diff options
Diffstat (limited to 'servers/visual/visual_server_scene.cpp')
-rw-r--r-- | servers/visual/visual_server_scene.cpp | 2230 |
1 files changed, 992 insertions, 1238 deletions
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp index e004103508..46c7fa6791 100644 --- a/servers/visual/visual_server_scene.cpp +++ b/servers/visual/visual_server_scene.cpp @@ -27,84 +27,68 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "visual_server_scene.h" -#include "visual_server_global.h" #include "os/os.h" +#include "visual_server_global.h" /* CAMERA API */ - - - - RID VisualServerScene::camera_create() { - Camera * camera = memnew( Camera ); - return camera_owner.make_rid( camera ); - + 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) { +void VisualServerScene::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) { - Camera *camera = camera_owner.get( p_camera ); + Camera *camera = camera_owner.get(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; - + 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) { +void VisualServerScene::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) { - Camera *camera = camera_owner.get( p_camera ); + Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); - camera->type=Camera::ORTHOGONAL; - camera->size=p_size; - camera->znear=p_z_near; - camera->zfar=p_z_far; + camera->type = Camera::ORTHOGONAL; + camera->size = p_size; + camera->znear = p_z_near; + camera->zfar = p_z_far; } -void VisualServerScene::camera_set_transform(RID p_camera,const Transform& p_transform) { +void VisualServerScene::camera_set_transform(RID p_camera, const Transform &p_transform) { - Camera *camera = camera_owner.get( p_camera ); + Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); - camera->transform=p_transform.orthonormalized(); - - + camera->transform = p_transform.orthonormalized(); } -void VisualServerScene::camera_set_cull_mask(RID p_camera,uint32_t p_layers) { - +void VisualServerScene::camera_set_cull_mask(RID p_camera, uint32_t p_layers) { - Camera *camera = camera_owner.get( p_camera ); + Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); - camera->visible_layers=p_layers; - + camera->visible_layers = p_layers; } -void VisualServerScene::camera_set_environment(RID p_camera,RID p_env) { +void VisualServerScene::camera_set_environment(RID p_camera, RID p_env) { - Camera *camera = camera_owner.get( p_camera ); + Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); - camera->env=p_env; - + camera->env = p_env; } +void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) { -void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera,bool p_enable) { - - Camera *camera = camera_owner.get( p_camera ); + Camera *camera = camera_owner.get(p_camera); ERR_FAIL_COND(!camera); - camera->vaspect=p_enable; - + camera->vaspect = p_enable; } - /* SCENARIO API */ - - -void* VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int) { +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; @@ -112,69 +96,64 @@ void* VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance //instance indices are designed so greater always contains lesser if (A->base_type > B->base_type) { - SWAP(A,B); //lesser always first + 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); + 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.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; + light->shadow_dirty = true; } - geom->lighting_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); + } 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.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; + geom->reflection_dirty = true; 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); + } 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.geometry = A; pinfo.L = geom->gi_probes.push_back(B); List<InstanceGIProbeData::PairInfo>::Element *E = gi_probe->geometries.push_back(pinfo); - geom->gi_probes_dirty=true; + 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) { + } else if (B->base_type == VS::INSTANCE_GI_PROBE && A->base_type == VS::INSTANCE_LIGHT) { - InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data); - InstanceLightData * light = static_cast<InstanceLightData*>(A->base_data); + InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data); + InstanceLightData *light = static_cast<InstanceLightData *>(A->base_data); return gi_probe->lights.insert(A); } - - #if 0 if (A->base_type==INSTANCE_PORTAL) { @@ -228,9 +207,8 @@ void* VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance #endif return NULL; - } -void VisualServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int,void* udata) { +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; @@ -238,59 +216,54 @@ void VisualServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance //instance indices are designed so greater always contains lesser if (A->base_type > B->base_type) { - SWAP(A,B); //lesser always first + 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); - 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); + 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; + light->shadow_dirty = true; } - geom->lighting_dirty=true; - + geom->lighting_dirty = true; - } else if (B->base_type==VS::INSTANCE_REFLECTION_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) { + } 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 *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); + 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; + geom->reflection_dirty = true; - } else if (B->base_type==VS::INSTANCE_GI_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) { + } 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 *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); + List<InstanceGIProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceGIProbeData::PairInfo>::Element *>(udata); geom->gi_probes.erase(E->get().L); 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) { + geom->gi_probes_dirty = true; - InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data); - InstanceLightData * light = static_cast<InstanceLightData*>(A->base_data); + } else if (B->base_type == VS::INSTANCE_GI_PROBE && A->base_type == VS::INSTANCE_LIGHT) { + InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data); + InstanceLightData *light = static_cast<InstanceLightData *>(A->base_data); - Set<Instance*>::Element *E = reinterpret_cast<Set<Instance*>::Element*>(udata); + Set<Instance *>::Element *E = reinterpret_cast<Set<Instance *>::Element *>(udata); gi_probe->lights.erase(E); } @@ -349,124 +322,111 @@ void VisualServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance 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(); + 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) { +void VisualServerScene::scenario_set_debug(RID p_scenario, VS::ScenarioDebugMode p_debug_mode) { Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); - scenario->debug=p_debug_mode; + scenario->debug = p_debug_mode; } void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environment) { Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); - scenario->environment=p_environment; - + scenario->environment = p_environment; } void VisualServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) { - Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); - scenario->fallback_environment=p_environment; - - + scenario->fallback_environment = p_environment; } -void VisualServerScene::scenario_set_reflection_atlas_size(RID p_scenario, int p_size,int p_subdiv) { +void VisualServerScene::scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv) { Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); - VSG::scene_render->reflection_atlas_set_size(scenario->reflection_atlas,p_size); - VSG::scene_render->reflection_atlas_set_subdivision(scenario->reflection_atlas,p_subdiv); - - + VSG::scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_size); + VSG::scene_render->reflection_atlas_set_subdivision(scenario->reflection_atlas, p_subdiv); } - - /* INSTANCING API */ -void VisualServerScene::_instance_queue_update(Instance *p_instance,bool p_update_aabb,bool p_update_materials) { +void VisualServerScene::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_materials) { if (p_update_aabb) - p_instance->update_aabb=true; + p_instance->update_aabb = true; if (p_update_materials) - p_instance->update_materials=true; + p_instance->update_materials = true; if (p_instance->update_item.in_list()) return; _instance_update_list.add(&p_instance->update_item); - - } // from can be mesh, light, area and portal so far. -RID VisualServerScene::instance_create(){ +RID VisualServerScene::instance_create() { - Instance *instance = memnew( Instance ); - ERR_FAIL_COND_V(!instance,RID()); + Instance *instance = memnew(Instance); + ERR_FAIL_COND_V(!instance, RID()); RID instance_rid = instance_owner.make_rid(instance); - instance->self=instance_rid; - + instance->self = instance_rid; return instance_rid; - - } -void VisualServerScene::instance_set_base(RID p_instance, RID p_base){ +void VisualServerScene::instance_set_base(RID p_instance, RID p_base) { - Instance *instance = instance_owner.get( p_instance ); - ERR_FAIL_COND( !instance ); + Instance *instance = instance_owner.get(p_instance); + ERR_FAIL_COND(!instance); Scenario *scenario = instance->scenario; - if (instance->base_type!=VS::INSTANCE_NONE) { + if (instance->base_type != VS::INSTANCE_NONE) { //free anything related to that base - VSG::storage->instance_remove_dependency(instance->base,instance); + VSG::storage->instance_remove_dependency(instance->base, instance); if (scenario && instance->octree_id) { scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away - instance->octree_id=0; + instance->octree_id = 0; } - switch(instance->base_type) { + switch (instance->base_type) { case VS::INSTANCE_LIGHT: { - InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data); + InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data); if (instance->scenario && light->D) { - instance->scenario->directional_lights.erase( light->D ); - light->D=NULL; + 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); + 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); @@ -474,9 +434,9 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base){ } break; case VS::INSTANCE_GI_PROBE: { - InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData*>(instance->base_data); + InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data); - while(gi_probe->dynamic.updating_stage==GI_UPDATE_STAGE_LIGHTING) { + while (gi_probe->dynamic.updating_stage == GI_UPDATE_STAGE_LIGHTING) { //wait until bake is done if it's baking OS::get_singleton()->delay_usec(1); } @@ -490,19 +450,18 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base){ VSG::scene_render->free(gi_probe->probe_instance); } break; - } if (instance->base_data) { - memdelete( instance->base_data ); - instance->base_data=NULL; + memdelete(instance->base_data); + instance->base_data = NULL; } instance->blend_values.clear(); - for(int i=0;i<instance->materials.size();i++) { + for (int i = 0; i < instance->materials.size(); i++) { if (instance->materials[i].is_valid()) { - VSG::storage->material_remove_instance_owner(instance->materials[i],instance); + VSG::storage->material_remove_instance_owner(instance->materials[i], instance); } } instance->materials.clear(); @@ -625,70 +584,65 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base){ instance->gi_probe_sampler_info=NULL; } #endif - } - - instance->base_type=VS::INSTANCE_NONE; - instance->base=RID(); - + 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); + instance->base_type = VSG::storage->get_base_type(p_base); + ERR_FAIL_COND(instance->base_type == VS::INSTANCE_NONE); - switch(instance->base_type) { + switch (instance->base_type) { case VS::INSTANCE_LIGHT: { - InstanceLightData *light = memnew( InstanceLightData ); + InstanceLightData *light = memnew(InstanceLightData); - if (scenario && VSG::storage->light_get_type(p_base)==VS::LIGHT_DIRECTIONAL) { + 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; + instance->base_data = light; } break; case VS::INSTANCE_MESH: case VS::INSTANCE_MULTIMESH: case VS::INSTANCE_IMMEDIATE: { - InstanceGeometryData *geom = memnew( InstanceGeometryData ); - instance->base_data=geom; + InstanceGeometryData *geom = memnew(InstanceGeometryData); + instance->base_data = geom; } break; case VS::INSTANCE_REFLECTION_PROBE: { - InstanceReflectionProbeData *reflection_probe = memnew( InstanceReflectionProbeData ); - reflection_probe->owner=instance; - instance->base_data=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); + reflection_probe->instance = VSG::scene_render->reflection_probe_instance_create(p_base); } break; case VS::INSTANCE_GI_PROBE: { - InstanceGIProbeData *gi_probe = memnew( InstanceGIProbeData ); - instance->base_data=gi_probe; - gi_probe->owner=instance; + 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(); + gi_probe->probe_instance = VSG::scene_render->gi_probe_instance_create(); } break; - } - VSG::storage->instance_add_dependency(p_base,instance); + VSG::storage->instance_add_dependency(p_base, instance); - instance->base=p_base; + instance->base = p_base; if (scenario) - _instance_queue_update(instance,true,true); - + _instance_queue_update(instance, true, true); #if 0 if (rasterizer->is_mesh(p_base)) { @@ -747,238 +701,219 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base){ instance_dependency_map[ p_base ].insert( instance->self ); #endif - - } } -void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario){ +void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario) { - Instance *instance = instance_owner.get( p_instance ); - ERR_FAIL_COND( !instance ); + Instance *instance = instance_owner.get(p_instance); + ERR_FAIL_COND(!instance); if (instance->scenario) { - instance->scenario->instances.remove( &instance->scenario_item ); + 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; + instance->octree_id = 0; } - - switch(instance->base_type) { + switch (instance->base_type) { case VS::INSTANCE_LIGHT: { - - InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data); + InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data); if (light->D) { - instance->scenario->directional_lights.erase( light->D ); - light->D=NULL; + 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); + 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); + InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data); if (gi_probe->update_element.in_list()) { gi_probe_update_list.remove(&gi_probe->update_element); } } break; - } - instance->scenario=NULL; + instance->scenario = NULL; } - if (p_scenario.is_valid()) { - Scenario *scenario = scenario_owner.get( p_scenario ); + Scenario *scenario = scenario_owner.get(p_scenario); ERR_FAIL_COND(!scenario); - instance->scenario=scenario; - - scenario->instances.add( &instance->scenario_item ); + instance->scenario = scenario; + scenario->instances.add(&instance->scenario_item); - switch(instance->base_type) { + switch (instance->base_type) { case VS::INSTANCE_LIGHT: { + InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data); - InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data); - - if (VSG::storage->light_get_type(instance->base)==VS::LIGHT_DIRECTIONAL) { + 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); + 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; } - _instance_queue_update(instance,true,true); + _instance_queue_update(instance, true, true); } } -void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask){ - +void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask) { - Instance *instance = instance_owner.get( p_instance ); - ERR_FAIL_COND( !instance ); + Instance *instance = instance_owner.get(p_instance); + ERR_FAIL_COND(!instance); - instance->layer_mask=p_mask; + instance->layer_mask = p_mask; } -void VisualServerScene::instance_set_transform(RID p_instance, const Transform& p_transform){ +void VisualServerScene::instance_set_transform(RID p_instance, const Transform &p_transform) { - Instance *instance = instance_owner.get( p_instance ); - ERR_FAIL_COND( !instance ); + Instance *instance = instance_owner.get(p_instance); + ERR_FAIL_COND(!instance); - if (instance->transform==p_transform) + if (instance->transform == p_transform) return; //must be checked to avoid worst evil - instance->transform=p_transform; - _instance_queue_update(instance,true); + instance->transform = p_transform; + _instance_queue_update(instance, true); } -void VisualServerScene::instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID){ +void VisualServerScene::instance_attach_object_instance_ID(RID p_instance, ObjectID p_ID) { - Instance *instance = instance_owner.get( p_instance ); - ERR_FAIL_COND( !instance ); - - instance->object_ID=p_ID; + Instance *instance = instance_owner.get(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){ +void VisualServerScene::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) { - Instance *instance = instance_owner.get( p_instance ); - ERR_FAIL_COND( !instance ); + Instance *instance = instance_owner.get(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[p_shape]=p_weight; + ERR_FAIL_INDEX(p_shape, instance->blend_values.size()); + instance->blend_values[p_shape] = p_weight; } -void VisualServerScene::instance_set_surface_material(RID p_instance,int p_surface, RID p_material){ +void VisualServerScene::instance_set_surface_material(RID p_instance, int p_surface, RID p_material) { - Instance *instance = instance_owner.get( p_instance ); - ERR_FAIL_COND( !instance ); + Instance *instance = instance_owner.get(p_instance); + ERR_FAIL_COND(!instance); if (instance->update_item.in_list()) { _update_dirty_instance(instance); } - ERR_FAIL_INDEX(p_surface,instance->materials.size()); + ERR_FAIL_INDEX(p_surface, instance->materials.size()); if (instance->materials[p_surface].is_valid()) { - VSG::storage->material_remove_instance_owner(instance->materials[p_surface],instance); + VSG::storage->material_remove_instance_owner(instance->materials[p_surface], instance); } - instance->materials[p_surface]=p_material; + instance->materials[p_surface] = p_material; instance->base_material_changed(); if (instance->materials[p_surface].is_valid()) { - VSG::storage->material_add_instance_owner(instance->materials[p_surface],instance); + VSG::storage->material_add_instance_owner(instance->materials[p_surface], instance); } - - } -void VisualServerScene::instance_set_visible(RID p_instance,bool p_visible) { +void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) { - Instance *instance = instance_owner.get( p_instance ); - ERR_FAIL_COND( !instance ); + Instance *instance = instance_owner.get(p_instance); + ERR_FAIL_COND(!instance); - if (instance->visible==p_visible) + if (instance->visible == p_visible) return; - instance->visible=p_visible; - + instance->visible = p_visible; - switch(instance->base_type) { + 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); + 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); + 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_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); + 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; - } - } -void VisualServerScene::instance_attach_skeleton(RID p_instance,RID p_skeleton){ +void VisualServerScene::instance_attach_skeleton(RID p_instance, RID p_skeleton) { - Instance *instance = instance_owner.get( p_instance ); - ERR_FAIL_COND( !instance ); + Instance *instance = instance_owner.get(p_instance); + ERR_FAIL_COND(!instance); - if (instance->skeleton==p_skeleton) + if (instance->skeleton == p_skeleton) return; if (instance->skeleton.is_valid()) { - VSG::storage->instance_remove_skeleton(p_skeleton,instance); + VSG::storage->instance_remove_skeleton(p_skeleton, instance); } - instance->skeleton=p_skeleton; + instance->skeleton = p_skeleton; if (instance->skeleton.is_valid()) { - VSG::storage->instance_add_skeleton(p_skeleton,instance); + VSG::storage->instance_add_skeleton(p_skeleton, instance); } - _instance_queue_update(instance,true); + _instance_queue_update(instance, true); } -void VisualServerScene::instance_set_exterior( RID p_instance, bool p_enabled ){ - +void VisualServerScene::instance_set_exterior(RID p_instance, bool p_enabled) { } -void VisualServerScene::instance_set_room( RID p_instance, RID p_room ){ - +void VisualServerScene::instance_set_room(RID p_instance, RID p_room) { } -void VisualServerScene::instance_set_extra_visibility_margin( RID p_instance, real_t p_margin ){ - +void VisualServerScene::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) { } -Vector<ObjectID> VisualServerScene::instances_cull_aabb(const Rect3& p_aabb, RID p_scenario) const { - +Vector<ObjectID> VisualServerScene::instances_cull_aabb(const Rect3 &p_aabb, RID p_scenario) const { Vector<ObjectID> instances; - Scenario *scenario=scenario_owner.get(p_scenario); - ERR_FAIL_COND_V(!scenario,instances); + Scenario *scenario = scenario_owner.get(p_scenario); + ERR_FAIL_COND_V(!scenario, instances); - const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling + const_cast<VisualServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling - int culled=0; + int culled = 0; Instance *cull[1024]; - culled=scenario->octree.cull_AABB(p_aabb,cull,1024); + culled = scenario->octree.cull_AABB(p_aabb, cull, 1024); - for (int i=0;i<culled;i++) { + for (int i = 0; i < culled; i++) { - Instance *instance=cull[i]; + Instance *instance = cull[i]; ERR_CONTINUE(!instance); - if (instance->object_ID==0) + if (instance->object_ID == 0) continue; instances.push_back(instance->object_ID); @@ -986,79 +921,74 @@ Vector<ObjectID> VisualServerScene::instances_cull_aabb(const Rect3& p_aabb, RID return instances; } -Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{ +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.get(p_scenario); - ERR_FAIL_COND_V(!scenario,instances); - const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling + Scenario *scenario = scenario_owner.get(p_scenario); + ERR_FAIL_COND_V(!scenario, instances); + const_cast<VisualServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling - int culled=0; + int culled = 0; Instance *cull[1024]; - culled=scenario->octree.cull_segment(p_from,p_to*10000,cull,1024); - + culled = scenario->octree.cull_segment(p_from, p_to * 10000, cull, 1024); - for (int i=0;i<culled;i++) { - Instance *instance=cull[i]; + for (int i = 0; i < culled; i++) { + Instance *instance = cull[i]; ERR_CONTINUE(!instance); - if (instance->object_ID==0) + if (instance->object_ID == 0) 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> VisualServerScene::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const { Vector<ObjectID> instances; - Scenario *scenario=scenario_owner.get(p_scenario); - ERR_FAIL_COND_V(!scenario,instances); - const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling + Scenario *scenario = scenario_owner.get(p_scenario); + ERR_FAIL_COND_V(!scenario, instances); + const_cast<VisualServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling - int culled=0; + int culled = 0; Instance *cull[1024]; + culled = scenario->octree.cull_convex(p_convex, cull, 1024); - culled=scenario->octree.cull_convex(p_convex,cull,1024); + for (int i = 0; i < culled; i++) { - for (int i=0;i<culled;i++) { - - Instance *instance=cull[i]; + Instance *instance = cull[i]; ERR_CONTINUE(!instance); - if (instance->object_ID==0) + if (instance->object_ID == 0) 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){ +void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceFlags p_flags, bool p_enabled) { - Instance *instance = instance_owner.get( p_instance ); - ERR_FAIL_COND( !instance ); + Instance *instance = instance_owner.get(p_instance); + ERR_FAIL_COND(!instance); - switch(p_flags) { + switch (p_flags) { case VS::INSTANCE_FLAG_BILLBOARD: { - instance->billboard=p_enabled; + instance->billboard = p_enabled; } break; case VS::INSTANCE_FLAG_BILLBOARD_FIX_Y: { - instance->billboard_y=p_enabled; + instance->billboard_y = p_enabled; } break; case VS::INSTANCE_FLAG_CAST_SHADOW: { if (p_enabled == true) { instance->cast_shadows = VS::SHADOW_CASTING_SETTING_ON; - } - else { + } else { instance->cast_shadows = VS::SHADOW_CASTING_SETTING_OFF; } @@ -1067,69 +997,59 @@ void VisualServerScene::instance_geometry_set_flag(RID p_instance,VS::InstanceFl } break; case VS::INSTANCE_FLAG_DEPH_SCALE: { - instance->depth_scale=p_enabled; + instance->depth_scale = p_enabled; } break; case VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS: { - instance->visible_in_all_rooms=p_enabled; + instance->visible_in_all_rooms = p_enabled; } break; - } } void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) { - } -void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material){ +void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material) { - Instance *instance = instance_owner.get( p_instance ); - ERR_FAIL_COND( !instance ); + Instance *instance = instance_owner.get(p_instance); + ERR_FAIL_COND(!instance); if (instance->material_override.is_valid()) { - VSG::storage->material_remove_instance_owner(instance->material_override,instance); + VSG::storage->material_remove_instance_owner(instance->material_override, instance); } - instance->material_override=p_material; + instance->material_override = p_material; instance->base_material_changed(); if (instance->material_override.is_valid()) { - VSG::storage->material_add_instance_owner(instance->material_override,instance); + VSG::storage->material_add_instance_owner(instance->material_override, instance); } - } - -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_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::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; + 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; + 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->aabb.has_no_surface()) return; @@ -1140,18 +1060,17 @@ void VisualServerScene::_update_instance(Instance *p_instance) { } #endif - if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) { + if ((1 << p_instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) { - InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data); + 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; + 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 0 else if (p_instance->base_type == INSTANCE_ROOM) { @@ -1166,7 +1085,6 @@ void VisualServerScene::_update_instance(Instance *p_instance) { p_instance->gi_probe_info->affine_inverse=(p_instance->data.transform*scale).affine_inverse(); } - #endif p_instance->mirror = p_instance->transform.basis.determinant() < 0.0; @@ -1202,37 +1120,34 @@ void VisualServerScene::_update_instance(Instance *p_instance) { } else { #endif - new_aabb = p_instance->transform.xform(p_instance->aabb); + new_aabb = p_instance->transform.xform(p_instance->aabb); #if 0 } #endif - - p_instance->transformed_aabb=new_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->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) { - if (p_instance->base_type == VS::INSTANCE_LIGHT || p_instance->base_type==VS::INSTANCE_REFLECTION_PROBE) { - - pairable_mask=p_instance->visible?VS::INSTANCE_GEOMETRY_MASK:0; - pairable=true; + 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; + pairable_mask = p_instance->visible ? VS::INSTANCE_GEOMETRY_MASK | (1 << VS::INSTANCE_LIGHT) : 0; + pairable = true; } #if 0 @@ -1263,7 +1178,7 @@ void VisualServerScene::_update_instance(Instance *p_instance) { #endif // not inside octree - p_instance->octree_id = p_instance->scenario->octree.create(p_instance,new_aabb,0,pairable,base_type,pairable_mask); + p_instance->octree_id = p_instance->scenario->octree.create(p_instance, new_aabb, 0, pairable, base_type, pairable_mask); } else { @@ -1272,7 +1187,7 @@ void VisualServerScene::_update_instance(Instance *p_instance) { return; */ - p_instance->scenario->octree.move(p_instance->octree_id,new_aabb); + p_instance->scenario->octree.move(p_instance->octree_id, new_aabb); } #if 0 if (p_instance->base_type==INSTANCE_PORTAL) { @@ -1291,23 +1206,22 @@ void VisualServerScene::_update_instance(Instance *p_instance) { _instance_validate_autorooms(E->get()); } #endif - } void VisualServerScene::_update_instance_aabb(Instance *p_instance) { Rect3 new_aabb; - ERR_FAIL_COND(p_instance->base_type!=VS::INSTANCE_NONE && !p_instance->base.is_valid()); + ERR_FAIL_COND(p_instance->base_type != VS::INSTANCE_NONE && !p_instance->base.is_valid()); - switch(p_instance->base_type) { + switch (p_instance->base_type) { case VisualServer::INSTANCE_NONE: { // do nothing } break; case VisualServer::INSTANCE_MESH: { - new_aabb = VSG::storage->mesh_get_aabb(p_instance->base,p_instance->skeleton); + new_aabb = VSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton); } break; @@ -1320,7 +1234,6 @@ void VisualServerScene::_update_instance_aabb(Instance *p_instance) { new_aabb = VSG::storage->immediate_get_aabb(p_instance->base); - } break; #if 0 @@ -1396,164 +1309,147 @@ void VisualServerScene::_update_instance_aabb(Instance *p_instance) { if (p_instance->extra_margin) new_aabb.grow_by(p_instance->extra_margin); - p_instance->aabb=new_aabb; - + p_instance->aabb = new_aabb; } +void 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); - - -void 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); - - switch(VSG::storage->light_get_type(p_instance->base)) { + 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) { - max_distance=MIN(shadow_max,max_distance); + 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) { + max_distance = MIN(shadow_max, max_distance); } - max_distance=MAX(max_distance,p_cam_projection.get_z_near()+0.001); + max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001); - float range = max_distance-p_cam_projection.get_z_near(); + float range = max_distance - p_cam_projection.get_z_near(); - 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; + 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]=p_cam_projection.get_z_near(); - for(int i=0;i<splits;i++) { - distances[i+1]=p_cam_projection.get_z_near()+VSG::storage->light_get_param(p_instance->base,VS::LightParam(VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET+i))*range; + distances[0] = p_cam_projection.get_z_near(); + for (int i = 0; i < splits; i++) { + distances[i + 1] = p_cam_projection.get_z_near() + VSG::storage->light_get_param(p_instance->base, VS::LightParam(VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range; }; - distances[splits]=max_distance; + distances[splits] = max_distance; - float texture_size=VSG::scene_render->get_directional_light_shadow_size(light->instance); + 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); - for (int i=0;i<splits;i++) { + for (int i = 0; i < splits; i++) { // setup a camera matrix for that range! CameraMatrix camera_matrix; float aspect = p_cam_projection.get_aspect(); - if (p_cam_orthogonal) { - float w,h; - p_cam_projection.get_viewport_size(w,h); - camera_matrix.set_orthogonal(w,aspect,distances[(i==0 || !overlap )?i:i-1],distances[i+1],false); + float w, h; + p_cam_projection.get_viewport_size(w, h); + camera_matrix.set_orthogonal(w, 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); + 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); + bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints); ERR_CONTINUE(!res); // obtain the light frustm ranges (given endpoints) - Vector3 x_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_X ).normalized(); - Vector3 y_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_Y ).normalized(); - Vector3 z_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_Z ).normalized(); + Vector3 x_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_X).normalized(); + Vector3 y_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_Y).normalized(); + Vector3 z_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_Z).normalized(); //z_vec points agsint the camera, like in default opengl - float x_min,x_max; - float y_min,y_max; - float z_min,z_max; - - float x_min_cam,x_max_cam; - float y_min_cam,y_max_cam; - float z_min_cam,z_max_cam; + float x_min, x_max; + float y_min, y_max; + float z_min, z_max; + float x_min_cam, x_max_cam; + float y_min_cam, y_max_cam; + float z_min_cam, z_max_cam; //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; - - + 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 //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 - Vector3 center; - for(int j=0;j<8;j++) { + for (int j = 0; j < 8; j++) { - center+=endpoints[j]; + center += endpoints[j]; } - center/=8.0; + 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; + float radius = 0; - for(int j=0;j<8;j++) { + for (int j = 0; j < 8; j++) { float d = center.distance_to(endpoints[j]); - if (d>radius) - radius=d; + if (d > radius) + radius = d; } + radius *= texture_size / (texture_size - 2.0); //add a texel by each side, so stepified texture will always fit - radius *= texture_size/(texture_size-2.0); //add a texel by each side, so stepified texture will always fit - - 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; - - float unit = radius*2.0/texture_size; + 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; - 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); + 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 @@ -1562,57 +1458,50 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance,const light_frustum_planes.resize(6); //right/left - light_frustum_planes[0]=Plane( x_vec, x_max ); - light_frustum_planes[1]=Plane( -x_vec, -x_min ); + light_frustum_planes[0] = Plane(x_vec, x_max); + light_frustum_planes[1] = Plane(-x_vec, -x_min); //top/bottom - light_frustum_planes[2]=Plane( y_vec, y_max ); - light_frustum_planes[3]=Plane( -y_vec, -y_min ); + light_frustum_planes[2] = Plane(y_vec, y_max); + light_frustum_planes[3] = Plane(-y_vec, -y_min); //near/far - light_frustum_planes[4]=Plane( z_vec, z_max+1e6 ); - light_frustum_planes[5]=Plane( -z_vec, -z_min ); // z_min is ok, since casters further than far-light plane are not needed + light_frustum_planes[4] = Plane(z_vec, z_max + 1e6); + light_frustum_planes[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); + 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 + for (int j = 0; j < cull_count; j++) { - for (int j=0;j<cull_count;j++) { - - float min,max; + 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) { + 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]); + 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); - if (max>z_max) - z_max=max; + instance->transformed_aabb.project_range_in_plane(Plane(z_vec, 0), min, max); + 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; - + 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) ); + ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam)); Transform ortho_transform; - ortho_transform.basis=p_instance->transform.basis; - ortho_transform.origin=x_vec*(x_min_cam+half_x)+y_vec*(y_min_cam+half_y)+z_vec*z_max; + ortho_transform.basis = p_instance->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); + VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i); } - - - VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count); - + VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); } } break; @@ -1620,205 +1509,185 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance,const VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base); - switch(shadow_mode) { + switch (shadow_mode) { case VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: { - for(int i=0;i<2;i++) { + for (int i = 0; i < 2; i++) { //using this one ensures that raster deferred will have it - float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE); + float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); - float z =i==0?-1:1; + float z = i == 0 ? -1 : 1; Vector<Plane> planes; planes.resize(5); - planes[0]=p_instance->transform.xform(Plane(Vector3(0,0,z),radius)); - planes[1]=p_instance->transform.xform(Plane(Vector3(1,0,z).normalized(),radius)); - planes[2]=p_instance->transform.xform(Plane(Vector3(-1,0,z).normalized(),radius)); - planes[3]=p_instance->transform.xform(Plane(Vector3(0,1,z).normalized(),radius)); - planes[4]=p_instance->transform.xform(Plane(Vector3(0,-1,z).normalized(),radius)); - + planes[0] = p_instance->transform.xform(Plane(Vector3(0, 0, z), radius)); + planes[1] = p_instance->transform.xform(Plane(Vector3(1, 0, z).normalized(), radius)); + planes[2] = p_instance->transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius)); + planes[3] = p_instance->transform.xform(Plane(Vector3(0, 1, z).normalized(), radius)); + planes[4] = p_instance->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); + int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); - for (int j=0;j<cull_count;j++) { + 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) { + 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]); + SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); j--; - } } - VSG::scene_render->light_instance_set_shadow_transform(light->instance,CameraMatrix(),p_instance->transform,radius,0,i); - VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count); + VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), p_instance->transform, radius, 0, i); + VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); } } break; case VS::LIGHT_OMNI_SHADOW_CUBE: { - float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE); + float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); CameraMatrix cm; - cm.set_perspective(90,1,0.01,radius); + cm.set_perspective(90, 1, 0.01, radius); - for(int i=0;i<6;i++) { + for (int i = 0; i < 6; i++) { //using this one ensures that raster deferred will have it - - - static const Vector3 view_normals[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) + 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) + 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 = p_instance->transform * Transform().looking_at(view_normals[i],view_up[i]); - + Transform xform = p_instance->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); + int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); - for (int j=0;j<cull_count;j++) { + 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) { + 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]); + SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); j--; - } } - - 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); + 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(),p_instance->transform,radius,0,0); + VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), p_instance->transform, radius, 0, 0); } break; } - } break; case VS::LIGHT_SPOT: { - - 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); + 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 ); - + cm.set_perspective(angle * 2.0, 1.0, 0.01, radius); Vector<Plane> planes = cm.get_projection_planes(p_instance->transform); - int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK); + int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); - for (int j=0;j<cull_count;j++) { + 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) { + 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]); + SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); j--; - } } - - VSG::scene_render->light_instance_set_shadow_transform(light->instance,cm,p_instance->transform,radius,0,0); - VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,0,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count); + VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, p_instance->transform, radius, 0, 0); + VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); } break; } - } - -void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewport_size,RID p_shadow_atlas) { +void VisualServerScene::render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) { Camera *camera = camera_owner.getornull(p_camera); ERR_FAIL_COND(!camera); /* STEP 1 - SETUP CAMERA */ CameraMatrix camera_matrix; - bool ortho=false; + bool ortho = false; - - switch(camera->type) { + 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; + 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 + camera->fov, + p_viewport_size.width / (float)p_viewport_size.height, + camera->znear, + camera->zfar, + camera->vaspect - ); - ortho=false; + ); + ortho = false; } break; } - _render_scene(camera->transform,camera_matrix,ortho,camera->env,camera->visible_layers,p_scenario,p_shadow_atlas,RID(),-1); - + _render_scene(camera->transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), -1); } - -void VisualServerScene::_render_scene(const Transform p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_orthogonal,RID p_force_environment,uint32_t p_visible_layers, RID p_scenario,RID p_shadow_atlas,RID p_reflection_probe,int p_reflection_probe_pass) { - - +void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { Scenario *scenario = scenario_owner.getornull(p_scenario); render_pass++; - uint32_t camera_layer_mask=p_visible_layers; + uint32_t camera_layer_mask = p_visible_layers; VSG::scene_render->set_scene_pass(render_pass); - //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()); + 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 */ - int cull_count = scenario->octree.cull_convex(planes,instance_cull_result,MAX_INSTANCE_CULL); - light_cull_count=0; + int cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL); + light_cull_count = 0; - reflection_probe_cull_count=0; + reflection_probe_cull_count = 0; - //light_samplers_culled=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())); @@ -1826,10 +1695,9 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform,const Came print_line("OTP: "+itos(p_scenario->octree.get_pair_count())); */ - /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */ +/* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */ - - // compute portals +// compute portals #if 0 exterior_visited=false; exterior_portal_cull_count=0; @@ -1913,43 +1781,39 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform,const Came #endif /* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */ - for(int i=0;i<cull_count;i++) { + for (int i = 0; i < cull_count; i++) { Instance *ins = instance_cull_result[i]; - bool keep=false; + bool keep = false; - if ((camera_layer_mask&ins->layer_mask)==0) { + if ((camera_layer_mask & ins->layer_mask) == 0) { //failure - } else if (ins->base_type==VS::INSTANCE_LIGHT && ins->visible) { - + } else if (ins->base_type == VS::INSTANCE_LIGHT && ins->visible) { - if (ins->visible && light_cull_count<MAX_LIGHTS_CULLED) { + if (ins->visible && light_cull_count < MAX_LIGHTS_CULLED) { - InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data); + 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; + 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) { + } else if (ins->base_type == VS::INSTANCE_REFLECTION_PROBE && ins->visible) { + if (ins->visible && reflection_probe_cull_count < MAX_REFLECTION_PROBES_CULLED) { - if (ins->visible && reflection_probe_cull_count<MAX_REFLECTION_PROBES_CULLED) { + InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(ins->base_data); - InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(ins->base_data); - - if (p_reflection_probe!=reflection_probe->instance) { + if (p_reflection_probe != reflection_probe->instance) { //avoid entering The Matrix if (!reflection_probe->geometries.empty()) { @@ -1957,32 +1821,31 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform,const Came 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_step = 0; reflection_probe_render_list.add(&reflection_probe->update_list); } - reflection_probe->reflection_dirty=false; + 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_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) { + } else if (ins->base_type == VS::INSTANCE_GI_PROBE && ins->visible) { - InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(ins->base_data); + 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); } - } else if ((1<<ins->base_type)&VS::INSTANCE_GEOMETRY_MASK && ins->visible && ins->cast_shadows!=VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { + } else if ((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { - keep=true; + keep = true; #if 0 bool discarded=false; @@ -2049,230 +1912,207 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform,const Came } #endif - - InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(ins->base_data); - + InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data); if (geom->lighting_dirty) { - int l=0; + 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()) { + for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) { - InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data); + InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data); - ins->light_instances[l++]=light->instance; + ins->light_instances[l++] = light->instance; } - geom->lighting_dirty=false; + geom->lighting_dirty = false; } if (geom->reflection_dirty) { - int l=0; + 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()) { + for (List<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) { - InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(E->get()->base_data); + InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data); - ins->reflection_probe_instances[l++]=reflection_probe->instance; + ins->reflection_probe_instances[l++] = reflection_probe->instance; } - geom->reflection_dirty=false; + geom->reflection_dirty = false; } if (geom->gi_probes_dirty) { - int l=0; + 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()) { + for (List<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) { - InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(E->get()->base_data); + InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data); - ins->gi_probe_instances[l++]=gi_probe->probe_instance; + ins->gi_probe_instances[l++] = gi_probe->probe_instance; } - geom->gi_probes_dirty=false; + geom->gi_probes_dirty = false; } ins->depth = near_plane.distance_to(ins->transform.origin); - ins->depth_layer=CLAMP(int(ins->depth*8/z_far),0,7); - + ins->depth_layer = CLAMP(int(ins->depth * 8 / z_far), 0, 7); } if (!keep) { // remove, no reason to keep cull_count--; - SWAP( instance_cull_result[i], instance_cull_result[ cull_count ] ); + SWAP(instance_cull_result[i], instance_cull_result[cull_count]); i--; - ins->last_render_pass=0; // make invalid + ins->last_render_pass = 0; // make invalid } else { - ins->last_render_pass=render_pass; + ins->last_render_pass = render_pass; } } /* STEP 5 - PROCESS LIGHTS */ - RID *directional_light_ptr=&light_instance_cull_result[light_cull_count]; - int directional_light_count=0; + RID *directional_light_ptr = &light_instance_cull_result[light_cull_count]; + int directional_light_count = 0; // directional lights { - Instance** lights_with_shadow = (Instance**)alloca(sizeof(Instance*)*scenario->directional_lights.size()); - int directional_shadow_count=0; + 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()) { + for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) { - if (light_cull_count+directional_light_count>=MAX_LIGHTS_CULLED) { + 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); - + InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data); //check shadow.. - if (light && p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(E->get()->base)) { - lights_with_shadow[directional_shadow_count++]=E->get(); - + lights_with_shadow[directional_shadow_count++] = E->get(); } //add to list - directional_light_ptr[directional_light_count++]=light->instance; + 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++) { - - _light_instance_update_shadow(lights_with_shadow[i],p_cam_transform,p_cam_projection,p_cam_orthogonal,p_shadow_atlas,scenario); + for (int i = 0; i < directional_shadow_count; i++) { + _light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario); } } - { //setup shadow maps //SortArray<Instance*,_InstanceLightsort> sorter; //sorter.sort(light_cull_result,light_cull_count); - for (int i=0;i<light_cull_count;i++) { + 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); + InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data); float coverage; - { //compute coverage - + { //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 + Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane - float vp_w,vp_h; //near plane size in screen coordinates - p_cam_projection.get_viewport_size(vp_w,vp_h); + float vp_w, vp_h; //near plane size in screen coordinates + p_cam_projection.get_viewport_size(vp_w, vp_h); - - switch(VSG::storage->light_get_type(ins->base)) { + 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); + float radius = VSG::storage->light_get_param(ins->base, VS::LIGHT_PARAM_RANGE); //get two points parallel to near plane - Vector3 points[2]={ + Vector3 points[2] = { ins->transform.origin, - ins->transform.origin+cam_xf.basis.get_axis(0)*radius + 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 - + 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 + 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_w+vp_h); + float screen_diameter = points[0].distance_to(points[1]) * 2; + coverage = screen_diameter / (vp_w + vp_h); } 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)); + 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 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d; - Vector3 points[2]={ + Vector3 points[2] = { base, - base+cam_xf.basis.get_axis(0)*w + 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 - + 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 + 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_w+vp_h); - + float screen_diameter = points[0].distance_to(points[1]) * 2; + coverage = screen_diameter / (vp_w + vp_h); } break; default: { ERR_PRINT("Invalid Light Type"); } } - } - if (light->shadow_dirty) { light->last_version++; - light->shadow_dirty=false; + light->shadow_dirty = false; } - - bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas,light->instance,coverage,light->last_version); + bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version); if (redraw) { //must redraw! - _light_instance_update_shadow(ins,p_cam_transform,p_cam_projection,p_cam_orthogonal,p_shadow_atlas,scenario); + _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario); } - } } @@ -2280,11 +2120,11 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform,const Came RID environment; if (p_force_environment.is_valid()) //camera has more environment priority - environment=p_force_environment; + environment = p_force_environment; else if (scenario->environment.is_valid()) - environment=scenario->environment; + environment = scenario->environment; else - environment=scenario->fallback_environment; + environment = scenario->fallback_environment; #if 0 /* STEP 6 - SAMPLE BAKED LIGHT */ @@ -2301,62 +2141,57 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform,const Came #endif /* STEP 7 - PROCESS GEOMETRY AND DRAW SCENE*/ - VSG::scene_render->render_scene(p_cam_transform, p_cam_projection,p_cam_orthogonal,(RasterizerScene::InstanceBase**)instance_cull_result,cull_count,light_instance_cull_result,light_cull_count+directional_light_count,reflection_probe_instance_cull_result,reflection_probe_cull_count,environment,p_shadow_atlas,scenario->reflection_atlas,p_reflection_probe,p_reflection_probe_pass); - - + VSG::scene_render->render_scene(p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, environment, p_shadow_atlas, scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass); } -bool VisualServerScene::_render_reflection_probe_step(Instance* p_instance,int p_step) { +bool VisualServerScene::_render_reflection_probe_step(Instance *p_instance, int p_step) { - InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(p_instance->base_data); + InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data); Scenario *scenario = p_instance->scenario; - ERR_FAIL_COND_V(!scenario,true); + ERR_FAIL_COND_V(!scenario, true); - if (p_step==0) { + if (p_step == 0) { - if (!VSG::scene_render->reflection_probe_instance_begin_render(reflection_probe->instance,scenario->reflection_atlas)) { + if (!VSG::scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) { return true; //sorry, all full :( } } - if (p_step>=0 && p_step<6) { + if (p_step >= 0 && p_step < 6) { - static const Vector3 view_normals[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) + Vector3(0, -1, 0), + Vector3(0, +1, 0), + Vector3(0, 0, -1), + Vector3(0, 0, +1) }; 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 - 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); - + max_distance = MAX(max_distance, distance); //render cubemap side CameraMatrix cm; - cm.set_perspective(90,1,0.01,max_distance); - - - 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) + cm.set_perspective(90, 1, 0.01, max_distance); + + 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 local_view; - local_view.set_look_at(origin_offset,origin_offset+view_normals[p_step],view_up[p_step]); + local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]); Transform xform = p_instance->transform * local_view; @@ -2364,10 +2199,10 @@ bool VisualServerScene::_render_reflection_probe_step(Instance* p_instance,int p if (VSG::storage->reflection_probe_renders_shadows(p_instance->base)) { - shadow_atlas=scenario->reflection_probe_shadow_atlas; + shadow_atlas = scenario->reflection_probe_shadow_atlas; } - _render_scene(xform,cm,false,RID(),VSG::storage->reflection_probe_get_cull_mask(p_instance->base),p_instance->scenario->self,shadow_atlas,reflection_probe->instance,p_step); + _render_scene(xform, cm, false, RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step); } else { //do roughness postprocess step until it belives it's done @@ -2377,84 +2212,81 @@ bool VisualServerScene::_render_reflection_probe_step(Instance* p_instance,int p return false; } -void VisualServerScene::_gi_probe_fill_local_data(int p_idx, int p_level, int p_x, int p_y, int p_z, const GIProbeDataCell* p_cell, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data, Vector<uint32_t> *prev_cell) { +void VisualServerScene::_gi_probe_fill_local_data(int p_idx, int p_level, int p_x, int p_y, int p_z, const GIProbeDataCell *p_cell, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data, Vector<uint32_t> *prev_cell) { - if (p_level==p_header->cell_subdiv-1) { + if (p_level == p_header->cell_subdiv - 1) { Vector3 emission; - emission.x=(p_cell[p_idx].emission>>24)/255.0; - emission.y=((p_cell[p_idx].emission>>16)&0xFF)/255.0; - emission.z=((p_cell[p_idx].emission>>8)&0xFF)/255.0; - float l = (p_cell[p_idx].emission&0xFF)/255.0; - l*=8.0; + emission.x = (p_cell[p_idx].emission >> 24) / 255.0; + emission.y = ((p_cell[p_idx].emission >> 16) & 0xFF) / 255.0; + emission.z = ((p_cell[p_idx].emission >> 8) & 0xFF) / 255.0; + float l = (p_cell[p_idx].emission & 0xFF) / 255.0; + l *= 8.0; - emission*=l; + emission *= l; - p_local_data[p_idx].energy[0]=uint16_t(emission.x*1024); //go from 0 to 1024 for light - p_local_data[p_idx].energy[1]=uint16_t(emission.y*1024); //go from 0 to 1024 for light - p_local_data[p_idx].energy[2]=uint16_t(emission.z*1024); //go from 0 to 1024 for light + p_local_data[p_idx].energy[0] = uint16_t(emission.x * 1024); //go from 0 to 1024 for light + p_local_data[p_idx].energy[1] = uint16_t(emission.y * 1024); //go from 0 to 1024 for light + p_local_data[p_idx].energy[2] = uint16_t(emission.z * 1024); //go from 0 to 1024 for light } else { - p_local_data[p_idx].energy[0]=0; - p_local_data[p_idx].energy[1]=0; - p_local_data[p_idx].energy[2]=0; + p_local_data[p_idx].energy[0] = 0; + p_local_data[p_idx].energy[1] = 0; + p_local_data[p_idx].energy[2] = 0; - int half=(1<<(p_header->cell_subdiv-1))>>(p_level+1); + int half = (1 << (p_header->cell_subdiv - 1)) >> (p_level + 1); - for(int i=0;i<8;i++) { + for (int i = 0; i < 8; i++) { uint32_t child = p_cell[p_idx].children[i]; - if (child==0xFFFFFFFF) + if (child == 0xFFFFFFFF) continue; int x = p_x; int y = p_y; int z = p_z; - if (i&1) - x+=half; - if (i&2) - y+=half; - if (i&4) - z+=half; + if (i & 1) + x += half; + if (i & 2) + y += half; + if (i & 4) + z += half; - _gi_probe_fill_local_data(child,p_level+1,x,y,z,p_cell,p_header,p_local_data,prev_cell); + _gi_probe_fill_local_data(child, p_level + 1, x, y, z, p_cell, p_header, p_local_data, prev_cell); } } //position for each part of the mipmaped texture - p_local_data[p_idx].pos[0]=p_x>>(p_header->cell_subdiv-p_level-1); - p_local_data[p_idx].pos[1]=p_y>>(p_header->cell_subdiv-p_level-1); - p_local_data[p_idx].pos[2]=p_z>>(p_header->cell_subdiv-p_level-1); + p_local_data[p_idx].pos[0] = p_x >> (p_header->cell_subdiv - p_level - 1); + p_local_data[p_idx].pos[1] = p_y >> (p_header->cell_subdiv - p_level - 1); + p_local_data[p_idx].pos[2] = p_z >> (p_header->cell_subdiv - p_level - 1); prev_cell[p_level].push_back(p_idx); - } +void VisualServerScene::_gi_probe_bake_threads(void *self) { -void VisualServerScene::_gi_probe_bake_threads(void* self) { - - VisualServerScene* vss = (VisualServerScene*)self; + VisualServerScene *vss = (VisualServerScene *)self; vss->_gi_probe_bake_thread(); } void VisualServerScene::_setup_gi_probe(Instance *p_instance) { - - InstanceGIProbeData *probe = static_cast<InstanceGIProbeData*>(p_instance->base_data); + InstanceGIProbeData *probe = static_cast<InstanceGIProbeData *>(p_instance->base_data); if (probe->dynamic.probe_data.is_valid()) { VSG::storage->free(probe->dynamic.probe_data); - probe->dynamic.probe_data=RID(); + probe->dynamic.probe_data = RID(); } - probe->dynamic.light_data=VSG::storage->gi_probe_get_dynamic_data(p_instance->base); + probe->dynamic.light_data = VSG::storage->gi_probe_get_dynamic_data(p_instance->base); - if (probe->dynamic.light_data.size()==0) + if (probe->dynamic.light_data.size() == 0) return; //using dynamic data - PoolVector<int>::Read r=probe->dynamic.light_data.read(); + PoolVector<int>::Read r = probe->dynamic.light_data.read(); const GIProbeDataHeader *header = (GIProbeDataHeader *)r.ptr(); @@ -2462,36 +2294,36 @@ void VisualServerScene::_setup_gi_probe(Instance *p_instance) { int cell_count = probe->dynamic.local_data.size(); PoolVector<InstanceGIProbeData::LocalData>::Write ldw = probe->dynamic.local_data.write(); - const GIProbeDataCell *cells = (GIProbeDataCell*)&r[16]; + const GIProbeDataCell *cells = (GIProbeDataCell *)&r[16]; probe->dynamic.level_cell_lists.resize(header->cell_subdiv); - _gi_probe_fill_local_data(0,0,0,0,0,cells,header,ldw.ptr(),probe->dynamic.level_cell_lists.ptr()); + _gi_probe_fill_local_data(0, 0, 0, 0, 0, cells, header, ldw.ptr(), probe->dynamic.level_cell_lists.ptr()); bool compress = VSG::storage->gi_probe_is_compressed(p_instance->base); probe->dynamic.compression = compress ? VSG::storage->gi_probe_get_dynamic_data_get_preferred_compression() : RasterizerStorage::GI_PROBE_UNCOMPRESSED; - probe->dynamic.probe_data=VSG::storage->gi_probe_dynamic_data_create(header->width,header->height,header->depth,probe->dynamic.compression); + probe->dynamic.probe_data = VSG::storage->gi_probe_dynamic_data_create(header->width, header->height, header->depth, probe->dynamic.compression); - probe->dynamic.bake_dynamic_range=VSG::storage->gi_probe_get_dynamic_range(p_instance->base); + probe->dynamic.bake_dynamic_range = VSG::storage->gi_probe_get_dynamic_range(p_instance->base); probe->dynamic.mipmaps_3d.clear(); - probe->dynamic.propagate=VSG::storage->gi_probe_get_propagation(p_instance->base); + probe->dynamic.propagate = VSG::storage->gi_probe_get_propagation(p_instance->base); - probe->dynamic.grid_size[0]=header->width; - probe->dynamic.grid_size[1]=header->height; - probe->dynamic.grid_size[2]=header->depth; + probe->dynamic.grid_size[0] = header->width; + probe->dynamic.grid_size[1] = header->height; + probe->dynamic.grid_size[2] = header->depth; int size_limit = 1; int size_divisor = 1; - if (probe->dynamic.compression==RasterizerStorage::GI_PROBE_S3TC) { + if (probe->dynamic.compression == RasterizerStorage::GI_PROBE_S3TC) { print_line("S3TC"); - size_limit=4; - size_divisor=4; + size_limit = 4; + size_divisor = 4; } - for(int i=0;i<(int)header->cell_subdiv;i++) { + for (int i = 0; i < (int)header->cell_subdiv; i++) { uint32_t x = header->width >> i; uint32_t y = header->height >> i; @@ -2499,56 +2331,55 @@ void VisualServerScene::_setup_gi_probe(Instance *p_instance) { //create and clear mipmap PoolVector<uint8_t> mipmap; - int size = x*y*z*4; - size/=size_divisor; + int size = x * y * z * 4; + size /= size_divisor; mipmap.resize(size); PoolVector<uint8_t>::Write w = mipmap.write(); - zeromem(w.ptr(),size); + zeromem(w.ptr(), size); w = PoolVector<uint8_t>::Write(); probe->dynamic.mipmaps_3d.push_back(mipmap); - if (x<=size_limit || y<=size_limit || z<=size_limit) + if (x <= size_limit || y <= size_limit || z <= size_limit) break; } - probe->dynamic.updating_stage=GI_UPDATE_STAGE_CHECK; - probe->invalid=false; - probe->dynamic.enabled=true; + probe->dynamic.updating_stage = GI_UPDATE_STAGE_CHECK; + probe->invalid = false; + probe->dynamic.enabled = true; Transform cell_to_xform = VSG::storage->gi_probe_get_to_cell_xform(p_instance->base); Rect3 bounds = VSG::storage->gi_probe_get_bounds(p_instance->base); float cell_size = VSG::storage->gi_probe_get_cell_size(p_instance->base); - probe->dynamic.light_to_cell_xform=cell_to_xform * p_instance->transform.affine_inverse(); + probe->dynamic.light_to_cell_xform = cell_to_xform * p_instance->transform.affine_inverse(); - VSG::scene_render->gi_probe_instance_set_light_data(probe->probe_instance,p_instance->base,probe->dynamic.probe_data); - VSG::scene_render->gi_probe_instance_set_transform_to_data(probe->probe_instance,probe->dynamic.light_to_cell_xform); + VSG::scene_render->gi_probe_instance_set_light_data(probe->probe_instance, p_instance->base, probe->dynamic.probe_data); + VSG::scene_render->gi_probe_instance_set_transform_to_data(probe->probe_instance, probe->dynamic.light_to_cell_xform); - VSG::scene_render->gi_probe_instance_set_bounds(probe->probe_instance,bounds.size/cell_size); + VSG::scene_render->gi_probe_instance_set_bounds(probe->probe_instance, bounds.size / cell_size); - probe->base_version=VSG::storage->gi_probe_get_version(p_instance->base); + probe->base_version = VSG::storage->gi_probe_get_version(p_instance->base); //if compression is S3TC, fill it up - if (probe->dynamic.compression==RasterizerStorage::GI_PROBE_S3TC) { + if (probe->dynamic.compression == RasterizerStorage::GI_PROBE_S3TC) { //create all blocks - Vector<Map<uint32_t,InstanceGIProbeData::CompBlockS3TC> > comp_blocks; + Vector<Map<uint32_t, InstanceGIProbeData::CompBlockS3TC> > comp_blocks; int mipmap_count = probe->dynamic.mipmaps_3d.size(); comp_blocks.resize(mipmap_count); - for(int i=0;i<cell_count;i++) { + for (int i = 0; i < cell_count; i++) { const GIProbeDataCell &c = cells[i]; const InstanceGIProbeData::LocalData &ld = ldw[i]; - int level = c.level_alpha>>16; - int mipmap = header->cell_subdiv - level -1; + int level = c.level_alpha >> 16; + int mipmap = header->cell_subdiv - level - 1; if (mipmap >= mipmap_count) - continue;//uninteresting - + continue; //uninteresting - int blockx = (ld.pos[0]>>2); - int blocky = (ld.pos[1]>>2); + int blockx = (ld.pos[0] >> 2); + int blocky = (ld.pos[1] >> 2); int blockz = (ld.pos[2]); //compression is x/y only int blockw = (header->width >> mipmap) >> 2; @@ -2556,120 +2387,115 @@ void VisualServerScene::_setup_gi_probe(Instance *p_instance) { //print_line("cell "+itos(i)+" level "+itos(level)+"mipmap: "+itos(mipmap)+" pos: "+Vector3(blockx,blocky,blockz)+" size "+Vector2(blockw,blockh)); - uint32_t key = blockz * blockw*blockh + blocky * blockw + blockx; + uint32_t key = blockz * blockw * blockh + blocky * blockw + blockx; - Map<uint32_t,InstanceGIProbeData::CompBlockS3TC> & cmap = comp_blocks[mipmap]; + Map<uint32_t, InstanceGIProbeData::CompBlockS3TC> &cmap = comp_blocks[mipmap]; if (!cmap.has(key)) { InstanceGIProbeData::CompBlockS3TC k; - k.offset=key; //use offset as counter first - k.source_count=0; - cmap[key]=k; + k.offset = key; //use offset as counter first + k.source_count = 0; + cmap[key] = k; } - InstanceGIProbeData::CompBlockS3TC &k=cmap[key]; - ERR_CONTINUE(k.source_count==16); - k.sources[k.source_count++]=i; + InstanceGIProbeData::CompBlockS3TC &k = cmap[key]; + ERR_CONTINUE(k.source_count == 16); + k.sources[k.source_count++] = i; } //fix the blocks, precomputing what is needed probe->dynamic.mipmaps_s3tc.resize(mipmap_count); - for(int i=0;i<mipmap_count;i++) { - print_line("S3TC level: "+itos(i)+" blocks: "+itos(comp_blocks[i].size())); + for (int i = 0; i < mipmap_count; i++) { + print_line("S3TC level: " + itos(i) + " blocks: " + itos(comp_blocks[i].size())); probe->dynamic.mipmaps_s3tc[i].resize(comp_blocks[i].size()); PoolVector<InstanceGIProbeData::CompBlockS3TC>::Write w = probe->dynamic.mipmaps_s3tc[i].write(); - int block_idx=0; + int block_idx = 0; - for (Map<uint32_t,InstanceGIProbeData::CompBlockS3TC>::Element *E=comp_blocks[i].front();E;E=E->next()) { + for (Map<uint32_t, InstanceGIProbeData::CompBlockS3TC>::Element *E = comp_blocks[i].front(); E; E = E->next()) { InstanceGIProbeData::CompBlockS3TC k = E->get(); //PRECOMPUTE ALPHA - int max_alpha=-100000; - int min_alpha=k.source_count==16 ?100000 :0; //if the block is not completely full, minimum is always 0, (and those blocks will map to 1, which will be zero) + int max_alpha = -100000; + int min_alpha = k.source_count == 16 ? 100000 : 0; //if the block is not completely full, minimum is always 0, (and those blocks will map to 1, which will be zero) - uint8_t alpha_block[4][4]={ {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0} }; + uint8_t alpha_block[4][4] = { { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } }; - for(int j=0;j<k.source_count;j++) { + for (int j = 0; j < k.source_count; j++) { - int alpha = (cells[k.sources[j]].level_alpha>>8)&0xFF; - if (alpha<min_alpha) - min_alpha=alpha; - if (alpha>max_alpha) - max_alpha=alpha; + int alpha = (cells[k.sources[j]].level_alpha >> 8) & 0xFF; + if (alpha < min_alpha) + min_alpha = alpha; + if (alpha > max_alpha) + max_alpha = alpha; //fill up alpha block - alpha_block[ldw[k.sources[j]].pos[0]%4][ldw[k.sources[j]].pos[1]%4]=alpha; - + alpha_block[ldw[k.sources[j]].pos[0] % 4][ldw[k.sources[j]].pos[1] % 4] = alpha; } //use the first mode (8 adjustable levels) - k.alpha[0]=max_alpha; - k.alpha[1]=min_alpha; + k.alpha[0] = max_alpha; + k.alpha[1] = min_alpha; - uint64_t alpha_bits=0; + uint64_t alpha_bits = 0; - if (max_alpha!=min_alpha) { + if (max_alpha != min_alpha) { - int idx=0; + int idx = 0; - for(int y=0;y<4;y++) { - for(int x=0;x<4;x++) { + for (int y = 0; y < 4; y++) { + for (int x = 0; x < 4; x++) { //substract minimum - uint32_t a = uint32_t(alpha_block[x][y])-min_alpha; + uint32_t a = uint32_t(alpha_block[x][y]) - min_alpha; //convert range to 3 bits - a =int((a * 7.0 / (max_alpha-min_alpha))+0.5); - a = CLAMP(a,0,7); //just to be sure - a = 7-a; //because range is inverted in this mode - if (a==0) { + a = int((a * 7.0 / (max_alpha - min_alpha)) + 0.5); + a = CLAMP(a, 0, 7); //just to be sure + a = 7 - a; //because range is inverted in this mode + if (a == 0) { //do none, remain - } else if (a==7) { - a=1; + } else if (a == 7) { + a = 1; } else { - a=a+1; + a = a + 1; } - alpha_bits|=uint64_t(a)<<(idx*3); + alpha_bits |= uint64_t(a) << (idx * 3); idx++; } } } - k.alpha[2]=(alpha_bits >> 0)&0xFF; - k.alpha[3]=(alpha_bits >> 8)&0xFF; - k.alpha[4]=(alpha_bits >> 16)&0xFF; - k.alpha[5]=(alpha_bits >> 24)&0xFF; - k.alpha[6]=(alpha_bits >> 32)&0xFF; - k.alpha[7]=(alpha_bits >> 40)&0xFF; - - w[block_idx++]=k; + k.alpha[2] = (alpha_bits >> 0) & 0xFF; + k.alpha[3] = (alpha_bits >> 8) & 0xFF; + k.alpha[4] = (alpha_bits >> 16) & 0xFF; + k.alpha[5] = (alpha_bits >> 24) & 0xFF; + k.alpha[6] = (alpha_bits >> 32) & 0xFF; + k.alpha[7] = (alpha_bits >> 40) & 0xFF; + w[block_idx++] = k; } - } } - } void VisualServerScene::_gi_probe_bake_thread() { - while(true) { + while (true) { probe_bake_sem->wait(); if (probe_bake_thread_exit) { break; } - Instance* to_bake=NULL; + Instance *to_bake = NULL; probe_bake_mutex->lock(); if (!probe_bake_list.empty()) { - to_bake=probe_bake_list.front()->get(); + to_bake = probe_bake_list.front()->get(); probe_bake_list.pop_front(); - } probe_bake_mutex->unlock(); @@ -2680,111 +2506,103 @@ void VisualServerScene::_gi_probe_bake_thread() { } } +uint32_t VisualServerScene::_gi_bake_find_cell(const GIProbeDataCell *cells, int x, int y, int z, int p_cell_subdiv) { + uint32_t cell = 0; -uint32_t VisualServerScene::_gi_bake_find_cell(const GIProbeDataCell *cells,int x,int y, int z,int p_cell_subdiv) { - + int ofs_x = 0; + int ofs_y = 0; + int ofs_z = 0; + int size = 1 << (p_cell_subdiv - 1); + int half = size / 2; - uint32_t cell=0; - - int ofs_x=0; - int ofs_y=0; - int ofs_z=0; - int size = 1<<(p_cell_subdiv-1); - int half=size/2; - - if (x<0 || x>=size) + if (x < 0 || x >= size) return -1; - if (y<0 || y>=size) + if (y < 0 || y >= size) return -1; - if (z<0 || z>=size) + if (z < 0 || z >= size) return -1; - for(int i=0;i<p_cell_subdiv-1;i++) { + for (int i = 0; i < p_cell_subdiv - 1; i++) { const GIProbeDataCell *bc = &cells[cell]; int child = 0; if (x >= ofs_x + half) { - child|=1; - ofs_x+=half; + child |= 1; + ofs_x += half; } if (y >= ofs_y + half) { - child|=2; - ofs_y+=half; + child |= 2; + ofs_y += half; } if (z >= ofs_z + half) { - child|=4; - ofs_z+=half; + child |= 4; + ofs_z += half; } cell = bc->children[child]; - if (cell==0xFFFFFFFF) + if (cell == 0xFFFFFFFF) return 0xFFFFFFFF; - half>>=1; + half >>= 1; } return cell; - } -static float _get_normal_advance(const Vector3& p_normal ) { +static float _get_normal_advance(const Vector3 &p_normal) { Vector3 normal = p_normal; Vector3 unorm = normal.abs(); - if ( (unorm.x >= unorm.y) && (unorm.x >= unorm.z) ) { - // x code - unorm = normal.x > 0.0 ? Vector3( 1.0, 0.0, 0.0 ) : Vector3( -1.0, 0.0, 0.0 ) ; - } else if ( (unorm.y > unorm.x) && (unorm.y >= unorm.z) ) { - // y code - unorm = normal.y > 0.0 ? Vector3( 0.0, 1.0, 0.0 ) : Vector3( 0.0, -1.0, 0.0 ) ; - } else if ( (unorm.z > unorm.x) && (unorm.z > unorm.y) ) { - // z code - unorm = normal.z > 0.0 ? Vector3( 0.0, 0.0, 1.0 ) : Vector3( 0.0, 0.0, -1.0 ) ; + if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) { + // x code + unorm = normal.x > 0.0 ? Vector3(1.0, 0.0, 0.0) : Vector3(-1.0, 0.0, 0.0); + } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) { + // y code + unorm = normal.y > 0.0 ? Vector3(0.0, 1.0, 0.0) : Vector3(0.0, -1.0, 0.0); + } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) { + // z code + unorm = normal.z > 0.0 ? Vector3(0.0, 0.0, 1.0) : Vector3(0.0, 0.0, -1.0); } else { - // oh-no we messed up code - // has to be - unorm = Vector3( 1.0, 0.0, 0.0 ); + // oh-no we messed up code + // has to be + unorm = Vector3(1.0, 0.0, 0.0); } - return 1.0/normal.dot(unorm); - + return 1.0 / normal.dot(unorm); } -void VisualServerScene::_bake_gi_probe_light(const GIProbeDataHeader *header,const GIProbeDataCell *cells,InstanceGIProbeData::LocalData *local_data,const uint32_t *leaves,int leaf_count, const InstanceGIProbeData::LightCache& light_cache,int sign) { +void VisualServerScene::_bake_gi_probe_light(const GIProbeDataHeader *header, const GIProbeDataCell *cells, InstanceGIProbeData::LocalData *local_data, const uint32_t *leaves, int leaf_count, const InstanceGIProbeData::LightCache &light_cache, int sign) { + int light_r = int(light_cache.color.r * light_cache.energy * 1024.0) * sign; + int light_g = int(light_cache.color.g * light_cache.energy * 1024.0) * sign; + int light_b = int(light_cache.color.b * light_cache.energy * 1024.0) * sign; - int light_r = int(light_cache.color.r * light_cache.energy * 1024.0)*sign; - int light_g = int(light_cache.color.g * light_cache.energy * 1024.0)*sign; - int light_b = int(light_cache.color.b * light_cache.energy * 1024.0)*sign; - - float limits[3]={float(header->width),float(header->height),float(header->depth)}; + float limits[3] = { float(header->width), float(header->height), float(header->depth) }; Plane clip[3]; - int clip_planes=0; - - + int clip_planes = 0; - switch(light_cache.type) { + switch (light_cache.type) { case VS::LIGHT_DIRECTIONAL: { - float max_len = Vector3(limits[0],limits[1],limits[2]).length()*1.1; + float max_len = Vector3(limits[0], limits[1], limits[2]).length() * 1.1; Vector3 light_axis = -light_cache.transform.basis.get_axis(2).normalized(); - for(int i=0;i<3;i++) { + for (int i = 0; i < 3; i++) { - if (ABS(light_axis[i])<CMP_EPSILON) + if (ABS(light_axis[i]) < CMP_EPSILON) continue; - clip[clip_planes].normal[i]=1.0; + clip[clip_planes].normal[i] = 1.0; - if (light_axis[i]<0) { + if (light_axis[i] < 0) { - clip[clip_planes].d=limits[i]+1; + clip[clip_planes].d = limits[i] + 1; } else { - clip[clip_planes].d-=1.0; + clip[clip_planes].d -= 1.0; } clip_planes++; @@ -2792,137 +2610,129 @@ void VisualServerScene::_bake_gi_probe_light(const GIProbeDataHeader *header,con float distance_adv = _get_normal_advance(light_axis); - int success_count=0; + int success_count = 0; uint64_t us = OS::get_singleton()->get_ticks_usec(); - for(int i=0;i<leaf_count;i++) { + for (int i = 0; i < leaf_count; i++) { uint32_t idx = leaves[i]; const GIProbeDataCell *cell = &cells[idx]; InstanceGIProbeData::LocalData *light = &local_data[idx]; - Vector3 to(light->pos[0]+0.5,light->pos[1]+0.5,light->pos[2]+0.5); - Vector3 norm ( - (((cells[idx].normal>>16)&0xFF)/255.0)*2.0-1.0, - (((cells[idx].normal>>8)&0xFF)/255.0)*2.0-1.0, - (((cells[idx].normal>>0)&0xFF)/255.0)*2.0-1.0 - ); - + Vector3 to(light->pos[0] + 0.5, light->pos[1] + 0.5, light->pos[2] + 0.5); + Vector3 norm( + (((cells[idx].normal >> 16) & 0xFF) / 255.0) * 2.0 - 1.0, + (((cells[idx].normal >> 8) & 0xFF) / 255.0) * 2.0 - 1.0, + (((cells[idx].normal >> 0) & 0xFF) / 255.0) * 2.0 - 1.0); float att = norm.dot(-light_axis); - if (att<0.001) { + if (att < 0.001) { //not lighting towards this continue; } Vector3 from = to - max_len * light_axis; - for(int j=0;j<clip_planes;j++) { + for (int j = 0; j < clip_planes; j++) { - clip[j].intersects_segment(from,to,&from); + clip[j].intersects_segment(from, to, &from); } float distance = (to - from).length(); - distance+=distance_adv-Math::fmod(distance,distance_adv); //make it reach the center of the box always + distance += distance_adv - Math::fmod(distance, distance_adv); //make it reach the center of the box always from = to - light_axis * distance; - uint32_t result=0xFFFFFFFF; + uint32_t result = 0xFFFFFFFF; - while(distance>-distance_adv) { //use this to avoid precision errors + while (distance > -distance_adv) { //use this to avoid precision errors - result = _gi_bake_find_cell(cells,int(floor(from.x)),int(floor(from.y)),int(floor(from.z)),header->cell_subdiv); - if (result!=0xFFFFFFFF) { + result = _gi_bake_find_cell(cells, int(floor(from.x)), int(floor(from.y)), int(floor(from.z)), header->cell_subdiv); + if (result != 0xFFFFFFFF) { break; } - from+=light_axis*distance_adv; - distance-=distance_adv; + from += light_axis * distance_adv; + distance -= distance_adv; } - if (result==idx) { + if (result == idx) { //cell hit itself! hooray! - light->energy[0]+=int32_t(light_r*att*((cell->albedo>>16)&0xFF)/255.0); - light->energy[1]+=int32_t(light_g*att*((cell->albedo>>8)&0xFF)/255.0); - light->energy[2]+=int32_t(light_b*att*((cell->albedo)&0xFF)/255.0); - success_count++; + light->energy[0] += int32_t(light_r * att * ((cell->albedo >> 16) & 0xFF) / 255.0); + light->energy[1] += int32_t(light_g * att * ((cell->albedo >> 8) & 0xFF) / 255.0); + light->energy[2] += int32_t(light_b * att * ((cell->albedo) & 0xFF) / 255.0); + success_count++; } } - print_line("BAKE TIME: "+rtos((OS::get_singleton()->get_ticks_usec()-us)/1000000.0)); - print_line("valid cells: "+itos(success_count)); - + print_line("BAKE TIME: " + rtos((OS::get_singleton()->get_ticks_usec() - us) / 1000000.0)); + print_line("valid cells: " + itos(success_count)); } break; case VS::LIGHT_OMNI: case VS::LIGHT_SPOT: { - uint64_t us = OS::get_singleton()->get_ticks_usec(); Vector3 light_pos = light_cache.transform.origin; Vector3 spot_axis = -light_cache.transform.basis.get_axis(2).normalized(); - float local_radius = light_cache.radius * light_cache.transform.basis.get_axis(2).length(); - for(int i=0;i<leaf_count;i++) { + for (int i = 0; i < leaf_count; i++) { uint32_t idx = leaves[i]; const GIProbeDataCell *cell = &cells[idx]; InstanceGIProbeData::LocalData *light = &local_data[idx]; - Vector3 to(light->pos[0]+0.5,light->pos[1]+0.5,light->pos[2]+0.5); - Vector3 norm ( - (((cells[idx].normal>>16)&0xFF)/255.0)*2.0-1.0, - (((cells[idx].normal>>8)&0xFF)/255.0)*2.0-1.0, - (((cells[idx].normal>>0)&0xFF)/255.0)*2.0-1.0 - ); + Vector3 to(light->pos[0] + 0.5, light->pos[1] + 0.5, light->pos[2] + 0.5); + Vector3 norm( + (((cells[idx].normal >> 16) & 0xFF) / 255.0) * 2.0 - 1.0, + (((cells[idx].normal >> 8) & 0xFF) / 255.0) * 2.0 - 1.0, + (((cells[idx].normal >> 0) & 0xFF) / 255.0) * 2.0 - 1.0); Vector3 light_axis = (to - light_pos).normalized(); float distance_adv = _get_normal_advance(light_axis); float att = norm.dot(-light_axis); - if (att<0.001) { + if (att < 0.001) { //not lighting towards this continue; } { float d = light_pos.distance_to(to); - if (d+distance_adv > local_radius) + if (d + distance_adv > local_radius) continue; // too far away - float dt = CLAMP((d+distance_adv)/local_radius,0,1); - att*= powf(1.0-dt,light_cache.attenuation); + float dt = CLAMP((d + distance_adv) / local_radius, 0, 1); + att *= powf(1.0 - dt, light_cache.attenuation); } - - if (light_cache.type==VS::LIGHT_SPOT) { + if (light_cache.type == VS::LIGHT_SPOT) { float angle = Math::rad2deg(acos(light_axis.dot(spot_axis))); if (angle > light_cache.spot_angle) continue; - float d = CLAMP(angle/light_cache.spot_angle,1,0); - att*= powf(1.0-d,light_cache.spot_attenuation); - + float d = CLAMP(angle / light_cache.spot_angle, 1, 0); + att *= powf(1.0 - d, light_cache.spot_attenuation); } - clip_planes=0; + clip_planes = 0; - for(int c=0;c<3;c++) { + for (int c = 0; c < 3; c++) { - if (ABS(light_axis[c])<CMP_EPSILON) + if (ABS(light_axis[c]) < CMP_EPSILON) continue; - clip[clip_planes].normal[c]=1.0; + clip[clip_planes].normal[c] = 1.0; - if (light_axis[c]<0) { + if (light_axis[c] < 0) { - clip[clip_planes].d=limits[c]+1; + clip[clip_planes].d = limits[c] + 1; } else { - clip[clip_planes].d-=1.0; + clip[clip_planes].d -= 1.0; } clip_planes++; @@ -2930,216 +2740,203 @@ void VisualServerScene::_bake_gi_probe_light(const GIProbeDataHeader *header,con Vector3 from = light_pos; - for(int j=0;j<clip_planes;j++) { + for (int j = 0; j < clip_planes; j++) { - clip[j].intersects_segment(from,to,&from); + clip[j].intersects_segment(from, to, &from); } float distance = (to - from).length(); - - - distance-=Math::fmod(distance,distance_adv); //make it reach the center of the box always, but this tame make it closer + distance -= Math::fmod(distance, distance_adv); //make it reach the center of the box always, but this tame make it closer from = to - light_axis * distance; - uint32_t result=0xFFFFFFFF; + uint32_t result = 0xFFFFFFFF; - while(distance>-distance_adv) { //use this to avoid precision errors + while (distance > -distance_adv) { //use this to avoid precision errors - result = _gi_bake_find_cell(cells,int(floor(from.x)),int(floor(from.y)),int(floor(from.z)),header->cell_subdiv); - if (result!=0xFFFFFFFF) { + result = _gi_bake_find_cell(cells, int(floor(from.x)), int(floor(from.y)), int(floor(from.z)), header->cell_subdiv); + if (result != 0xFFFFFFFF) { break; } - from+=light_axis*distance_adv; - distance-=distance_adv; + from += light_axis * distance_adv; + distance -= distance_adv; } - if (result==idx) { + if (result == idx) { //cell hit itself! hooray! - light->energy[0]+=int32_t(light_r*att*((cell->albedo>>16)&0xFF)/255.0); - light->energy[1]+=int32_t(light_g*att*((cell->albedo>>8)&0xFF)/255.0); - light->energy[2]+=int32_t(light_b*att*((cell->albedo)&0xFF)/255.0); - + light->energy[0] += int32_t(light_r * att * ((cell->albedo >> 16) & 0xFF) / 255.0); + light->energy[1] += int32_t(light_g * att * ((cell->albedo >> 8) & 0xFF) / 255.0); + light->energy[2] += int32_t(light_b * att * ((cell->albedo) & 0xFF) / 255.0); } } - print_line("BAKE TIME: "+rtos((OS::get_singleton()->get_ticks_usec()-us)/1000000.0)); - + print_line("BAKE TIME: " + rtos((OS::get_singleton()->get_ticks_usec() - us) / 1000000.0)); } break; } } - -void VisualServerScene::_bake_gi_downscale_light(int p_idx, int p_level, const GIProbeDataCell* p_cells, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data,float p_propagate) { +void VisualServerScene::_bake_gi_downscale_light(int p_idx, int p_level, const GIProbeDataCell *p_cells, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data, float p_propagate) { //average light to upper level - float divisor=0; - float sum[3]={0.0,0.0,0.0}; + float divisor = 0; + float sum[3] = { 0.0, 0.0, 0.0 }; - for(int i=0;i<8;i++) { + for (int i = 0; i < 8; i++) { uint32_t child = p_cells[p_idx].children[i]; - if (child==0xFFFFFFFF) + if (child == 0xFFFFFFFF) continue; - if (p_level+1 < (int)p_header->cell_subdiv-1) { - _bake_gi_downscale_light(child,p_level+1,p_cells,p_header,p_local_data,p_propagate); + if (p_level + 1 < (int)p_header->cell_subdiv - 1) { + _bake_gi_downscale_light(child, p_level + 1, p_cells, p_header, p_local_data, p_propagate); } - sum[0]+=p_local_data[child].energy[0]; - sum[1]+=p_local_data[child].energy[1]; - sum[2]+=p_local_data[child].energy[2]; - divisor+=1.0; - + sum[0] += p_local_data[child].energy[0]; + sum[1] += p_local_data[child].energy[1]; + sum[2] += p_local_data[child].energy[2]; + divisor += 1.0; } - divisor=Math::lerp((float)8.0,divisor,p_propagate); - sum[0]/=divisor; - sum[1]/=divisor; - sum[2]/=divisor; + divisor = Math::lerp((float)8.0, divisor, p_propagate); + sum[0] /= divisor; + sum[1] /= divisor; + sum[2] /= divisor; //divide by eight for average - p_local_data[p_idx].energy[0]=Math::fast_ftoi(sum[0]); - p_local_data[p_idx].energy[1]=Math::fast_ftoi(sum[1]); - p_local_data[p_idx].energy[2]=Math::fast_ftoi(sum[2]); - + p_local_data[p_idx].energy[0] = Math::fast_ftoi(sum[0]); + p_local_data[p_idx].energy[1] = Math::fast_ftoi(sum[1]); + p_local_data[p_idx].energy[2] = Math::fast_ftoi(sum[2]); } - void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) { - InstanceGIProbeData * probe_data = static_cast<InstanceGIProbeData*>(p_gi_probe->base_data); + InstanceGIProbeData *probe_data = static_cast<InstanceGIProbeData *>(p_gi_probe->base_data); - PoolVector<int>::Read r=probe_data->dynamic.light_data.read(); + PoolVector<int>::Read r = probe_data->dynamic.light_data.read(); const GIProbeDataHeader *header = (const GIProbeDataHeader *)r.ptr(); - const GIProbeDataCell *cells = (const GIProbeDataCell*)&r[16]; + const GIProbeDataCell *cells = (const GIProbeDataCell *)&r[16]; - int leaf_count = probe_data->dynamic.level_cell_lists[ header->cell_subdiv -1 ].size(); - const uint32_t *leaves = probe_data->dynamic.level_cell_lists[ header->cell_subdiv -1 ].ptr(); + int leaf_count = probe_data->dynamic.level_cell_lists[header->cell_subdiv - 1].size(); + const uint32_t *leaves = probe_data->dynamic.level_cell_lists[header->cell_subdiv - 1].ptr(); PoolVector<InstanceGIProbeData::LocalData>::Write ldw = probe_data->dynamic.local_data.write(); InstanceGIProbeData::LocalData *local_data = ldw.ptr(); - //remove what must be removed - for (Map<RID,InstanceGIProbeData::LightCache>::Element *E=probe_data->dynamic.light_cache.front();E;E=E->next()) { + for (Map<RID, InstanceGIProbeData::LightCache>::Element *E = probe_data->dynamic.light_cache.front(); E; E = E->next()) { RID rid = E->key(); - const InstanceGIProbeData::LightCache& lc = E->get(); + const InstanceGIProbeData::LightCache &lc = E->get(); - if (!probe_data->dynamic.light_cache_changes.has(rid) || !(probe_data->dynamic.light_cache_changes[rid]==lc)) { + if (!probe_data->dynamic.light_cache_changes.has(rid) || !(probe_data->dynamic.light_cache_changes[rid] == lc)) { //erase light data - _bake_gi_probe_light(header,cells,local_data,leaves,leaf_count,lc,-1); + _bake_gi_probe_light(header, cells, local_data, leaves, leaf_count, lc, -1); } - } //add what must be added - for (Map<RID,InstanceGIProbeData::LightCache>::Element *E=probe_data->dynamic.light_cache_changes.front();E;E=E->next()) { + for (Map<RID, InstanceGIProbeData::LightCache>::Element *E = probe_data->dynamic.light_cache_changes.front(); E; E = E->next()) { RID rid = E->key(); - const InstanceGIProbeData::LightCache& lc = E->get(); + const InstanceGIProbeData::LightCache &lc = E->get(); - if (!probe_data->dynamic.light_cache.has(rid) || !(probe_data->dynamic.light_cache[rid]==lc)) { + if (!probe_data->dynamic.light_cache.has(rid) || !(probe_data->dynamic.light_cache[rid] == lc)) { //add light data - _bake_gi_probe_light(header,cells,local_data,leaves,leaf_count,lc,1); + _bake_gi_probe_light(header, cells, local_data, leaves, leaf_count, lc, 1); } } - SWAP(probe_data->dynamic.light_cache_changes,probe_data->dynamic.light_cache); + SWAP(probe_data->dynamic.light_cache_changes, probe_data->dynamic.light_cache); //downscale to lower res levels - _bake_gi_downscale_light(0,0,cells,header,local_data,probe_data->dynamic.propagate); + _bake_gi_downscale_light(0, 0, cells, header, local_data, probe_data->dynamic.propagate); //plot result to 3D texture! - if (probe_data->dynamic.compression==RasterizerStorage::GI_PROBE_UNCOMPRESSED) { + if (probe_data->dynamic.compression == RasterizerStorage::GI_PROBE_UNCOMPRESSED) { - for(int i=0;i<(int)header->cell_subdiv;i++) { + for (int i = 0; i < (int)header->cell_subdiv; i++) { - int stage = header->cell_subdiv - i -1; + int stage = header->cell_subdiv - i - 1; if (stage >= probe_data->dynamic.mipmaps_3d.size()) continue; //no mipmap for this one - print_line("generating mipmap stage: "+itos(stage)); - int level_cell_count = probe_data->dynamic.level_cell_lists[ i ].size(); - const uint32_t *level_cells = probe_data->dynamic.level_cell_lists[ i ].ptr(); + print_line("generating mipmap stage: " + itos(stage)); + int level_cell_count = probe_data->dynamic.level_cell_lists[i].size(); + const uint32_t *level_cells = probe_data->dynamic.level_cell_lists[i].ptr(); PoolVector<uint8_t>::Write lw = probe_data->dynamic.mipmaps_3d[stage].write(); uint8_t *mipmapw = lw.ptr(); - uint32_t sizes[3]={header->width>>stage,header->height>>stage,header->depth>>stage}; + uint32_t sizes[3] = { header->width >> stage, header->height >> stage, header->depth >> stage }; - for(int j=0;j<level_cell_count;j++) { + for (int j = 0; j < level_cell_count; j++) { uint32_t idx = level_cells[j]; - uint32_t r = (uint32_t(local_data[idx].energy[0])/probe_data->dynamic.bake_dynamic_range)>>2; - uint32_t g = (uint32_t(local_data[idx].energy[1])/probe_data->dynamic.bake_dynamic_range)>>2; - uint32_t b = (uint32_t(local_data[idx].energy[2])/probe_data->dynamic.bake_dynamic_range)>>2; - uint32_t a = (cells[idx].level_alpha>>8)&0xFF; - - uint32_t mm_ofs = sizes[0]*sizes[1]*(local_data[idx].pos[2]) + sizes[0]*(local_data[idx].pos[1]) + (local_data[idx].pos[0]); - mm_ofs*=4; //for RGBA (4 bytes) - - mipmapw[mm_ofs+0]=uint8_t(CLAMP(r,0,255)); - mipmapw[mm_ofs+1]=uint8_t(CLAMP(g,0,255)); - mipmapw[mm_ofs+2]=uint8_t(CLAMP(b,0,255)); - mipmapw[mm_ofs+3]=uint8_t(CLAMP(a,0,255)); + uint32_t r = (uint32_t(local_data[idx].energy[0]) / probe_data->dynamic.bake_dynamic_range) >> 2; + uint32_t g = (uint32_t(local_data[idx].energy[1]) / probe_data->dynamic.bake_dynamic_range) >> 2; + uint32_t b = (uint32_t(local_data[idx].energy[2]) / probe_data->dynamic.bake_dynamic_range) >> 2; + uint32_t a = (cells[idx].level_alpha >> 8) & 0xFF; + uint32_t mm_ofs = sizes[0] * sizes[1] * (local_data[idx].pos[2]) + sizes[0] * (local_data[idx].pos[1]) + (local_data[idx].pos[0]); + mm_ofs *= 4; //for RGBA (4 bytes) + mipmapw[mm_ofs + 0] = uint8_t(CLAMP(r, 0, 255)); + mipmapw[mm_ofs + 1] = uint8_t(CLAMP(g, 0, 255)); + mipmapw[mm_ofs + 2] = uint8_t(CLAMP(b, 0, 255)); + mipmapw[mm_ofs + 3] = uint8_t(CLAMP(a, 0, 255)); } } - } else if (probe_data->dynamic.compression==RasterizerStorage::GI_PROBE_S3TC) { - + } else if (probe_data->dynamic.compression == RasterizerStorage::GI_PROBE_S3TC) { int mipmap_count = probe_data->dynamic.mipmaps_3d.size(); - for(int mmi=0;mmi<mipmap_count;mmi++) { + for (int mmi = 0; mmi < mipmap_count; mmi++) { PoolVector<uint8_t>::Write mmw = probe_data->dynamic.mipmaps_3d[mmi].write(); int block_count = probe_data->dynamic.mipmaps_s3tc[mmi].size(); PoolVector<InstanceGIProbeData::CompBlockS3TC>::Read mmr = probe_data->dynamic.mipmaps_s3tc[mmi].read(); - for(int i=0;i<block_count;i++) { + for (int i = 0; i < block_count; i++) { - const InstanceGIProbeData::CompBlockS3TC& b = mmr[i]; + const InstanceGIProbeData::CompBlockS3TC &b = mmr[i]; - uint8_t *blockptr = &mmw[b.offset*16]; - copymem(blockptr,b.alpha,8); //copy alpha part, which is precomputed + uint8_t *blockptr = &mmw[b.offset * 16]; + copymem(blockptr, b.alpha, 8); //copy alpha part, which is precomputed Vector3 colors[16]; - for(int j=0;j<b.source_count;j++) { + for (int j = 0; j < b.source_count; j++) { - colors[j].x=(local_data[b.sources[j]].energy[0]/float(probe_data->dynamic.bake_dynamic_range))/1024.0; - colors[j].y=(local_data[b.sources[j]].energy[1]/float(probe_data->dynamic.bake_dynamic_range))/1024.0; - colors[j].z=(local_data[b.sources[j]].energy[2]/float(probe_data->dynamic.bake_dynamic_range))/1024.0; + colors[j].x = (local_data[b.sources[j]].energy[0] / float(probe_data->dynamic.bake_dynamic_range)) / 1024.0; + colors[j].y = (local_data[b.sources[j]].energy[1] / float(probe_data->dynamic.bake_dynamic_range)) / 1024.0; + colors[j].z = (local_data[b.sources[j]].energy[2] / float(probe_data->dynamic.bake_dynamic_range)) / 1024.0; } //super quick and dirty compression //find 2 most futher apart - float distance=0; - Vector3 from,to; + float distance = 0; + Vector3 from, to; - if (b.source_count==16) { + if (b.source_count == 16) { //all cells are used so, find minmax between them - int further_apart[2]={0,0}; - for(int j=0;j<b.source_count;j++) { - for(int k=j+1;k<b.source_count;k++) { + int further_apart[2] = { 0, 0 }; + for (int j = 0; j < b.source_count; j++) { + for (int k = j + 1; k < b.source_count; k++) { float d = colors[j].distance_squared_to(colors[k]); - if (d>distance) { - distance=d; - further_apart[0]=j; - further_apart[1]=k; + if (d > distance) { + distance = d; + further_apart[0] = j; + further_apart[1] = k; } } } @@ -3154,154 +2951,138 @@ void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) { //average all colors first Vector3 average; - for(int j=0;j<b.source_count;j++) { - average+=colors[j]; + for (int j = 0; j < b.source_count; j++) { + average += colors[j]; } average.normalize(); //find max distance in normal from average - for(int j=0;j<b.source_count;j++) { + for (int j = 0; j < b.source_count; j++) { float d = average.dot(colors[j]); - distance=MAX(d,distance); + distance = MAX(d, distance); } from = Vector3(); //from black to = average * distance; //find max distance - } - int indices[16]; - uint16_t color_0=0; - color_0 = CLAMP(int(from.x*31),0,31)<<11; - color_0 |= CLAMP(int(from.y*63),0,63)<<5; - color_0 |= CLAMP(int(from.z*31),0,31); + uint16_t color_0 = 0; + color_0 = CLAMP(int(from.x * 31), 0, 31) << 11; + color_0 |= CLAMP(int(from.y * 63), 0, 63) << 5; + color_0 |= CLAMP(int(from.z * 31), 0, 31); - uint16_t color_1=0; - color_1 = CLAMP(int(to.x*31),0,31)<<11; - color_1 |= CLAMP(int(to.y*63),0,63)<<5; - color_1 |= CLAMP(int(to.z*31),0,31); + uint16_t color_1 = 0; + color_1 = CLAMP(int(to.x * 31), 0, 31) << 11; + color_1 |= CLAMP(int(to.y * 63), 0, 63) << 5; + color_1 |= CLAMP(int(to.z * 31), 0, 31); if (color_1 > color_0) { - SWAP(color_1,color_0); - SWAP(from,to); + SWAP(color_1, color_0); + SWAP(from, to); } + if (distance > 0) { - if (distance>0) { - - Vector3 dir = (to-from).normalized(); + Vector3 dir = (to - from).normalized(); + for (int j = 0; j < b.source_count; j++) { - for(int j=0;j<b.source_count;j++) { - - float d = (colors[j]-from).dot(dir) / distance; - indices[j]=int(d*3+0.5); - - static const int index_swap[4]={0,3,1,2}; - - indices[j]=index_swap[CLAMP(indices[j],0,3)]; + float d = (colors[j] - from).dot(dir) / distance; + indices[j] = int(d * 3 + 0.5); + static const int index_swap[4] = { 0, 3, 1, 2 }; + indices[j] = index_swap[CLAMP(indices[j], 0, 3)]; } } else { - for(int j=0;j<b.source_count;j++) { - indices[j]=0; + for (int j = 0; j < b.source_count; j++) { + indices[j] = 0; } } //by default, 1 is black, otherwise it will be overriden by source - uint32_t index_block[16]={1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1 }; + uint32_t index_block[16] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; - for(int j=0;j<b.source_count;j++) { + for (int j = 0; j < b.source_count; j++) { - int x=local_data[b.sources[j]].pos[0]%4; - int y=local_data[b.sources[j]].pos[1]%4; + int x = local_data[b.sources[j]].pos[0] % 4; + int y = local_data[b.sources[j]].pos[1] % 4; - index_block[y*4+x]=indices[j]; + index_block[y * 4 + x] = indices[j]; } - uint32_t encode=0; + uint32_t encode = 0; - for(int j=0;j<16;j++) { - encode|=index_block[j]<<(j*2); + for (int j = 0; j < 16; j++) { + encode |= index_block[j] << (j * 2); } - blockptr[8]=color_0&0xFF; - blockptr[9]=(color_0>>8)&0xFF; - blockptr[10]=color_1&0xFF; - blockptr[11]=(color_1>>8)&0xFF; - blockptr[12]=encode&0xFF; - blockptr[13]=(encode>>8)&0xFF; - blockptr[14]=(encode>>16)&0xFF; - blockptr[15]=(encode>>24)&0xFF; - + blockptr[8] = color_0 & 0xFF; + blockptr[9] = (color_0 >> 8) & 0xFF; + blockptr[10] = color_1 & 0xFF; + blockptr[11] = (color_1 >> 8) & 0xFF; + blockptr[12] = encode & 0xFF; + blockptr[13] = (encode >> 8) & 0xFF; + blockptr[14] = (encode >> 16) & 0xFF; + blockptr[15] = (encode >> 24) & 0xFF; } - - } - } - //send back to main thread to update un little chunks - probe_data->dynamic.updating_stage=GI_UPDATE_STAGE_UPLOADING; - + probe_data->dynamic.updating_stage = GI_UPDATE_STAGE_UPLOADING; } bool VisualServerScene::_check_gi_probe(Instance *p_gi_probe) { - InstanceGIProbeData * probe_data = static_cast<InstanceGIProbeData*>(p_gi_probe->base_data); + InstanceGIProbeData *probe_data = static_cast<InstanceGIProbeData *>(p_gi_probe->base_data); probe_data->dynamic.light_cache_changes.clear(); - bool all_equal=true; - + bool all_equal = true; - for (List<Instance*>::Element *E=p_gi_probe->scenario->directional_lights.front();E;E=E->next()) { + for (List<Instance *>::Element *E = p_gi_probe->scenario->directional_lights.front(); E; E = E->next()) { InstanceGIProbeData::LightCache lc; - lc.type=VSG::storage->light_get_type(E->get()->base); - lc.color=VSG::storage->light_get_color(E->get()->base); - lc.energy=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_ENERGY); - lc.radius=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_RANGE); - lc.attenuation=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_ATTENUATION); - lc.spot_angle=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_SPOT_ANGLE); - lc.spot_attenuation=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_SPOT_ATTENUATION); + lc.type = VSG::storage->light_get_type(E->get()->base); + lc.color = VSG::storage->light_get_color(E->get()->base); + lc.energy = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_ENERGY); + lc.radius = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_RANGE); + lc.attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_ATTENUATION); + lc.spot_angle = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ANGLE); + lc.spot_attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ATTENUATION); lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform; - if (!probe_data->dynamic.light_cache.has(E->get()->self) || !(probe_data->dynamic.light_cache[E->get()->self]==lc)) { - all_equal=false; + if (!probe_data->dynamic.light_cache.has(E->get()->self) || !(probe_data->dynamic.light_cache[E->get()->self] == lc)) { + all_equal = false; } - probe_data->dynamic.light_cache_changes[E->get()->self]=lc; - + probe_data->dynamic.light_cache_changes[E->get()->self] = lc; } - - for (Set<Instance*>::Element *E=probe_data->lights.front();E;E=E->next()) { + for (Set<Instance *>::Element *E = probe_data->lights.front(); E; E = E->next()) { InstanceGIProbeData::LightCache lc; - lc.type=VSG::storage->light_get_type(E->get()->base); - lc.color=VSG::storage->light_get_color(E->get()->base); - lc.energy=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_ENERGY); - lc.radius=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_RANGE); - lc.attenuation=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_ATTENUATION); - lc.spot_angle=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_SPOT_ANGLE); - lc.spot_attenuation=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_SPOT_ATTENUATION); + lc.type = VSG::storage->light_get_type(E->get()->base); + lc.color = VSG::storage->light_get_color(E->get()->base); + lc.energy = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_ENERGY); + lc.radius = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_RANGE); + lc.attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_ATTENUATION); + lc.spot_angle = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ANGLE); + lc.spot_attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ATTENUATION); lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform; - if (!probe_data->dynamic.light_cache.has(E->get()->self) || !(probe_data->dynamic.light_cache[E->get()->self]==lc)) { - all_equal=false; + if (!probe_data->dynamic.light_cache.has(E->get()->self) || !(probe_data->dynamic.light_cache[E->get()->self] == lc)) { + all_equal = false; } - probe_data->dynamic.light_cache_changes[E->get()->self]=lc; + probe_data->dynamic.light_cache_changes[E->get()->self] = lc; } //lighting changed from after to before, must do some updating - return !all_equal || probe_data->dynamic.light_cache_changes.size()!=probe_data->dynamic.light_cache.size(); - + return !all_equal || probe_data->dynamic.light_cache_changes.size() != probe_data->dynamic.light_cache.size(); } void VisualServerScene::render_probes() { @@ -3310,82 +3091,80 @@ void VisualServerScene::render_probes() { SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first(); - bool busy=false; + bool busy = false; - while(ref_probe) { + while (ref_probe) { - SelfList<InstanceReflectionProbeData> *next=ref_probe->next(); + SelfList<InstanceReflectionProbeData> *next = ref_probe->next(); RID base = ref_probe->self()->owner->base; - switch(VSG::storage->reflection_probe_get_update_mode(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); + 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 + 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); + 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; + ref_probe = next; } /* GI PROBES */ SelfList<InstanceGIProbeData> *gi_probe = gi_probe_update_list.first(); - while(gi_probe) { + while (gi_probe) { - SelfList<InstanceGIProbeData> *next=gi_probe->next(); + 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 force_lighting=false; + bool force_lighting = false; - if (probe->invalid || (probe->dynamic.updating_stage==GI_UPDATE_STAGE_CHECK && probe->base_version!=VSG::storage->gi_probe_get_version(instance_probe->base))) { + if (probe->invalid || (probe->dynamic.updating_stage == GI_UPDATE_STAGE_CHECK && probe->base_version != VSG::storage->gi_probe_get_version(instance_probe->base))) { _setup_gi_probe(instance_probe); - force_lighting=true; + force_lighting = true; } float propagate = VSG::storage->gi_probe_get_propagation(instance_probe->base); - if (probe->dynamic.propagate!=propagate) { - probe->dynamic.propagate=propagate; - force_lighting=true; + if (probe->dynamic.propagate != propagate) { + probe->dynamic.propagate = propagate; + force_lighting = true; } + if (probe->invalid == false && probe->dynamic.enabled) { - if (probe->invalid==false && probe->dynamic.enabled) { - - switch(probe->dynamic.updating_stage) { + switch (probe->dynamic.updating_stage) { case GI_UPDATE_STAGE_CHECK: { if (_check_gi_probe(instance_probe) || force_lighting) { //send to lighting thread - probe->dynamic.updating_stage=GI_UPDATE_STAGE_LIGHTING; + probe->dynamic.updating_stage = GI_UPDATE_STAGE_LIGHTING; #ifndef NO_THREADS probe_bake_mutex->lock(); @@ -3397,7 +3176,6 @@ void VisualServerScene::render_probes() { _bake_gi_probe(instance_probe); #endif - } } break; case GI_UPDATE_STAGE_LIGHTING: { @@ -3408,29 +3186,23 @@ void VisualServerScene::render_probes() { uint64_t us = OS::get_singleton()->get_ticks_usec(); - for(int i=0;i<(int)probe->dynamic.mipmaps_3d.size();i++) { + for (int i = 0; i < (int)probe->dynamic.mipmaps_3d.size(); i++) { int mmsize = probe->dynamic.mipmaps_3d[i].size(); PoolVector<uint8_t>::Read r = probe->dynamic.mipmaps_3d[i].read(); - VSG::storage->gi_probe_dynamic_data_update(probe->dynamic.probe_data,0,probe->dynamic.grid_size[2]>>i,i,r.ptr()); + VSG::storage->gi_probe_dynamic_data_update(probe->dynamic.probe_data, 0, probe->dynamic.grid_size[2] >> i, i, r.ptr()); } - - probe->dynamic.updating_stage=GI_UPDATE_STAGE_CHECK; + probe->dynamic.updating_stage = GI_UPDATE_STAGE_CHECK; //print_line("UPLOAD TIME: "+rtos((OS::get_singleton()->get_ticks_usec()-us)/1000000.0)); } break; - } } //_update_gi_probe(gi_probe->self()->owner); - - gi_probe=next; + gi_probe = next; } - - - } void VisualServerScene::_update_dirty_instance(Instance *p_instance) { @@ -3438,143 +3210,131 @@ void VisualServerScene::_update_dirty_instance(Instance *p_instance) { if (p_instance->update_aabb) _update_instance_aabb(p_instance); - if (p_instance->update_materials) { - if (p_instance->base_type==VS::INSTANCE_MESH) { + 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); - for(int i=p_instance->materials.size()-1;i>=new_mat_count;i--) { + for (int i = p_instance->materials.size() - 1; i >= new_mat_count; i--) { if (p_instance->materials[i].is_valid()) { - VSG::storage->material_remove_instance_owner(p_instance->materials[i],p_instance); + VSG::storage->material_remove_instance_owner(p_instance->materials[i], p_instance); } } 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()) { + 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[i]=0; + for (int i = 0; i < new_blend_shape_count; i++) { + p_instance->blend_values[i] = 0; } } } - if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) { + if ((1 << p_instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) { - InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data); + InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data); - bool can_cast_shadows=true; + bool can_cast_shadows = true; - if (p_instance->cast_shadows==VS::SHADOW_CASTING_SETTING_OFF) { - can_cast_shadows=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); + can_cast_shadows = VSG::storage->material_casts_shadows(p_instance->material_override); } else { - - - if (p_instance->base_type==VS::INSTANCE_MESH) { - RID mesh=p_instance->base; + 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++) { + 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); + 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; + cast_shadows = true; break; } if (VSG::storage->material_casts_shadows(mat)) { - cast_shadows=true; + cast_shadows = true; break; } } if (!cast_shadows) { - can_cast_shadows=false; + can_cast_shadows = false; } } - } else if (p_instance->base_type==VS::INSTANCE_MULTIMESH) { + } 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; + bool cast_shadows = false; int sc = VSG::storage->mesh_get_surface_count(mesh); - for(int i=0;i<sc;i++) { + for (int i = 0; i < sc; i++) { - RID mat =VSG::storage->mesh_surface_get_material(mesh,i); + RID mat = VSG::storage->mesh_surface_get_material(mesh, i); if (!mat.is_valid()) { - cast_shadows=true; + cast_shadows = true; break; } if (VSG::storage->material_casts_shadows(mat)) { - cast_shadows=true; + cast_shadows = true; break; } - } if (!cast_shadows) { - can_cast_shadows=false; + can_cast_shadows = false; } } - } else if (p_instance->base_type==VS::INSTANCE_IMMEDIATE) { + } else if (p_instance->base_type == VS::INSTANCE_IMMEDIATE) { RID mat = VSG::storage->immediate_get_material(p_instance->base); if (!mat.is_valid() || VSG::storage->material_casts_shadows(mat)) { - can_cast_shadows=true; + can_cast_shadows = true; } else { - can_cast_shadows=false; + can_cast_shadows = false; } - - } - - - } - if (can_cast_shadows!=geom->can_cast_shadows) { + 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; + 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->can_cast_shadows = can_cast_shadows; } } - } _update_instance(p_instance); - p_instance->update_aabb=false; - p_instance->update_materials=false; + p_instance->update_aabb = false; + p_instance->update_materials = false; - _instance_update_list.remove( &p_instance->update_item ); + _instance_update_list.remove(&p_instance->update_item); } - void VisualServerScene::update_dirty_instances() { VSG::storage->update_dirty_resources(); - while(_instance_update_list.first()) { + while (_instance_update_list.first()) { - _update_dirty_instance( _instance_update_list.first()->self() ); + _update_dirty_instance(_instance_update_list.first()->self()); } } @@ -3582,17 +3342,17 @@ bool VisualServerScene::free(RID p_rid) { if (camera_owner.owns(p_rid)) { - Camera *camera = camera_owner.get( p_rid ); + Camera *camera = camera_owner.get(p_rid); camera_owner.free(p_rid); memdelete(camera); } else if (scenario_owner.owns(p_rid)) { - Scenario *scenario = scenario_owner.get( p_rid ); + Scenario *scenario = scenario_owner.get(p_rid); - while(scenario->instances.first()) { - instance_set_scenario(scenario->instances.first()->self()->self,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); @@ -3606,11 +3366,11 @@ bool VisualServerScene::free(RID p_rid) { Instance *instance = instance_owner.get(p_rid); - instance_set_room(p_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()); + instance_set_room(p_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 @@ -3620,38 +3380,32 @@ bool VisualServerScene::free(RID p_rid) { return false; } - return true; } -VisualServerScene *VisualServerScene::singleton=NULL; - +VisualServerScene *VisualServerScene::singleton = NULL; VisualServerScene::VisualServerScene() { #ifndef NO_THREADS probe_bake_sem = Semaphore::create(); probe_bake_mutex = Mutex::create(); - probe_bake_thread = Thread::create(_gi_probe_bake_threads,this); - probe_bake_thread_exit=false; + probe_bake_thread = Thread::create(_gi_probe_bake_threads, this); + probe_bake_thread_exit = false; #endif - - render_pass=1; - singleton=this; - + render_pass = 1; + singleton = this; } VisualServerScene::~VisualServerScene() { #ifndef NO_THREADS - probe_bake_thread_exit=true; + probe_bake_thread_exit = true; Thread::wait_to_finish(probe_bake_thread); memdelete(probe_bake_thread); memdelete(probe_bake_sem); memdelete(probe_bake_mutex); #endif - - } |