; - - instance_caches[idx] = instance_light->instance; - cache->has_shadow = VSG::storage->light_has_shadow(instance->base); - cache->type = VSG::storage->light_get_type(instance->base); - cache->transform = instance->transform; - cache->color = VSG::storage->light_get_color(instance->base); - cache->energy = VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_ENERGY); - cache->bake_energy = VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_INDIRECT_ENERGY); - cache->radius = VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_RANGE); - cache->attenuation = VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_ATTENUATION); - cache->spot_angle = VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_SPOT_ANGLE); - cache->spot_attenuation = VSG::storage->light_get_param(instance->base, VS::LIGHT_PARAM_SPOT_ATTENUATION); - - idx++; - } - } - - update_lights = true; - } - - instance_cull_count = 0; - for (List<InstanceGIProbeData::PairInfo>::Element *E = probe->dynamic_geometries.front(); E; E = E->next()) { - if (instance_cull_count < MAX_INSTANCE_CULL) { - Instance *ins = E->get().geometry; - if (!ins->visible) { - continue; - } - InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data; - - if (geom->gi_probes_dirty) { - //giprobes may be dirty, so update - int l = 0; - //only called when reflection probe AABB enter/exit this geometry - ins->gi_probe_instances.resize(geom->gi_probes.size()); - - for (List<Instance *>::Element *F = geom->gi_probes.front(); F; F = F->next()) { - - InstanceGIProbeData *gi_probe2 = static_cast<InstanceGIProbeData *>(F->get()->base_data); - - ins->gi_probe_instances.write[l++] = gi_probe2->probe_instance; - } - - geom->gi_probes_dirty = false; - } - - instance_cull_result[instance_cull_count++] = E->get().geometry; - } - } - - VSG::scene_render->gi_probe_update(probe->probe_instance, update_lights, probe->light_instances, instance_cull_count, (RasterizerScene::InstanceBase **)instance_cull_result); - - gi_probe_update_list.remove(gi_probe); - - gi_probe = next; - } -} - -void VisualServerScene::_update_dirty_instance(Instance *p_instance) { - - if (p_instance->update_aabb) { - _update_instance_aabb(p_instance); - } - - if (p_instance->update_dependencies) { - - p_instance->instance_increase_version(); - - if (p_instance->base.is_valid()) { - VSG::storage->base_update_dependency(p_instance->base, p_instance); - } - - if (p_instance->material_override.is_valid()) { - VSG::storage->material_update_dependency(p_instance->material_override, p_instance); - } - - if (p_instance->base_type == VS::INSTANCE_MESH) { - //remove materials no longer used and un-own them - - int new_mat_count = VSG::storage->mesh_get_surface_count(p_instance->base); - p_instance->materials.resize(new_mat_count); - - int new_blend_shape_count = VSG::storage->mesh_get_blend_shape_count(p_instance->base); - if (new_blend_shape_count != p_instance->blend_values.size()) { - p_instance->blend_values.resize(new_blend_shape_count); - for (int i = 0; i < new_blend_shape_count; i++) { - p_instance->blend_values.write[i] = 0; - } - } - } - - if ((1 << p_instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) { - - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data); - - bool can_cast_shadows = true; - bool is_animated = false; - - if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) { - can_cast_shadows = false; - } else if (p_instance->material_override.is_valid()) { - can_cast_shadows = VSG::storage->material_casts_shadows(p_instance->material_override); - is_animated = VSG::storage->material_is_animated(p_instance->material_override); - } else { - - if (p_instance->base_type == VS::INSTANCE_MESH) { - RID mesh = p_instance->base; - - if (mesh.is_valid()) { - bool cast_shadows = false; - - for (int i = 0; i < p_instance->materials.size(); i++) { - - RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : VSG::storage->mesh_surface_get_material(mesh, i); - - if (!mat.is_valid()) { - cast_shadows = true; - } else { - - if (VSG::storage->material_casts_shadows(mat)) { - cast_shadows = true; - } - - if (VSG::storage->material_is_animated(mat)) { - is_animated = true; - } - - VSG::storage->material_update_dependency(mat, p_instance); - } - } - - if (!cast_shadows) { - can_cast_shadows = false; - } - } - - } else if (p_instance->base_type == VS::INSTANCE_MULTIMESH) { - RID mesh = VSG::storage->multimesh_get_mesh(p_instance->base); - if (mesh.is_valid()) { - - bool cast_shadows = false; - - int sc = VSG::storage->mesh_get_surface_count(mesh); - for (int i = 0; i < sc; i++) { - - RID mat = VSG::storage->mesh_surface_get_material(mesh, i); - - if (!mat.is_valid()) { - cast_shadows = true; - - } else { - - if (VSG::storage->material_casts_shadows(mat)) { - cast_shadows = true; - } - if (VSG::storage->material_is_animated(mat)) { - is_animated = true; - } - - VSG::storage->material_update_dependency(mat, p_instance); - } - } - - if (!cast_shadows) { - can_cast_shadows = false; - } - - VSG::storage->base_update_dependency(mesh, p_instance); - } - } else if (p_instance->base_type == VS::INSTANCE_IMMEDIATE) { - - RID mat = VSG::storage->immediate_get_material(p_instance->base); - - can_cast_shadows = !mat.is_valid() || VSG::storage->material_casts_shadows(mat); - - if (mat.is_valid() && VSG::storage->material_is_animated(mat)) { - is_animated = true; - } - - if (mat.is_valid()) { - VSG::storage->material_update_dependency(mat, p_instance); - } - - } else if (p_instance->base_type == VS::INSTANCE_PARTICLES) { - - bool cast_shadows = false; - - int dp = VSG::storage->particles_get_draw_passes(p_instance->base); - - for (int i = 0; i < dp; i++) { - - RID mesh = VSG::storage->particles_get_draw_pass_mesh(p_instance->base, i); - if (!mesh.is_valid()) - continue; - - int sc = VSG::storage->mesh_get_surface_count(mesh); - for (int j = 0; j < sc; j++) { - - RID mat = VSG::storage->mesh_surface_get_material(mesh, j); - - if (!mat.is_valid()) { - cast_shadows = true; - } else { - - if (VSG::storage->material_casts_shadows(mat)) { - cast_shadows = true; - } - - if (VSG::storage->material_is_animated(mat)) { - is_animated = true; - } - - VSG::storage->material_update_dependency(mat, p_instance); - } - } - } - - if (!cast_shadows) { - can_cast_shadows = false; - } - } - } - - if (can_cast_shadows != geom->can_cast_shadows) { - //ability to cast shadows change, let lights now - for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) { - InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data); - light->shadow_dirty = true; - } - - geom->can_cast_shadows = can_cast_shadows; - } - - geom->material_is_animated = is_animated; - } - - if (p_instance->skeleton.is_valid()) { - VSG::storage->skeleton_update_dependency(p_instance->skeleton, p_instance); - } - - p_instance->clean_up_dependencies(); - } - - _instance_update_list.remove(&p_instance->update_item); - - _update_instance(p_instance); - - p_instance->update_aabb = false; - p_instance->update_dependencies = false; -} - -void VisualServerScene::update_dirty_instances() { - - VSG::storage->update_dirty_resources(); - - while (_instance_update_list.first()) { - - _update_dirty_instance(_instance_update_list.first()->self()); - } -} - -bool VisualServerScene::free(RID p_rid) { - - if (camera_owner.owns(p_rid)) { - - Camera *camera = camera_owner.getornull(p_rid); - - camera_owner.free(p_rid); - memdelete(camera); - - } else if (scenario_owner.owns(p_rid)) { - - Scenario *scenario = scenario_owner.getornull(p_rid); - - while (scenario->instances.first()) { - instance_set_scenario(scenario->instances.first()->self()->self, RID()); - } - VSG::scene_render->free(scenario->reflection_probe_shadow_atlas); - VSG::scene_render->free(scenario->reflection_atlas); - scenario_owner.free(p_rid); - memdelete(scenario); - - } else if (instance_owner.owns(p_rid)) { - // delete the instance - - update_dirty_instances(); - - Instance *instance = instance_owner.getornull(p_rid); - - instance_set_use_lightmap(p_rid, RID(), RID()); - instance_set_scenario(p_rid, RID()); - instance_set_base(p_rid, RID()); - instance_geometry_set_material_override(p_rid, RID()); - instance_attach_skeleton(p_rid, RID()); - - update_dirty_instances(); //in case something changed this - - instance_owner.free(p_rid); - memdelete(instance); - } else { - return false; - } - - return true; -} - -VisualServerScene *VisualServerScene::singleton = NULL; - -VisualServerScene::VisualServerScene() { - - render_pass = 1; - singleton = this; -} - -VisualServerScene::~VisualServerScene() { -} |