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-rw-r--r--servers/visual/visual_server_scene.cpp3612
1 files changed, 3612 insertions, 0 deletions
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
new file mode 100644
index 0000000000..157a85be98
--- /dev/null
+++ b/servers/visual/visual_server_scene.cpp
@@ -0,0 +1,3612 @@
+#include "visual_server_scene.h"
+#include "visual_server_global.h"
+#include "os/os.h"
+/* CAMERA API */
+
+
+
+
+
+RID VisualServerScene::camera_create() {
+
+ Camera * camera = memnew( Camera );
+ return camera_owner.make_rid( camera );
+
+}
+
+void VisualServerScene::camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far) {
+
+ Camera *camera = camera_owner.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;
+
+}
+
+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 );
+ ERR_FAIL_COND(!camera);
+ camera->type=Camera::ORTHOGONAL;
+ camera->size=p_size;
+ camera->znear=p_z_near;
+ camera->zfar=p_z_far;
+}
+
+void VisualServerScene::camera_set_transform(RID p_camera,const Transform& p_transform) {
+
+ Camera *camera = camera_owner.get( p_camera );
+ ERR_FAIL_COND(!camera);
+ camera->transform=p_transform.orthonormalized();
+
+
+}
+
+void VisualServerScene::camera_set_cull_mask(RID p_camera,uint32_t p_layers) {
+
+
+ Camera *camera = camera_owner.get( p_camera );
+ ERR_FAIL_COND(!camera);
+
+ camera->visible_layers=p_layers;
+
+}
+
+void VisualServerScene::camera_set_environment(RID p_camera,RID p_env) {
+
+ Camera *camera = camera_owner.get( p_camera );
+ ERR_FAIL_COND(!camera);
+ camera->env=p_env;
+
+}
+
+
+void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera,bool p_enable) {
+
+ Camera *camera = camera_owner.get( p_camera );
+ ERR_FAIL_COND(!camera);
+ camera->vaspect=p_enable;
+
+}
+
+
+/* SCENARIO API */
+
+
+
+void* VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int) {
+
+ //VisualServerScene *self = (VisualServerScene*)p_self;
+ Instance *A = p_A;
+ Instance *B = p_B;
+
+ //instance indices are designed so greater always contains lesser
+ if (A->base_type > B->base_type) {
+ SWAP(A,B); //lesser always first
+ }
+
+ if (B->base_type==VS::INSTANCE_LIGHT && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
+
+ InstanceLightData * light = static_cast<InstanceLightData*>(B->base_data);
+ InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
+
+
+ InstanceLightData::PairInfo pinfo;
+ pinfo.geometry=A;
+ pinfo.L = geom->lighting.push_back(B);
+
+ List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo);
+
+ if (geom->can_cast_shadows) {
+
+ light->shadow_dirty=true;
+ }
+ geom->lighting_dirty=true;
+
+ return E; //this element should make freeing faster
+ } else if (B->base_type==VS::INSTANCE_REFLECTION_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
+
+ InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(B->base_data);
+ InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
+
+
+ InstanceReflectionProbeData::PairInfo pinfo;
+ pinfo.geometry=A;
+ pinfo.L = geom->reflection_probes.push_back(B);
+
+ List<InstanceReflectionProbeData::PairInfo>::Element *E = reflection_probe->geometries.push_back(pinfo);
+
+ geom->reflection_dirty=true;
+
+ return E; //this element should make freeing faster
+ } else if (B->base_type==VS::INSTANCE_GI_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
+
+ InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data);
+ InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
+
+
+ InstanceGIProbeData::PairInfo pinfo;
+ pinfo.geometry=A;
+ pinfo.L = geom->gi_probes.push_back(B);
+
+ List<InstanceGIProbeData::PairInfo>::Element *E = gi_probe->geometries.push_back(pinfo);
+
+ geom->gi_probes_dirty=true;
+
+ return E; //this element should make freeing faster
+
+ } else if (B->base_type==VS::INSTANCE_GI_PROBE && A->base_type==VS::INSTANCE_LIGHT) {
+
+ InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data);
+ InstanceLightData * light = static_cast<InstanceLightData*>(A->base_data);
+
+ return gi_probe->lights.insert(A);
+ }
+
+
+
+#if 0
+ if (A->base_type==INSTANCE_PORTAL) {
+
+ ERR_FAIL_COND_V( B->base_type!=INSTANCE_PORTAL,NULL );
+
+ A->portal_info->candidate_set.insert(B);
+ B->portal_info->candidate_set.insert(A);
+
+ self->_portal_attempt_connect(A);
+ //attempt to conncet portal A (will go through B anyway)
+ //this is a little hackish, but works fine in practice
+
+ } else if (A->base_type==INSTANCE_GI_PROBE || B->base_type==INSTANCE_GI_PROBE) {
+
+ if (B->base_type==INSTANCE_GI_PROBE) {
+ SWAP(A,B);
+ }
+
+ ERR_FAIL_COND_V(B->base_type!=INSTANCE_GI_PROBE_SAMPLER,NULL);
+ B->gi_probe_sampler_info->gi_probes.insert(A);
+
+ } else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) {
+
+ if (B->base_type==INSTANCE_ROOM)
+ SWAP(A,B);
+
+ ERR_FAIL_COND_V(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ),NULL);
+
+ B->auto_rooms.insert(A);
+ A->room_info->owned_autoroom_geometry.insert(B);
+
+ self->_instance_validate_autorooms(B);
+
+
+ } else {
+
+ if (B->base_type==INSTANCE_LIGHT) {
+
+ SWAP(A,B);
+ } else if (A->base_type!=INSTANCE_LIGHT) {
+ return NULL;
+ }
+
+
+ A->light_info->affected.insert(B);
+ B->lights.insert(A);
+ B->light_cache_dirty=true;
+
+
+ }
+#endif
+
+ return NULL;
+
+}
+void VisualServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int,void* udata) {
+
+ //VisualServerScene *self = (VisualServerScene*)p_self;
+ Instance *A = p_A;
+ Instance *B = p_B;
+
+ //instance indices are designed so greater always contains lesser
+ if (A->base_type > B->base_type) {
+ SWAP(A,B); //lesser always first
+ }
+
+
+
+ if (B->base_type==VS::INSTANCE_LIGHT && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
+
+ InstanceLightData * light = static_cast<InstanceLightData*>(B->base_data);
+ InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
+
+ List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element*>(udata);
+
+ geom->lighting.erase(E->get().L);
+ light->geometries.erase(E);
+
+ if (geom->can_cast_shadows) {
+ light->shadow_dirty=true;
+ }
+ geom->lighting_dirty=true;
+
+
+ } else if (B->base_type==VS::INSTANCE_REFLECTION_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
+
+ InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(B->base_data);
+ InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
+
+ List<InstanceReflectionProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceReflectionProbeData::PairInfo>::Element*>(udata);
+
+ geom->reflection_probes.erase(E->get().L);
+ reflection_probe->geometries.erase(E);
+
+ geom->reflection_dirty=true;
+
+ } else if (B->base_type==VS::INSTANCE_GI_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
+
+ InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data);
+ InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
+
+ List<InstanceGIProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceGIProbeData::PairInfo>::Element*>(udata);
+
+ geom->gi_probes.erase(E->get().L);
+ gi_probe->geometries.erase(E);
+
+ geom->gi_probes_dirty=true;
+
+
+ } else if (B->base_type==VS::INSTANCE_GI_PROBE && A->base_type==VS::INSTANCE_LIGHT) {
+
+ InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data);
+ InstanceLightData * light = static_cast<InstanceLightData*>(A->base_data);
+
+
+ Set<Instance*>::Element *E = reinterpret_cast<Set<Instance*>::Element*>(udata);
+
+ gi_probe->lights.erase(E);
+ }
+#if 0
+ if (A->base_type==INSTANCE_PORTAL) {
+
+ ERR_FAIL_COND( B->base_type!=INSTANCE_PORTAL );
+
+
+ A->portal_info->candidate_set.erase(B);
+ B->portal_info->candidate_set.erase(A);
+
+ //after disconnecting them, see if they can connect again
+ self->_portal_attempt_connect(A);
+ self->_portal_attempt_connect(B);
+
+ } else if (A->base_type==INSTANCE_GI_PROBE || B->base_type==INSTANCE_GI_PROBE) {
+
+ if (B->base_type==INSTANCE_GI_PROBE) {
+ SWAP(A,B);
+ }
+
+ ERR_FAIL_COND(B->base_type!=INSTANCE_GI_PROBE_SAMPLER);
+ B->gi_probe_sampler_info->gi_probes.erase(A);
+
+ } else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) {
+
+ if (B->base_type==INSTANCE_ROOM)
+ SWAP(A,B);
+
+ ERR_FAIL_COND(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ));
+
+ B->auto_rooms.erase(A);
+ B->valid_auto_rooms.erase(A);
+ A->room_info->owned_autoroom_geometry.erase(B);
+
+ }else {
+
+
+
+ if (B->base_type==INSTANCE_LIGHT) {
+
+ SWAP(A,B);
+ } else if (A->base_type!=INSTANCE_LIGHT) {
+ return;
+ }
+
+
+ A->light_info->affected.erase(B);
+ B->lights.erase(A);
+ B->light_cache_dirty=true;
+
+ }
+#endif
+}
+
+RID VisualServerScene::scenario_create() {
+
+ Scenario *scenario = memnew( Scenario );
+ ERR_FAIL_COND_V(!scenario,RID());
+ RID scenario_rid = scenario_owner.make_rid( scenario );
+ scenario->self=scenario_rid;
+
+ scenario->octree.set_pair_callback(_instance_pair,this);
+ scenario->octree.set_unpair_callback(_instance_unpair,this);
+ scenario->reflection_probe_shadow_atlas=VSG::scene_render->shadow_atlas_create();
+ VSG::scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas,1024); //make enough shadows for close distance, don't bother with rest
+ VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,0,4);
+ VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,1,4);
+ VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,2,4);
+ VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,3,8);
+ scenario->reflection_atlas=VSG::scene_render->reflection_atlas_create();
+
+ return scenario_rid;
+}
+
+void VisualServerScene::scenario_set_debug(RID p_scenario,VS::ScenarioDebugMode p_debug_mode) {
+
+ Scenario *scenario = scenario_owner.get(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ scenario->debug=p_debug_mode;
+}
+
+void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environment) {
+
+ Scenario *scenario = scenario_owner.get(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ 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;
+
+
+}
+
+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);
+
+
+}
+
+
+
+/* INSTANCING API */
+
+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;
+ if (p_update_materials)
+ 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(){
+
+ Instance *instance = memnew( Instance );
+ ERR_FAIL_COND_V(!instance,RID());
+
+ RID instance_rid = instance_owner.make_rid(instance);
+ instance->self=instance_rid;
+
+
+ return instance_rid;
+
+
+}
+
+void VisualServerScene::instance_set_base(RID p_instance, RID p_base){
+
+ Instance *instance = instance_owner.get( p_instance );
+ ERR_FAIL_COND( !instance );
+
+ Scenario *scenario = instance->scenario;
+
+ if (instance->base_type!=VS::INSTANCE_NONE) {
+ //free anything related to that base
+
+ 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;
+ }
+
+ switch(instance->base_type) {
+ case VS::INSTANCE_LIGHT: {
+
+ InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
+
+ if (instance->scenario && light->D) {
+ instance->scenario->directional_lights.erase( light->D );
+ light->D=NULL;
+ }
+ VSG::scene_render->free(light->instance);
+ } break;
+ case VS::INSTANCE_REFLECTION_PROBE: {
+
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(instance->base_data);
+ VSG::scene_render->free(reflection_probe->instance);
+ if (reflection_probe->update_list.in_list()) {
+ reflection_probe_render_list.remove(&reflection_probe->update_list);
+ }
+ } break;
+ case VS::INSTANCE_GI_PROBE: {
+
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData*>(instance->base_data);
+
+ 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);
+ }
+ if (gi_probe->update_element.in_list()) {
+ gi_probe_update_list.remove(&gi_probe->update_element);
+ }
+ if (gi_probe->dynamic.probe_data.is_valid()) {
+ VSG::storage->free(gi_probe->dynamic.probe_data);
+ }
+
+ VSG::scene_render->free(gi_probe->probe_instance);
+
+ } break;
+
+ }
+
+ if (instance->base_data) {
+ memdelete( instance->base_data );
+ instance->base_data=NULL;
+ }
+
+ instance->blend_values.clear();
+
+ 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);
+ }
+ }
+ instance->materials.clear();
+
+#if 0
+ if (instance->light_info) {
+
+ if (instance->scenario && instance->light_info->D)
+ instance->scenario->directional_lights.erase( instance->light_info->D );
+ rasterizer->free(instance->light_info->instance);
+ memdelete(instance->light_info);
+ instance->light_info=NULL;
+ }
+
+
+
+ if ( instance->room ) {
+
+ instance_set_room(p_instance,RID());
+ /*
+ if((1<<instance->base_type)&INSTANCE_GEOMETRY_MASK)
+ instance->room->room_info->owned_geometry_instances.erase(instance->RE);
+ else if (instance->base_type==INSTANCE_PORTAL) {
+ print_line("freeing portal, is it there? "+itos(instance->room->room_info->owned_portal_instances.(instance->RE)));
+ instance->room->room_info->owned_portal_instances.erase(instance->RE);
+ } else if (instance->base_type==INSTANCE_ROOM)
+ instance->room->room_info->owned_room_instances.erase(instance->RE);
+ else if (instance->base_type==INSTANCE_LIGHT)
+ instance->room->room_info->owned_light_instances.erase(instance->RE);
+
+ instance->RE=NULL;*/
+ }
+
+
+
+
+
+
+ if (instance->portal_info) {
+
+ _portal_disconnect(instance,true);
+ memdelete(instance->portal_info);
+ instance->portal_info=NULL;
+
+ }
+
+ if (instance->gi_probe_info) {
+
+ while(instance->gi_probe_info->owned_instances.size()) {
+
+ Instance *owned=instance->gi_probe_info->owned_instances.front()->get();
+ owned->gi_probe=NULL;
+ owned->data.gi_probe=NULL;
+ owned->data.gi_probe_octree_xform=NULL;
+ owned->BLE=NULL;
+ instance->gi_probe_info->owned_instances.pop_front();
+ }
+
+ memdelete(instance->gi_probe_info);
+ instance->gi_probe_info=NULL;
+
+ }
+
+ if (instance->scenario && instance->octree_id) {
+ instance->scenario->octree.erase( instance->octree_id );
+ instance->octree_id=0;
+ }
+
+
+ if (instance->room_info) {
+
+ for(List<Instance*>::Element *E=instance->room_info->owned_geometry_instances.front();E;E=E->next()) {
+
+ Instance *owned = E->get();
+ owned->room=NULL;
+ owned->RE=NULL;
+ }
+ for(List<Instance*>::Element *E=instance->room_info->owned_portal_instances.front();E;E=E->next()) {
+
+ _portal_disconnect(E->get(),true);
+ Instance *owned = E->get();
+ owned->room=NULL;
+ owned->RE=NULL;
+ }
+
+ for(List<Instance*>::Element *E=instance->room_info->owned_room_instances.front();E;E=E->next()) {
+
+ Instance *owned = E->get();
+ owned->room=NULL;
+ owned->RE=NULL;
+ }
+
+ if (instance->room_info->disconnected_child_portals.size()) {
+ ERR_PRINT("BUG: Disconnected portals remain!");
+ }
+ memdelete(instance->room_info);
+ instance->room_info=NULL;
+
+ }
+
+ if (instance->particles_info) {
+
+ rasterizer->free( instance->particles_info->instance );
+ memdelete(instance->particles_info);
+ instance->particles_info=NULL;
+
+ }
+
+ if (instance->gi_probe_sampler_info) {
+
+ while (instance->gi_probe_sampler_info->owned_instances.size()) {
+
+ instance_geometry_set_gi_probe_sampler(instance->gi_probe_sampler_info->owned_instances.front()->get()->self,RID());
+ }
+
+ if (instance->gi_probe_sampler_info->sampled_light.is_valid()) {
+ rasterizer->free(instance->gi_probe_sampler_info->sampled_light);
+ }
+ memdelete( instance->gi_probe_sampler_info );
+ instance->gi_probe_sampler_info=NULL;
+ }
+#endif
+
+ }
+
+
+ instance->base_type=VS::INSTANCE_NONE;
+ instance->base=RID();
+
+
+ if (p_base.is_valid()) {
+
+ instance->base_type=VSG::storage->get_base_type(p_base);
+ ERR_FAIL_COND(instance->base_type==VS::INSTANCE_NONE);
+
+ switch(instance->base_type) {
+ case VS::INSTANCE_LIGHT: {
+
+ InstanceLightData *light = memnew( InstanceLightData );
+
+ if (scenario && VSG::storage->light_get_type(p_base)==VS::LIGHT_DIRECTIONAL) {
+ light->D = scenario->directional_lights.push_back(instance);
+ }
+
+ light->instance = VSG::scene_render->light_instance_create(p_base);
+
+ instance->base_data=light;
+ } break;
+ case VS::INSTANCE_MESH:
+ case VS::INSTANCE_MULTIMESH:
+ case VS::INSTANCE_IMMEDIATE: {
+
+ 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;
+
+ 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;
+
+ 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();
+
+ } break;
+
+ }
+
+ VSG::storage->instance_add_dependency(p_base,instance);
+
+ instance->base=p_base;
+
+ if (scenario)
+ _instance_queue_update(instance,true,true);
+
+
+#if 0
+ if (rasterizer->is_mesh(p_base)) {
+ instance->base_type=INSTANCE_MESH;
+ instance->data.morph_values.resize( rasterizer->mesh_get_morph_target_count(p_base));
+ instance->data.materials.resize( rasterizer->mesh_get_surface_count(p_base));
+ } else if (rasterizer->is_multimesh(p_base)) {
+ instance->base_type=INSTANCE_MULTIMESH;
+ } else if (rasterizer->is_immediate(p_base)) {
+ instance->base_type=INSTANCE_IMMEDIATE;
+ } else if (rasterizer->is_particles(p_base)) {
+ instance->base_type=INSTANCE_PARTICLES;
+ instance->particles_info=memnew( Instance::ParticlesInfo );
+ instance->particles_info->instance = rasterizer->particles_instance_create( p_base );
+ } else if (rasterizer->is_light(p_base)) {
+
+ instance->base_type=INSTANCE_LIGHT;
+ instance->light_info = memnew( Instance::LightInfo );
+ instance->light_info->instance = rasterizer->light_instance_create(p_base);
+ if (instance->scenario && rasterizer->light_get_type(p_base)==LIGHT_DIRECTIONAL) {
+
+ instance->light_info->D = instance->scenario->directional_lights.push_back(instance->self);
+ }
+
+ } else if (room_owner.owns(p_base)) {
+ instance->base_type=INSTANCE_ROOM;
+ instance->room_info = memnew( Instance::RoomInfo );
+ instance->room_info->room=room_owner.get(p_base);
+ } else if (portal_owner.owns(p_base)) {
+
+ instance->base_type=INSTANCE_PORTAL;
+ instance->portal_info = memnew(Instance::PortalInfo);
+ instance->portal_info->portal=portal_owner.get(p_base);
+ } else if (gi_probe_owner.owns(p_base)) {
+
+ instance->base_type=INSTANCE_GI_PROBE;
+ instance->gi_probe_info=memnew(Instance::BakedLightInfo);
+ instance->gi_probe_info->gi_probe=gi_probe_owner.get(p_base);
+
+ //instance->portal_info = memnew(Instance::PortalInfo);
+ //instance->portal_info->portal=portal_owner.get(p_base);
+ } else if (gi_probe_sampler_owner.owns(p_base)) {
+
+
+ instance->base_type=INSTANCE_GI_PROBE_SAMPLER;
+ instance->gi_probe_sampler_info=memnew( Instance::BakedLightSamplerInfo);
+ instance->gi_probe_sampler_info->sampler=gi_probe_sampler_owner.get(p_base);
+
+ //instance->portal_info = memnew(Instance::PortalInfo);
+ //instance->portal_info->portal=portal_owner.get(p_base);
+
+ } else {
+ ERR_EXPLAIN("Invalid base RID for instance!")
+ ERR_FAIL();
+ }
+
+ instance_dependency_map[ p_base ].insert( instance->self );
+#endif
+
+
+ }
+}
+void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario){
+
+ Instance *instance = instance_owner.get( p_instance );
+ ERR_FAIL_COND( !instance );
+
+ if (instance->scenario) {
+
+ instance->scenario->instances.remove( &instance->scenario_item );
+
+ if (instance->octree_id) {
+ instance->scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
+ instance->octree_id=0;
+ }
+
+
+ switch(instance->base_type) {
+
+ case VS::INSTANCE_LIGHT: {
+
+
+ InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
+
+ if (light->D) {
+ instance->scenario->directional_lights.erase( light->D );
+ light->D=NULL;
+ }
+ } break;
+ case VS::INSTANCE_REFLECTION_PROBE: {
+
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(instance->base_data);
+ VSG::scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
+ } break;
+ case VS::INSTANCE_GI_PROBE: {
+
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData*>(instance->base_data);
+ if (gi_probe->update_element.in_list()) {
+ gi_probe_update_list.remove(&gi_probe->update_element);
+ }
+ } break;
+
+ }
+
+ instance->scenario=NULL;
+ }
+
+
+ if (p_scenario.is_valid()) {
+
+ Scenario *scenario = scenario_owner.get( p_scenario );
+ ERR_FAIL_COND(!scenario);
+
+ instance->scenario=scenario;
+
+ scenario->instances.add( &instance->scenario_item );
+
+
+ switch(instance->base_type) {
+
+ case VS::INSTANCE_LIGHT: {
+
+
+ InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
+
+ if (VSG::storage->light_get_type(instance->base)==VS::LIGHT_DIRECTIONAL) {
+ light->D = scenario->directional_lights.push_back(instance);
+ }
+ } break;
+ case VS::INSTANCE_GI_PROBE: {
+
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData*>(instance->base_data);
+ if (!gi_probe->update_element.in_list()) {
+ gi_probe_update_list.add(&gi_probe->update_element);
+ }
+ } break;
+ }
+
+ _instance_queue_update(instance,true,true);
+ }
+}
+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->layer_mask=p_mask;
+}
+void VisualServerScene::instance_set_transform(RID p_instance, const Transform& p_transform){
+
+ Instance *instance = instance_owner.get( p_instance );
+ ERR_FAIL_COND( !instance );
+
+ if (instance->transform==p_transform)
+ return; //must be checked to avoid worst evil
+
+ instance->transform=p_transform;
+ _instance_queue_update(instance,true);
+}
+void VisualServerScene::instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID){
+
+ Instance *instance = instance_owner.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){
+
+ 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;
+}
+
+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 );
+
+ if (instance->update_item.in_list()) {
+ _update_dirty_instance(instance);
+ }
+
+ 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);
+ }
+ 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);
+ }
+
+
+}
+
+void VisualServerScene::instance_set_visible(RID p_instance,bool p_visible) {
+
+ Instance *instance = instance_owner.get( p_instance );
+ ERR_FAIL_COND( !instance );
+
+ if (instance->visible==p_visible)
+ return;
+
+ instance->visible=p_visible;
+
+
+ switch(instance->base_type) {
+ case VS::INSTANCE_LIGHT: {
+ if (VSG::storage->light_get_type(instance->base)!=VS::LIGHT_DIRECTIONAL && instance->octree_id && instance->scenario) {
+ instance->scenario->octree.set_pairable(instance->octree_id,p_visible,1<<VS::INSTANCE_LIGHT,p_visible?VS::INSTANCE_GEOMETRY_MASK:0);
+ }
+
+ } break;
+ case VS::INSTANCE_REFLECTION_PROBE: {
+ if (instance->octree_id && instance->scenario) {
+ instance->scenario->octree.set_pairable(instance->octree_id,p_visible,1<<VS::INSTANCE_REFLECTION_PROBE,p_visible?VS::INSTANCE_GEOMETRY_MASK:0);
+ }
+
+ } break;
+ case VS::INSTANCE_GI_PROBE: {
+ if (instance->octree_id && instance->scenario) {
+ instance->scenario->octree.set_pairable(instance->octree_id,p_visible,1<<VS::INSTANCE_GI_PROBE,p_visible?(VS::INSTANCE_GEOMETRY_MASK|(1<<VS::INSTANCE_LIGHT)):0);
+ }
+
+ } break;
+
+ }
+
+}
+
+void VisualServerScene::instance_attach_skeleton(RID p_instance,RID p_skeleton){
+
+ Instance *instance = instance_owner.get( p_instance );
+ ERR_FAIL_COND( !instance );
+
+ if (instance->skeleton==p_skeleton)
+ return;
+
+ if (instance->skeleton.is_valid()) {
+ VSG::storage->instance_remove_skeleton(p_skeleton,instance);
+ }
+
+ instance->skeleton=p_skeleton;
+
+ if (instance->skeleton.is_valid()) {
+ VSG::storage->instance_add_skeleton(p_skeleton,instance);
+ }
+
+ _instance_queue_update(instance,true);
+}
+
+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_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> 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
+
+ int culled=0;
+ Instance *cull[1024];
+ culled=scenario->octree.cull_AABB(p_aabb,cull,1024);
+
+ for (int i=0;i<culled;i++) {
+
+ Instance *instance=cull[i];
+ ERR_CONTINUE(!instance);
+ if (instance->object_ID==0)
+ continue;
+
+ instances.push_back(instance->object_ID);
+ }
+
+ return instances;
+}
+Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{
+
+ Vector<ObjectID> instances;
+ Scenario *scenario=scenario_owner.get(p_scenario);
+ ERR_FAIL_COND_V(!scenario,instances);
+ const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
+
+ int culled=0;
+ Instance *cull[1024];
+ culled=scenario->octree.cull_segment(p_from,p_to*10000,cull,1024);
+
+
+ for (int i=0;i<culled;i++) {
+ Instance *instance=cull[i];
+ ERR_CONTINUE(!instance);
+ 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> 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
+
+ int culled=0;
+ Instance *cull[1024];
+
+
+ culled=scenario->octree.cull_convex(p_convex,cull,1024);
+
+ for (int i=0;i<culled;i++) {
+
+ Instance *instance=cull[i];
+ ERR_CONTINUE(!instance);
+ if (instance->object_ID==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){
+
+ Instance *instance = instance_owner.get( p_instance );
+ ERR_FAIL_COND( !instance );
+
+ switch(p_flags) {
+
+ case VS::INSTANCE_FLAG_BILLBOARD: {
+
+ instance->billboard=p_enabled;
+
+ } break;
+ case VS::INSTANCE_FLAG_BILLBOARD_FIX_Y: {
+
+ 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 {
+ instance->cast_shadows = VS::SHADOW_CASTING_SETTING_OFF;
+ }
+
+ instance->base_material_changed(); // to actually compute if shadows are visible or not
+
+ } break;
+ case VS::INSTANCE_FLAG_DEPH_SCALE: {
+
+ instance->depth_scale=p_enabled;
+
+ } break;
+ case VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS: {
+
+ 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){
+
+ 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);
+ }
+ 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);
+ }
+
+}
+
+
+void VisualServerScene::instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin){
+
+}
+void VisualServerScene::instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance){
+
+}
+
+
+void VisualServerScene::_update_instance(Instance *p_instance) {
+
+ p_instance->version++;
+
+ if (p_instance->base_type == VS::INSTANCE_LIGHT) {
+
+ InstanceLightData *light = static_cast<InstanceLightData*>(p_instance->base_data);
+
+ VSG::scene_render->light_instance_set_transform( light->instance, p_instance->transform );
+ light->shadow_dirty=true;
+
+ }
+
+ if (p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE) {
+
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(p_instance->base_data);
+
+ VSG::scene_render->reflection_probe_instance_set_transform( reflection_probe->instance, p_instance->transform );
+ reflection_probe->reflection_dirty=true;
+
+ }
+
+
+ if (p_instance->aabb.has_no_surface())
+ return;
+
+#if 0
+ if (p_instance->base_type == VS::INSTANCE_PARTICLES) {
+
+ rasterizer->particles_instance_set_transform( p_instance->particles_info->instance, p_instance->data.transform );
+ }
+
+#endif
+ if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
+
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data);
+ //make sure lights are updated if it casts shadow
+
+ if (geom->can_cast_shadows) {
+ for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
+ InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data);
+ light->shadow_dirty=true;
+ }
+ }
+
+ }
+#if 0
+ else if (p_instance->base_type == INSTANCE_ROOM) {
+
+ p_instance->room_info->affine_inverse=p_instance->data.transform.affine_inverse();
+ } else if (p_instance->base_type == INSTANCE_GI_PROBE) {
+
+ Transform scale;
+ scale.basis.scale(p_instance->gi_probe_info->gi_probe->octree_aabb.size);
+ scale.origin=p_instance->gi_probe_info->gi_probe->octree_aabb.pos;
+ //print_line("scale: "+scale);
+ 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;
+
+ Rect3 new_aabb;
+#if 0
+ if (p_instance->base_type==INSTANCE_PORTAL) {
+
+ //portals need to be transformed in a special way, so they don't become too wide if they have scale..
+ Transform portal_xform = p_instance->data.transform;
+ portal_xform.basis.set_axis(2,portal_xform.basis.get_axis(2).normalized());
+
+ p_instance->portal_info->plane_cache=Plane( p_instance->data.transform.origin, portal_xform.basis.get_axis(2));
+ int point_count=p_instance->portal_info->portal->shape.size();
+ p_instance->portal_info->transformed_point_cache.resize(point_count);
+
+ AABB portal_aabb;
+
+ for(int i=0;i<point_count;i++) {
+
+ Point2 src = p_instance->portal_info->portal->shape[i];
+ Vector3 point = portal_xform.xform(Vector3(src.x,src.y,0));
+ p_instance->portal_info->transformed_point_cache[i]=point;
+ if (i==0)
+ portal_aabb.pos=point;
+ else
+ portal_aabb.expand_to(point);
+ }
+
+ portal_aabb.grow_by(p_instance->portal_info->portal->connect_range);
+
+ new_aabb = portal_aabb;
+
+ } else {
+#endif
+ new_aabb = p_instance->transform.xform(p_instance->aabb);
+#if 0
+ }
+#endif
+
+
+ p_instance->transformed_aabb=new_aabb;
+
+ if (!p_instance->scenario) {
+
+ return;
+ }
+
+
+
+ if (p_instance->octree_id==0) {
+
+ uint32_t base_type = 1<<p_instance->base_type;
+ uint32_t pairable_mask=0;
+ bool pairable=false;
+
+ if (p_instance->base_type == VS::INSTANCE_LIGHT || p_instance->base_type==VS::INSTANCE_REFLECTION_PROBE) {
+
+ 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;
+ }
+
+#if 0
+
+ if (p_instance->base_type == VS::INSTANCE_PORTAL) {
+
+ pairable_mask=(1<<INSTANCE_PORTAL);
+ pairable=true;
+ }
+
+ if (p_instance->base_type == VS::INSTANCE_GI_PROBE_SAMPLER) {
+
+ pairable_mask=(1<<INSTANCE_GI_PROBE);
+ pairable=true;
+ }
+
+
+ if (!p_instance->room && (1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
+
+ base_type|=VS::INSTANCE_ROOMLESS_MASK;
+ }
+
+ if (p_instance->base_type == VS::INSTANCE_ROOM) {
+
+ pairable_mask=INSTANCE_ROOMLESS_MASK;
+ pairable=true;
+ }
+#endif
+
+ // not inside octree
+ p_instance->octree_id = p_instance->scenario->octree.create(p_instance,new_aabb,0,pairable,base_type,pairable_mask);
+
+ } else {
+
+ /*
+ if (new_aabb==p_instance->data.transformed_aabb)
+ return;
+ */
+
+ p_instance->scenario->octree.move(p_instance->octree_id,new_aabb);
+ }
+#if 0
+ if (p_instance->base_type==INSTANCE_PORTAL) {
+
+ _portal_attempt_connect(p_instance);
+ }
+
+ if (!p_instance->room && (1<<p_instance->base_type)&INSTANCE_GEOMETRY_MASK) {
+
+ _instance_validate_autorooms(p_instance);
+ }
+
+ if (p_instance->base_type == INSTANCE_ROOM) {
+
+ for(Set<Instance*>::Element *E=p_instance->room_info->owned_autoroom_geometry.front();E;E=E->next())
+ _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());
+
+ 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);
+
+ } break;
+
+ case VisualServer::INSTANCE_MULTIMESH: {
+
+ new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base);
+
+ } break;
+ case VisualServer::INSTANCE_IMMEDIATE: {
+
+ new_aabb = VSG::storage->immediate_get_aabb(p_instance->base);
+
+
+ } break;
+#if 0
+
+ case VisualServer::INSTANCE_PARTICLES: {
+
+ new_aabb = rasterizer->particles_get_aabb(p_instance->base);
+
+
+ } break;
+#endif
+ case VisualServer::INSTANCE_LIGHT: {
+
+ new_aabb = VSG::storage->light_get_aabb(p_instance->base);
+
+ } break;
+ case VisualServer::INSTANCE_REFLECTION_PROBE: {
+
+ new_aabb = VSG::storage->reflection_probe_get_aabb(p_instance->base);
+
+ } break;
+ case VisualServer::INSTANCE_GI_PROBE: {
+
+ new_aabb = VSG::storage->gi_probe_get_bounds(p_instance->base);
+
+ } break;
+
+#if 0
+ case VisualServer::INSTANCE_ROOM: {
+
+ Room *room = room_owner.get( p_instance->base );
+ ERR_FAIL_COND(!room);
+ new_aabb=room->bounds.get_aabb();
+
+ } break;
+ case VisualServer::INSTANCE_PORTAL: {
+
+ Portal *portal = portal_owner.get( p_instance->base );
+ ERR_FAIL_COND(!portal);
+ for (int i=0;i<portal->shape.size();i++) {
+
+ Vector3 point( portal->shape[i].x, portal->shape[i].y, 0 );
+ if (i==0) {
+
+ new_aabb.pos=point;
+ new_aabb.size.z=0.01; // make it not flat for octree
+ } else {
+
+ new_aabb.expand_to(point);
+ }
+ }
+
+ } break;
+ case VisualServer::INSTANCE_GI_PROBE: {
+
+ BakedLight *gi_probe = gi_probe_owner.get( p_instance->base );
+ ERR_FAIL_COND(!gi_probe);
+ new_aabb=gi_probe->octree_aabb;
+
+ } break;
+ case VisualServer::INSTANCE_GI_PROBE_SAMPLER: {
+
+ BakedLightSampler *gi_probe_sampler = gi_probe_sampler_owner.get( p_instance->base );
+ ERR_FAIL_COND(!gi_probe_sampler);
+ float radius = gi_probe_sampler->params[VS::BAKED_LIGHT_SAMPLER_RADIUS];
+
+ new_aabb=AABB(Vector3(-radius,-radius,-radius),Vector3(radius*2,radius*2,radius*2));
+
+ } break;
+#endif
+ default: {}
+ }
+
+ if (p_instance->extra_margin)
+ new_aabb.grow_by(p_instance->extra_margin);
+
+ 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);
+
+ 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);
+ }
+ max_distance=MAX(max_distance,p_cam_projection.get_z_near()+0.001);
+
+ 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;
+ }
+
+ 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[splits]=max_distance;
+
+ float texture_size=VSG::scene_render->get_directional_light_shadow_size(light->instance);
+
+ bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);
+
+ 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);
+ } else {
+
+ float fov = p_cam_projection.get_fov();
+ camera_matrix.set_perspective(fov,aspect,distances[(i==0 || !overlap )?i:i-1],distances[i+1],false);
+ }
+
+ //obtain the frustum endpoints
+
+ Vector3 endpoints[8]; // frustum plane endpoints
+ bool res = camera_matrix.get_endpoints(p_cam_transform,endpoints);
+ ERR_CONTINUE(!res);
+
+ // obtain the light frustm ranges (given endpoints)
+
+ 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;
+
+
+ //used for culling
+ for(int j=0;j<8;j++) {
+
+ float d_x=x_vec.dot(endpoints[j]);
+ float d_y=y_vec.dot(endpoints[j]);
+ float d_z=z_vec.dot(endpoints[j]);
+
+ if (j==0 || d_x<x_min)
+ x_min=d_x;
+ if (j==0 || d_x>x_max)
+ x_max=d_x;
+
+ if (j==0 || d_y<y_min)
+ y_min=d_y;
+ if (j==0 || d_y>y_max)
+ y_max=d_y;
+
+ if (j==0 || d_z<z_min)
+ z_min=d_z;
+ if (j==0 || d_z>z_max)
+ z_max=d_z;
+
+
+ }
+
+
+
+
+
+ {
+ //camera viewport stuff
+ //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++) {
+
+ center+=endpoints[j];
+ }
+ center/=8.0;
+
+ //center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;
+
+ float radius=0;
+
+ for(int j=0;j<8;j++) {
+
+ float d = center.distance_to(endpoints[j]);
+ if (d>radius)
+ radius=d;
+ }
+
+
+ radius *= texture_size/(texture_size-2.0); //add a texel by each side, 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=Math::stepify(x_max_cam,unit);
+ x_min_cam=Math::stepify(x_min_cam,unit);
+ y_max_cam=Math::stepify(y_max_cam,unit);
+ y_min_cam=Math::stepify(y_min_cam,unit);
+
+ }
+
+ //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
+
+ Vector<Plane> light_frustum_planes;
+ light_frustum_planes.resize(6);
+
+ //right/left
+ light_frustum_planes[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 );
+ //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
+
+ 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++) {
+
+ float min,max;
+ Instance *instance = instance_shadow_cull_result[j];
+ if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
+ cull_count--;
+ SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
+ j--;
+
+ }
+
+ 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;
+
+
+ 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;
+
+ 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);
+
+ }
+
+ } break;
+ case VS::LIGHT_OMNI: {
+
+ VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base);
+
+ switch(shadow_mode) {
+ case VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: {
+
+ 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 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));
+
+
+ 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++) {
+
+ Instance *instance = instance_shadow_cull_result[j];
+ if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
+ cull_count--;
+ SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
+ j--;
+
+ }
+ }
+
+ 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);
+ CameraMatrix cm;
+ cm.set_perspective(90,1,0.01,radius);
+
+ for(int i=0;i<6;i++) {
+
+ //using this one ensures that raster deferred will have it
+
+
+
+ static const Vector3 view_normals[6]={
+ Vector3(-1, 0, 0),
+ Vector3(+1, 0, 0),
+ Vector3( 0,-1, 0),
+ Vector3( 0,+1, 0),
+ Vector3( 0, 0,-1),
+ Vector3( 0, 0,+1)
+ };
+ static const Vector3 view_up[6]={
+ Vector3( 0,-1, 0),
+ Vector3( 0,-1, 0),
+ Vector3( 0, 0,-1),
+ Vector3( 0, 0,+1),
+ Vector3( 0,-1, 0),
+ Vector3( 0,-1, 0)
+ };
+
+ Transform xform = 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);
+
+ for (int j=0;j<cull_count;j++) {
+
+ Instance *instance = instance_shadow_cull_result[j];
+ if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
+ cull_count--;
+ SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
+ j--;
+
+ }
+ }
+
+
+ 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);
+
+ } 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);
+
+ CameraMatrix cm;
+ 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);
+
+ for (int j=0;j<cull_count;j++) {
+
+ Instance *instance = instance_shadow_cull_result[j];
+ if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
+ cull_count--;
+ SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
+ j--;
+
+ }
+ }
+
+
+ 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) {
+
+ Camera *camera = camera_owner.getornull(p_camera);
+ ERR_FAIL_COND(!camera);
+
+ /* STEP 1 - SETUP CAMERA */
+ CameraMatrix camera_matrix;
+ bool ortho=false;
+
+
+ switch(camera->type) {
+ case Camera::ORTHOGONAL: {
+
+ camera_matrix.set_orthogonal(
+ camera->size,
+ p_viewport_size.width / (float)p_viewport_size.height,
+ camera->znear,
+ camera->zfar,
+ camera->vaspect
+
+ );
+ ortho=true;
+ } break;
+ case Camera::PERSPECTIVE: {
+
+ camera_matrix.set_perspective(
+ camera->fov,
+ p_viewport_size.width / (float)p_viewport_size.height,
+ camera->znear,
+ camera->zfar,
+ camera->vaspect
+
+ );
+ ortho=false;
+
+ } break;
+ }
+
+ _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) {
+
+
+
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+
+ render_pass++;
+ uint32_t camera_layer_mask=p_visible_layers;
+
+ VSG::scene_render->set_scene_pass(render_pass);
+
+
+ //rasterizer->set_camera(camera->transform, camera_matrix,ortho);
+
+ Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
+
+ Plane near_plane(p_cam_transform.origin,-p_cam_transform.basis.get_axis(2).normalized());
+ float z_far = p_cam_projection.get_z_far();
+
+ /* STEP 2 - CULL */
+ int cull_count = scenario->octree.cull_convex(planes,instance_cull_result,MAX_INSTANCE_CULL);
+ light_cull_count=0;
+
+ reflection_probe_cull_count=0;
+
+ //light_samplers_culled=0;
+
+/* print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
+ print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
+ //print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
+ print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
+*/
+
+ /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */
+
+
+ // compute portals
+#if 0
+ exterior_visited=false;
+ exterior_portal_cull_count=0;
+
+ if (room_cull_enabled) {
+ for(int i=0;i<cull_count;i++) {
+
+ Instance *ins = instance_cull_result[i];
+ ins->last_render_pass=render_pass;
+
+ if (ins->base_type!=INSTANCE_PORTAL)
+ continue;
+
+ if (ins->room)
+ continue;
+
+ ERR_CONTINUE(exterior_portal_cull_count>=MAX_EXTERIOR_PORTALS);
+ exterior_portal_cull_result[exterior_portal_cull_count++]=ins;
+
+ }
+
+ room_cull_count = p_scenario->octree.cull_point(camera->transform.origin,room_cull_result,MAX_ROOM_CULL,NULL,(1<<INSTANCE_ROOM)|(1<<INSTANCE_PORTAL));
+
+
+ Set<Instance*> current_rooms;
+ Set<Instance*> portal_rooms;
+ //add to set
+ for(int i=0;i<room_cull_count;i++) {
+
+ if (room_cull_result[i]->base_type==INSTANCE_ROOM) {
+ current_rooms.insert(room_cull_result[i]);
+ }
+ if (room_cull_result[i]->base_type==INSTANCE_PORTAL) {
+ //assume inside that room if also inside the portal..
+ if (room_cull_result[i]->room) {
+ portal_rooms.insert(room_cull_result[i]->room);
+ }
+
+ SWAP(room_cull_result[i],room_cull_result[room_cull_count-1]);
+ room_cull_count--;
+ i--;
+ }
+ }
+
+ //remove from set if it has a parent room or BSP doesn't contain
+ for(int i=0;i<room_cull_count;i++) {
+ Instance *r = room_cull_result[i];
+
+ //check inside BSP
+ Vector3 room_local_point = r->room_info->affine_inverse.xform( camera->transform.origin );
+
+ if (!portal_rooms.has(r) && !r->room_info->room->bounds.point_is_inside(room_local_point)) {
+
+ current_rooms.erase(r);
+ continue;
+ }
+
+ //check parent
+ while (r->room) {// has parent room
+
+ current_rooms.erase(r);
+ r=r->room;
+ }
+
+ }
+
+ if (current_rooms.size()) {
+ //camera is inside a room
+ // go through rooms
+ for(Set<Instance*>::Element *E=current_rooms.front();E;E=E->next()) {
+ _cull_room(camera,E->get());
+ }
+
+ } else {
+ //start from exterior
+ _cull_room(camera,NULL);
+
+ }
+ }
+
+#endif
+ /* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
+
+ for(int i=0;i<cull_count;i++) {
+
+ Instance *ins = instance_cull_result[i];
+
+ bool keep=false;
+
+ if ((camera_layer_mask&ins->layer_mask)==0) {
+
+ //failure
+ } else if (ins->base_type==VS::INSTANCE_LIGHT && ins->visible) {
+
+
+ if (ins->visible && light_cull_count<MAX_LIGHTS_CULLED) {
+
+ InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data);
+
+ if (!light->geometries.empty()) {
+ //do not add this light if no geometry is affected by it..
+ light_cull_result[light_cull_count]=ins;
+ light_instance_cull_result[light_cull_count]=light->instance;
+ if (p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(ins->base)) {
+ VSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
+ }
+
+ light_cull_count++;
+ }
+
+
+ }
+ } else if (ins->base_type==VS::INSTANCE_REFLECTION_PROBE && ins->visible) {
+
+
+ if (ins->visible && reflection_probe_cull_count<MAX_REFLECTION_PROBES_CULLED) {
+
+ InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(ins->base_data);
+
+ if (p_reflection_probe!=reflection_probe->instance) {
+ //avoid entering The Matrix
+
+ if (!reflection_probe->geometries.empty()) {
+ //do not add this light if no geometry is affected by it..
+
+ if (reflection_probe->reflection_dirty || VSG::scene_render->reflection_probe_instance_needs_redraw(reflection_probe->instance)) {
+ if (!reflection_probe->update_list.in_list()) {
+ reflection_probe->render_step=0;
+ reflection_probe_render_list.add(&reflection_probe->update_list);
+ }
+
+ reflection_probe->reflection_dirty=false;
+ }
+
+ if (VSG::scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) {
+ reflection_probe_instance_cull_result[reflection_probe_cull_count]=reflection_probe->instance;
+ reflection_probe_cull_count++;
+ }
+
+ }
+ }
+ }
+
+ } else if (ins->base_type==VS::INSTANCE_GI_PROBE && ins->visible) {
+
+ InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(ins->base_data);
+ if (!gi_probe->update_element.in_list()) {
+ gi_probe_update_list.add(&gi_probe->update_element);
+ }
+
+ } else if ((1<<ins->base_type)&VS::INSTANCE_GEOMETRY_MASK && ins->visible && ins->cast_shadows!=VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
+
+ keep=true;
+#if 0
+ bool discarded=false;
+
+ if (ins->draw_range_end>0) {
+
+ float d = cull_range.nearp.distance_to(ins->data.transform.origin);
+ if (d<0)
+ d=0;
+ discarded=(d<ins->draw_range_begin || d>=ins->draw_range_end);
+
+
+ }
+
+ if (!discarded) {
+
+ // test if this geometry should be visible
+
+ if (room_cull_enabled) {
+
+
+ if (ins->visible_in_all_rooms) {
+ keep=true;
+ } else if (ins->room) {
+
+ if (ins->room->room_info->last_visited_pass==render_pass)
+ keep=true;
+ } else if (ins->auto_rooms.size()) {
+
+
+ for(Set<Instance*>::Element *E=ins->auto_rooms.front();E;E=E->next()) {
+
+ if (E->get()->room_info->last_visited_pass==render_pass) {
+ keep=true;
+ break;
+ }
+ }
+ } else if(exterior_visited)
+ keep=true;
+ } else {
+
+ keep=true;
+ }
+
+
+ }
+
+
+ if (keep) {
+ // update cull range
+ float min,max;
+ ins->transformed_aabb.project_range_in_plane(cull_range.nearp,min,max);
+
+ if (min<cull_range.min)
+ cull_range.min=min;
+ if (max>cull_range.max)
+ cull_range.max=max;
+
+ if (ins->sampled_light && ins->sampled_light->gi_probe_sampler_info->last_pass!=render_pass) {
+ if (light_samplers_culled<MAX_LIGHT_SAMPLERS) {
+ light_sampler_cull_result[light_samplers_culled++]=ins->sampled_light;
+ ins->sampled_light->gi_probe_sampler_info->last_pass=render_pass;
+ }
+ }
+ }
+#endif
+
+
+ InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(ins->base_data);
+
+
+ if (geom->lighting_dirty) {
+ int l=0;
+ //only called when lights AABB enter/exit this geometry
+ ins->light_instances.resize(geom->lighting.size());
+
+ for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
+
+ InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data);
+
+ ins->light_instances[l++]=light->instance;
+ }
+
+ geom->lighting_dirty=false;
+ }
+
+ if (geom->reflection_dirty) {
+ int l=0;
+ //only called when reflection probe AABB enter/exit this geometry
+ ins->reflection_probe_instances.resize(geom->reflection_probes.size());
+
+ for (List<Instance*>::Element *E=geom->reflection_probes.front();E;E=E->next()) {
+
+ InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(E->get()->base_data);
+
+ ins->reflection_probe_instances[l++]=reflection_probe->instance;
+ }
+
+ geom->reflection_dirty=false;
+ }
+
+ if (geom->gi_probes_dirty) {
+ int l=0;
+ //only called when reflection probe AABB enter/exit this geometry
+ ins->gi_probe_instances.resize(geom->gi_probes.size());
+
+ for (List<Instance*>::Element *E=geom->gi_probes.front();E;E=E->next()) {
+
+ InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(E->get()->base_data);
+
+ ins->gi_probe_instances[l++]=gi_probe->probe_instance;
+ }
+
+ geom->gi_probes_dirty=false;
+ }
+
+ ins->depth = near_plane.distance_to(ins->transform.origin);
+ ins->depth_layer=CLAMP(int(ins->depth*8/z_far),0,7);
+
+ }
+
+ if (!keep) {
+ // remove, no reason to keep
+ cull_count--;
+ SWAP( instance_cull_result[i], instance_cull_result[ cull_count ] );
+ i--;
+ ins->last_render_pass=0; // make invalid
+ } else {
+
+ ins->last_render_pass=render_pass;
+ }
+ }
+
+ /* STEP 5 - PROCESS LIGHTS */
+
+ RID *directional_light_ptr=&light_instance_cull_result[light_cull_count];
+ int directional_light_count=0;
+
+ // directional lights
+ {
+
+ Instance** lights_with_shadow = (Instance**)alloca(sizeof(Instance*)*scenario->directional_lights.size());
+ int directional_shadow_count=0;
+
+ for (List<Instance*>::Element *E=scenario->directional_lights.front();E;E=E->next()) {
+
+ if (light_cull_count+directional_light_count>=MAX_LIGHTS_CULLED) {
+ break;
+ }
+
+ if (!E->get()->visible)
+ continue;
+
+ InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data);
+
+
+ //check shadow..
+
+
+ if (light && p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(E->get()->base)) {
+ lights_with_shadow[directional_shadow_count++]=E->get();
+
+ }
+
+ //add to list
+
+ directional_light_ptr[directional_light_count++]=light->instance;
+ }
+
+ VSG::scene_render->set_directional_shadow_count(directional_shadow_count);
+
+ for(int i=0;i<directional_shadow_count;i++) {
+
+ _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++) {
+
+ Instance *ins = light_cull_result[i];
+
+ if (!p_shadow_atlas.is_valid() || !VSG::storage->light_has_shadow(ins->base))
+ continue;
+
+ InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data);
+
+ float coverage;
+
+ { //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
+
+ 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)) {
+
+ case VS::LIGHT_OMNI: {
+
+ float radius = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_RANGE);
+
+ //get two points parallel to near plane
+ Vector3 points[2]={
+ ins->transform.origin,
+ ins->transform.origin+cam_xf.basis.get_axis(0)*radius
+ };
+
+ if (!p_cam_orthogonal) {
+ //if using perspetive, map them to near plane
+ for(int j=0;j<2;j++) {
+ if (p.distance_to(points[j]) < 0 ) {
+ points[j].z=-zn; //small hack to keep size constant when hitting the screen
+
+ }
+
+ p.intersects_segment(cam_xf.origin,points[j],&points[j]); //map to plane
+ }
+
+
+ }
+
+ float screen_diameter = points[0].distance_to(points[1])*2;
+ coverage = screen_diameter / (vp_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));
+
+
+ Vector3 base = ins->transform.origin-ins->transform.basis.get_axis(2).normalized()*d;
+
+ Vector3 points[2]={
+ base,
+ base+cam_xf.basis.get_axis(0)*w
+ };
+
+ if (!p_cam_orthogonal) {
+ //if using perspetive, map them to near plane
+ for(int j=0;j<2;j++) {
+ if (p.distance_to(points[j]) < 0 ) {
+ points[j].z=-zn; //small hack to keep size constant when hitting the screen
+
+ }
+
+ p.intersects_segment(cam_xf.origin,points[j],&points[j]); //map to plane
+ }
+
+
+ }
+
+ float screen_diameter = points[0].distance_to(points[1])*2;
+ coverage = screen_diameter / (vp_w+vp_h);
+
+
+ } break;
+ default: {
+ ERR_PRINT("Invalid Light Type");
+ }
+ }
+
+ }
+
+
+ if (light->shadow_dirty) {
+ light->last_version++;
+ light->shadow_dirty=false;
+ }
+
+
+ bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas,light->instance,coverage,light->last_version);
+
+ if (redraw) {
+ print_line("redraw shadow");
+ //must redraw!
+ _light_instance_update_shadow(ins,p_cam_transform,p_cam_projection,p_cam_orthogonal,p_shadow_atlas,scenario);
+ }
+
+ }
+ }
+
+ /* ENVIRONMENT */
+
+ RID environment;
+ if (p_force_environment.is_valid()) //camera has more environment priority
+ environment=p_force_environment;
+ else if (scenario->environment.is_valid())
+ environment=scenario->environment;
+ else
+ environment=scenario->fallback_environment;
+
+#if 0
+ /* STEP 6 - SAMPLE BAKED LIGHT */
+
+ bool islinear =false;
+ if (environment.is_valid()) {
+ islinear = rasterizer->environment_is_fx_enabled(environment,VS::ENV_FX_SRGB);
+ }
+
+ for(int i=0;i<light_samplers_culled;i++) {
+
+ _process_sampled_light(camera->transform,light_sampler_cull_result[i],islinear);
+ }
+#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);
+
+
+}
+
+bool VisualServerScene::_render_reflection_probe_step(Instance* p_instance,int p_step) {
+
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(p_instance->base_data);
+ Scenario *scenario = p_instance->scenario;
+ ERR_FAIL_COND_V(!scenario,true);
+
+ if (p_step==0) {
+
+ 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) {
+
+ 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 extents = VSG::storage->reflection_probe_get_extents(p_instance->base);
+ Vector3 origin_offset = VSG::storage->reflection_probe_get_origin_offset(p_instance->base);
+ float max_distance = VSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
+
+
+ Vector3 edge = view_normals[p_step]*extents;
+ float distance = ABS(view_normals[p_step].dot(edge)-view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
+
+ max_distance = MAX(max_distance,distance);
+
+
+ //render cubemap side
+ CameraMatrix cm;
+ cm.set_perspective(90,1,0.01,max_distance);
+
+
+ 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]);
+
+ Transform xform = p_instance->transform * local_view;
+
+ RID shadow_atlas;
+
+ if (VSG::storage->reflection_probe_renders_shadows(p_instance->base)) {
+
+ 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);
+
+ } else {
+ //do roughness postprocess step until it belives it's done
+ return VSG::scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
+ }
+
+ 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) {
+
+ 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*=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
+ } 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;
+
+ int half=(1<<(p_header->cell_subdiv-1))>>(p_level+1);
+
+ for(int i=0;i<8;i++) {
+
+ uint32_t child = p_cell[p_idx].children[i];
+
+ 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;
+
+ _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);
+
+ prev_cell[p_level].push_back(p_idx);
+
+}
+
+
+void VisualServerScene::_gi_probe_bake_threads(void* 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);
+
+ if (probe->dynamic.probe_data.is_valid()) {
+ VSG::storage->free(probe->dynamic.probe_data);
+ probe->dynamic.probe_data=RID();
+ }
+
+ probe->dynamic.light_data=VSG::storage->gi_probe_get_dynamic_data(p_instance->base);
+
+ if (probe->dynamic.light_data.size()==0)
+ return;
+ //using dynamic data
+ PoolVector<int>::Read r=probe->dynamic.light_data.read();
+
+ const GIProbeDataHeader *header = (GIProbeDataHeader *)r.ptr();
+
+ probe->dynamic.local_data.resize(header->cell_count);
+
+ int cell_count = probe->dynamic.local_data.size();
+ PoolVector<InstanceGIProbeData::LocalData>::Write ldw = probe->dynamic.local_data.write();
+ 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());
+
+ 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.bake_dynamic_range=VSG::storage->gi_probe_get_dynamic_range(p_instance->base);
+
+ probe->dynamic.mipmaps_3d.clear();
+
+ 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) {
+ print_line("S3TC");
+ size_limit=4;
+ size_divisor=4;
+ }
+ for(int i=0;i<(int)header->cell_subdiv;i++) {
+
+ uint32_t x = header->width >> i;
+ uint32_t y = header->height >> i;
+ uint32_t z = header->depth >> i;
+
+ //create and clear mipmap
+ PoolVector<uint8_t> mipmap;
+ int size = x*y*z*4;
+ size/=size_divisor;
+ mipmap.resize(size);
+ PoolVector<uint8_t>::Write w = mipmap.write();
+ 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)
+ break;
+ }
+
+ 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();
+
+ 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);
+
+ 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) {
+
+ //create all 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++) {
+
+ const GIProbeDataCell &c = cells[i];
+ const InstanceGIProbeData::LocalData &ld = ldw[i];
+ int level = c.level_alpha>>16;
+ int mipmap = header->cell_subdiv - level -1;
+ if (mipmap >= mipmap_count)
+ continue;//uninteresting
+
+
+ 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;
+ int blockh = (header->height >> mipmap) >> 2;
+
+ //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;
+
+ 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;
+ }
+
+ 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()));
+ 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;
+
+ 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)
+
+ 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++) {
+
+ 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;
+
+ }
+
+ //use the first mode (8 adjustable levels)
+ k.alpha[0]=max_alpha;
+ k.alpha[1]=min_alpha;
+
+ uint64_t alpha_bits=0;
+
+ if (max_alpha!=min_alpha) {
+
+ int idx=0;
+
+ 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;
+ //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) {
+ //do none, remain
+ } else if (a==7) {
+ a=1;
+ } else {
+ a=a+1;
+ }
+
+ 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;
+
+ }
+
+ }
+ }
+
+}
+
+void VisualServerScene::_gi_probe_bake_thread() {
+
+ while(true) {
+
+ probe_bake_sem->wait();
+ if (probe_bake_thread_exit) {
+ break;
+ }
+
+ Instance* to_bake=NULL;
+
+ probe_bake_mutex->lock();
+
+ if (!probe_bake_list.empty()) {
+ to_bake=probe_bake_list.front()->get();
+ probe_bake_list.pop_front();
+
+ }
+ probe_bake_mutex->unlock();
+
+ if (!to_bake)
+ continue;
+
+ _bake_gi_probe(to_bake);
+ }
+}
+
+
+
+uint32_t VisualServerScene::_gi_bake_find_cell(const GIProbeDataCell *cells,int x,int y, int z,int p_cell_subdiv) {
+
+
+ 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)
+ return -1;
+ if (y<0 || y>=size)
+ return -1;
+ if (z<0 || z>=size)
+ return -1;
+
+ 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;
+ }
+ if (y >= ofs_y + half) {
+ child|=2;
+ ofs_y+=half;
+ }
+ if (z >= ofs_z + half) {
+ child|=4;
+ ofs_z+=half;
+ }
+
+ cell = bc->children[child];
+ if (cell==0xFFFFFFFF)
+ return 0xFFFFFFFF;
+
+ half>>=1;
+ }
+
+ return cell;
+
+}
+
+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 ) ;
+ } else {
+ // oh-no we messed up code
+ // has to be
+ unorm = Vector3( 1.0, 0.0, 0.0 );
+ }
+
+ 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) {
+
+
+ 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)};
+ Plane clip[3];
+ int clip_planes=0;
+
+
+
+ switch(light_cache.type) {
+
+ case VS::LIGHT_DIRECTIONAL: {
+
+ 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++) {
+
+ if (ABS(light_axis[i])<CMP_EPSILON)
+ continue;
+ clip[clip_planes].normal[i]=1.0;
+
+ if (light_axis[i]<0) {
+
+ clip[clip_planes].d=limits[i]+1;
+ } else {
+ clip[clip_planes].d-=1.0;
+ }
+
+ clip_planes++;
+ }
+
+ float distance_adv = _get_normal_advance(light_axis);
+
+ int success_count=0;
+
+ uint64_t us = OS::get_singleton()->get_ticks_usec();
+
+ 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
+ );
+
+
+ float att = norm.dot(-light_axis);
+ if (att<0.001) {
+ //not lighting towards this
+ continue;
+ }
+
+ Vector3 from = to - max_len * light_axis;
+
+ for(int j=0;j<clip_planes;j++) {
+
+ 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
+ from = to - light_axis * distance;
+
+ uint32_t result=0xFFFFFFFF;
+
+ 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) {
+ break;
+ }
+
+ from+=light_axis*distance_adv;
+ distance-=distance_adv;
+ }
+
+ 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++;
+ }
+ }
+ 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++) {
+
+ 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 light_axis = (to - light_pos).normalized();
+ float distance_adv = _get_normal_advance(light_axis);
+
+ float att = norm.dot(-light_axis);
+ if (att<0.001) {
+ //not lighting towards this
+ continue;
+ }
+
+ {
+ float d = light_pos.distance_to(to);
+ 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);
+ }
+
+
+ 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);
+
+ }
+
+ clip_planes=0;
+
+ for(int c=0;c<3;c++) {
+
+ if (ABS(light_axis[c])<CMP_EPSILON)
+ continue;
+ clip[clip_planes].normal[c]=1.0;
+
+ if (light_axis[c]<0) {
+
+ clip[clip_planes].d=limits[c]+1;
+ } else {
+ clip[clip_planes].d-=1.0;
+ }
+
+ clip_planes++;
+ }
+
+ Vector3 from = light_pos;
+
+ for(int j=0;j<clip_planes;j++) {
+
+ 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
+ from = to - light_axis * distance;
+
+ uint32_t result=0xFFFFFFFF;
+
+ 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) {
+ break;
+ }
+
+ from+=light_axis*distance_adv;
+ distance-=distance_adv;
+ }
+
+ 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);
+
+ }
+ }
+ 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) {
+
+ //average light to upper level
+ 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 divisor=0;
+
+ for(int i=0;i<8;i++) {
+
+ uint32_t child = p_cells[p_idx].children[i];
+
+ 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_local_data[p_idx].energy[0]+=p_local_data[child].energy[0];
+ p_local_data[p_idx].energy[1]+=p_local_data[child].energy[1];
+ p_local_data[p_idx].energy[2]+=p_local_data[child].energy[2];
+ divisor++;
+
+ }
+
+ //divide by eight for average
+ p_local_data[p_idx].energy[0]/=divisor;
+ p_local_data[p_idx].energy[1]/=divisor;
+ p_local_data[p_idx].energy[2]/=divisor;
+
+}
+
+
+void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) {
+
+ InstanceGIProbeData * probe_data = static_cast<InstanceGIProbeData*>(p_gi_probe->base_data);
+
+ PoolVector<int>::Read r=probe_data->dynamic.light_data.read();
+
+ const GIProbeDataHeader *header = (const GIProbeDataHeader *)r.ptr();
+ 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();
+
+ 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()) {
+
+ RID rid = E->key();
+ const InstanceGIProbeData::LightCache& lc = E->get();
+
+ 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);
+ }
+
+ }
+
+ //add what must be added
+ 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();
+
+ 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);
+ }
+ }
+
+ 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);
+
+ //plot result to 3D texture!
+
+ if (probe_data->dynamic.compression==RasterizerStorage::GI_PROBE_UNCOMPRESSED) {
+
+ for(int i=0;i<(int)header->cell_subdiv;i++) {
+
+ 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();
+
+ 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};
+
+ 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));
+
+
+ }
+ }
+ } 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++) {
+
+ 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++) {
+
+ const InstanceGIProbeData::CompBlockS3TC& b = mmr[i];
+
+ 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++) {
+
+ 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;
+
+ 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++) {
+ float d = colors[j].distance_squared_to(colors[k]);
+ if (d>distance) {
+ distance=d;
+ further_apart[0]=j;
+ further_apart[1]=k;
+ }
+ }
+ }
+
+ from = colors[further_apart[0]];
+ to = colors[further_apart[1]];
+
+ } else {
+ //if a block is missing, the priority is that this block remains black,
+ //otherwise the geometry will appear deformed
+ //correct shape wins over correct color in this case
+ //average all colors first
+ Vector3 average;
+
+ 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++) {
+ float d = average.dot(colors[j]);
+ 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_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);
+ }
+
+
+ if (distance>0) {
+
+ Vector3 dir = (to-from).normalized();
+
+
+ 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)];
+
+
+ }
+ } else {
+ 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 };
+
+ 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;
+
+ index_block[y*4+x]=indices[j];
+ }
+
+ uint32_t encode=0;
+
+ 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;
+
+ }
+
+
+ }
+
+ }
+
+
+ //send back to main thread to update un little chunks
+ 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);
+
+ probe_data->dynamic.light_cache_changes.clear();
+
+ bool all_equal=true;
+
+
+ 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.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;
+ }
+
+ probe_data->dynamic.light_cache_changes[E->get()->self]=lc;
+
+ }
+
+
+ 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.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;
+ }
+
+ 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();
+
+}
+
+void VisualServerScene::render_probes() {
+
+ /* REFLECTION PROBES */
+
+ SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
+
+ bool busy=false;
+
+ while(ref_probe) {
+
+ SelfList<InstanceReflectionProbeData> *next=ref_probe->next();
+ RID base = ref_probe->self()->owner->base;
+
+ switch(VSG::storage->reflection_probe_get_update_mode(base)) {
+
+ case VS::REFLECTION_PROBE_UPDATE_ONCE: {
+ if (busy) //already rendering something
+ break;
+
+ bool done = _render_reflection_probe_step(ref_probe->self()->owner,ref_probe->self()->render_step);
+ if (done) {
+ reflection_probe_render_list.remove(ref_probe);
+ } else {
+ ref_probe->self()->render_step++;
+ }
+
+ busy=true; //do not render another one of this kind
+ } break;
+ case VS::REFLECTION_PROBE_UPDATE_ALWAYS: {
+
+ int step=0;
+ bool done=false;
+ while(!done) {
+ done = _render_reflection_probe_step(ref_probe->self()->owner,step);
+ step++;
+ }
+
+ reflection_probe_render_list.remove(ref_probe);
+ } break;
+
+ }
+
+ ref_probe=next;
+ }
+
+ /* GI PROBES */
+
+ SelfList<InstanceGIProbeData> *gi_probe = gi_probe_update_list.first();
+
+ while(gi_probe) {
+
+ SelfList<InstanceGIProbeData> *next=gi_probe->next();
+
+ InstanceGIProbeData *probe = gi_probe->self();
+ Instance *instance_probe = probe->owner;
+
+ //check if probe must be setup, but don't do if on the lighting thread
+
+ bool 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))) {
+
+ _setup_gi_probe(instance_probe);
+ force_lighting=true;
+ }
+
+ if (probe->invalid==false && probe->dynamic.enabled) {
+
+ 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;
+
+#ifndef NO_THREADS
+ probe_bake_mutex->lock();
+ probe_bake_list.push_back(instance_probe);
+ probe_bake_mutex->unlock();
+ probe_bake_sem->post();
+
+#else
+
+ _bake_gi_probe(instance_probe);
+#endif
+
+ }
+ } break;
+ case GI_UPDATE_STAGE_LIGHTING: {
+ //do none, wait til done!
+
+ } break;
+ case GI_UPDATE_STAGE_UPLOADING: {
+
+ uint64_t us = OS::get_singleton()->get_ticks_usec();
+
+ 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());
+ }
+
+
+ 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;
+ }
+
+
+
+}
+
+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) {
+ //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--) {
+ if (p_instance->materials[i].is_valid()) {
+ 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()) {
+ 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;
+ }
+ }
+ }
+
+ if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
+
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data);
+
+ bool can_cast_shadows=true;
+
+ 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);
+ } else {
+
+
+
+ if (p_instance->base_type==VS::INSTANCE_MESH) {
+ RID mesh=p_instance->base;
+
+ if (mesh.is_valid()) {
+ bool cast_shadows=false;
+
+ for(int i=0;i<p_instance->materials.size();i++) {
+
+
+ RID mat = p_instance->materials[i].is_valid()?p_instance->materials[i]:VSG::storage->mesh_surface_get_material(mesh,i);
+
+ if (!mat.is_valid()) {
+ cast_shadows=true;
+ break;
+ }
+
+ if (VSG::storage->material_casts_shadows(mat)) {
+ cast_shadows=true;
+ break;
+ }
+ }
+
+ if (!cast_shadows) {
+ can_cast_shadows=false;
+ }
+ }
+
+ } else if (p_instance->base_type==VS::INSTANCE_MULTIMESH) {
+ RID mesh = VSG::storage->multimesh_get_mesh(p_instance->base);
+ if (mesh.is_valid()) {
+ bool cast_shadows=false;
+
+ int sc = VSG::storage->mesh_get_surface_count(mesh);
+ for(int i=0;i<sc;i++) {
+
+ RID mat =VSG::storage->mesh_surface_get_material(mesh,i);
+
+ if (!mat.is_valid()) {
+ cast_shadows=true;
+ break;
+ }
+
+ if (VSG::storage->material_casts_shadows(mat)) {
+ cast_shadows=true;
+ break;
+ }
+ }
+
+ if (!cast_shadows) {
+ can_cast_shadows=false;
+ }
+ }
+ } 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;
+ } else {
+ can_cast_shadows=false;
+ }
+
+
+ }
+
+
+
+ }
+
+ if (can_cast_shadows!=geom->can_cast_shadows) {
+ //ability to cast shadows change, let lights now
+ for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
+ InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data);
+ light->shadow_dirty=true;
+ }
+
+ geom->can_cast_shadows=can_cast_shadows;
+ }
+ }
+
+ }
+
+ _update_instance(p_instance);
+
+ p_instance->update_aabb=false;
+ p_instance->update_materials=false;
+
+ _instance_update_list.remove( &p_instance->update_item );
+}
+
+
+void VisualServerScene::update_dirty_instances() {
+
+ while(_instance_update_list.first()) {
+
+ _update_dirty_instance( _instance_update_list.first()->self() );
+ }
+}
+
+bool VisualServerScene::free(RID p_rid) {
+
+ if (camera_owner.owns(p_rid)) {
+
+ Camera *camera = camera_owner.get( p_rid );
+
+ camera_owner.free(p_rid);
+ memdelete(camera);
+
+ } else if (scenario_owner.owns(p_rid)) {
+
+ Scenario *scenario = scenario_owner.get( p_rid );
+
+ while(scenario->instances.first()) {
+ instance_set_scenario(scenario->instances.first()->self()->self,RID());
+ }
+ VSG::scene_render->free(scenario->reflection_probe_shadow_atlas);
+ VSG::scene_render->free(scenario->reflection_atlas);
+ scenario_owner.free(p_rid);
+ memdelete(scenario);
+
+ } else if (instance_owner.owns(p_rid)) {
+ // delete the instance
+
+ update_dirty_instances();
+
+ Instance *instance = instance_owner.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());
+
+ update_dirty_instances(); //in case something changed this
+
+ instance_owner.free(p_rid);
+ memdelete(instance);
+ } else {
+ return false;
+ }
+
+
+ return true;
+}
+
+VisualServerScene *VisualServerScene::singleton=NULL;
+
+
+VisualServerScene::VisualServerScene() {
+
+#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;
+#endif
+
+
+ render_pass=1;
+ singleton=this;
+
+}
+
+VisualServerScene::~VisualServerScene() {
+
+#ifndef NO_THREADS
+ 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
+
+
+}