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-rw-r--r--servers/visual/visual_server_scene.cpp2230
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
-
-
}