diff options
Diffstat (limited to 'servers/visual/visual_server_scene.cpp')
| -rw-r--r-- | servers/visual/visual_server_scene.cpp | 374 |
1 files changed, 235 insertions, 139 deletions
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp index eacb5f671c..7c100be0f2 100644 --- a/servers/visual/visual_server_scene.cpp +++ b/servers/visual/visual_server_scene.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -30,8 +30,9 @@ #include "visual_server_scene.h" #include "core/os/os.h" -#include "visual_server_global.h" +#include "visual_server_globals.h" #include "visual_server_raster.h" +#include <new> /* CAMERA API */ RID VisualServerScene::camera_create() { @@ -60,6 +61,16 @@ void VisualServerScene::camera_set_orthogonal(RID p_camera, float p_size, float camera->zfar = p_z_far; } +void VisualServerScene::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) { + Camera *camera = camera_owner.get(p_camera); + ERR_FAIL_COND(!camera); + camera->type = Camera::FRUSTUM; + camera->size = p_size; + camera->offset = p_offset; + camera->znear = p_z_near; + camera->zfar = p_z_far; +} + void VisualServerScene::camera_set_transform(RID p_camera, const Transform &p_transform) { Camera *camera = camera_owner.get(p_camera); @@ -398,6 +409,8 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base) { VSG::scene_render->free(gi_probe->probe_instance); } break; + default: { + } } if (instance->base_data) { @@ -443,6 +456,9 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base) { InstanceGeometryData *geom = memnew(InstanceGeometryData); instance->base_data = geom; + if (instance->base_type == VS::INSTANCE_MESH) { + instance->blend_values.resize(VSG::storage->mesh_get_blend_shape_count(p_base)); + } } break; case VS::INSTANCE_REFLECTION_PROBE: { @@ -471,6 +487,8 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base) { gi_probe->probe_instance = VSG::scene_render->gi_probe_instance_create(); } break; + default: { + } } VSG::storage->instance_add_dependency(p_base, instance); @@ -518,6 +536,8 @@ void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario) { gi_probe_update_list.remove(&gi_probe->update_element); } } break; + default: { + } } instance->scenario = NULL; @@ -549,6 +569,8 @@ void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario) { gi_probe_update_list.add(&gi_probe->update_element); } } break; + default: { + } } _instance_queue_update(instance, true, true); @@ -569,15 +591,28 @@ void VisualServerScene::instance_set_transform(RID p_instance, const Transform & if (instance->transform == p_transform) return; //must be checked to avoid worst evil +#ifdef DEBUG_ENABLED + + for (int i = 0; i < 4; i++) { + const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin; + ERR_FAIL_COND(Math::is_inf(v.x)); + ERR_FAIL_COND(Math::is_nan(v.x)); + ERR_FAIL_COND(Math::is_inf(v.y)); + ERR_FAIL_COND(Math::is_nan(v.y)); + ERR_FAIL_COND(Math::is_inf(v.z)); + ERR_FAIL_COND(Math::is_nan(v.z)); + } + +#endif instance->transform = p_transform; _instance_queue_update(instance, true); } -void VisualServerScene::instance_attach_object_instance_id(RID p_instance, ObjectID p_ID) { +void VisualServerScene::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) { Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); - instance->object_ID = p_ID; + instance->object_id = p_id; } void VisualServerScene::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) { @@ -597,8 +632,9 @@ void VisualServerScene::instance_set_surface_material(RID p_instance, int p_surf Instance *instance = instance_owner.get(p_instance); ERR_FAIL_COND(!instance); - if (instance->update_item.in_list()) { - _update_dirty_instance(instance); + if (instance->base_type == VS::INSTANCE_MESH) { + //may not have been updated yet + instance->materials.resize(VSG::storage->mesh_get_surface_count(instance->base)); } ERR_FAIL_INDEX(p_surface, instance->materials.size()); @@ -607,7 +643,7 @@ void VisualServerScene::instance_set_surface_material(RID p_instance, int p_surf VSG::storage->material_remove_instance_owner(instance->materials[p_surface], instance); } instance->materials.write[p_surface] = p_material; - instance->base_material_changed(); + instance->base_changed(false, true); if (instance->materials[p_surface].is_valid()) { VSG::storage->material_add_instance_owner(instance->materials[p_surface], instance); @@ -649,6 +685,8 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) { } } break; + default: { + } } } inline bool is_geometry_instance(VisualServer::InstanceType p_type) { @@ -753,10 +791,10 @@ Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB &p_aabb, RID Instance *instance = cull[i]; ERR_CONTINUE(!instance); - if (instance->object_ID == 0) + if (instance->object_id == 0) continue; - instances.push_back(instance->object_ID); + instances.push_back(instance->object_id); } return instances; @@ -775,10 +813,10 @@ Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3 &p_from, co for (int i = 0; i < culled; i++) { Instance *instance = cull[i]; ERR_CONTINUE(!instance); - if (instance->object_ID == 0) + if (instance->object_id == 0) continue; - instances.push_back(instance->object_ID); + instances.push_back(instance->object_id); } return instances; @@ -799,10 +837,10 @@ Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane> &p Instance *instance = cull[i]; ERR_CONTINUE(!instance); - if (instance->object_ID == 0) + if (instance->object_id == 0) continue; - instances.push_back(instance->object_ID); + instances.push_back(instance->object_id); } return instances; @@ -825,6 +863,8 @@ void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceF instance->redraw_if_visible = p_enabled; } break; + default: { + } } } void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) { @@ -833,7 +873,7 @@ void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instanc ERR_FAIL_COND(!instance); instance->cast_shadows = p_shadow_casting_setting; - instance->base_material_changed(); // to actually compute if shadows are visible or not + instance->base_changed(false, true); // to actually compute if shadows are visible or not } void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material) { @@ -844,7 +884,7 @@ void VisualServerScene::instance_geometry_set_material_override(RID p_instance, VSG::storage->material_remove_instance_owner(instance->material_override, instance); } instance->material_override = p_material; - instance->base_material_changed(); + instance->base_changed(false, true); if (instance->material_override.is_valid()) { VSG::storage->material_add_instance_owner(instance->material_override, instance); @@ -902,7 +942,7 @@ void VisualServerScene::_update_instance(Instance *p_instance) { _update_instance_lightmap_captures(p_instance); } else { if (!p_instance->lightmap_capture_data.empty()) { - !p_instance->lightmap_capture_data.resize(0); //not in use, clear capture data + p_instance->lightmap_capture_data.resize(0); //not in use, clear capture data } } } @@ -1016,8 +1056,8 @@ void VisualServerScene::_update_instance_aabb(Instance *p_instance) { new_aabb = VSG::storage->lightmap_capture_get_bounds(p_instance->base); } break; - - default: {} + default: { + } } // <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs @@ -1234,7 +1274,9 @@ void VisualServerScene::_update_instance_lightmap_captures(Instance *p_instance) //print_line("update captures for pos: " + p_instance->transform.origin); - zeromem(p_instance->lightmap_capture_data.ptrw(), 12 * sizeof(Color)); + for (int i = 0; i < 12; i++) + new (&p_instance->lightmap_capture_data.ptrw()[i]) Color; + //this could use some sort of blending.. for (List<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) { const PoolVector<RasterizerStorage::LightmapCaptureOctree> *octree = VSG::storage->lightmap_capture_get_octree_ptr(E->get()->base); @@ -1258,13 +1300,15 @@ void VisualServerScene::_update_instance_lightmap_captures(Instance *p_instance) } } -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) { +bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario) { InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data); Transform light_transform = p_instance->transform; light_transform.orthonormalize(); //scale does not count on lights + bool animated_material_found = false; + switch (VSG::storage->light_get_type(p_instance->base)) { case VS::LIGHT_DIRECTIONAL: { @@ -1297,6 +1341,10 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons continue; } + if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { + animated_material_found = true; + } + float max, min; instance->transformed_aabb.project_range_in_plane(base, min, max); @@ -1378,9 +1426,12 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons float y_min = 0.f, y_max = 0.f; float z_min = 0.f, z_max = 0.f; + // FIXME: z_max_cam is defined, computed, but not used below when setting up + // ortho_camera. Commented out for now to fix warnings but should be investigated. float x_min_cam = 0.f, x_max_cam = 0.f; float y_min_cam = 0.f, y_max_cam = 0.f; - float z_min_cam = 0.f, z_max_cam = 0.f; + float z_min_cam = 0.f; + //float z_max_cam = 0.f; float bias_scale = 1.0; @@ -1442,7 +1493,7 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons 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_max_cam = z_vec.dot(center) + radius; z_min_cam = z_vec.dot(center) - radius; if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) { @@ -1520,99 +1571,102 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons 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 + if (shadow_mode == VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !VSG::scene_render->light_instances_can_render_shadow_cube()) { - float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); + for (int i = 0; i < 2; i++) { - float z = i == 0 ? -1 : 1; - Vector<Plane> planes; - planes.resize(5); - planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius)); - planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius)); - planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius)); - planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius)); - planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius)); + //using this one ensures that raster deferred will have it - int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); - Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z); - - for (int j = 0; j < cull_count; j++) { + float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); - Instance *instance = instance_shadow_cull_result[j]; - if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { - cull_count--; - SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); - j--; - } else { - instance->depth = near_plane.distance_to(instance->transform.origin); - instance->depth_layer = 0; + float z = i == 0 ? -1 : 1; + Vector<Plane> planes; + planes.resize(5); + planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius)); + planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius)); + planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius)); + planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius)); + planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius)); + + int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); + Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z); + + for (int j = 0; j < cull_count; j++) { + + Instance *instance = instance_shadow_cull_result[j]; + if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { + cull_count--; + SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); + j--; + } else { + if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { + animated_material_found = true; } - } - VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i); - VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); + instance->depth = near_plane.distance_to(instance->transform.origin); + instance->depth_layer = 0; + } } - } 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 = light_transform * Transform().looking_at(view_normals[i], view_up[i]); - - Vector<Plane> planes = cm.get_projection_planes(xform); + VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i); + VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); + } + } else { //shadow cube - int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); + float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); + CameraMatrix cm; + cm.set_perspective(90, 1, 0.01, radius); - Plane near_plane(xform.origin, -xform.basis.get_axis(2)); - for (int j = 0; j < cull_count; j++) { + for (int i = 0; i < 6; i++) { - Instance *instance = instance_shadow_cull_result[j]; - if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { - cull_count--; - SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); - j--; - } else { - instance->depth = near_plane.distance_to(instance->transform.origin); - instance->depth_layer = 0; + //using this one ensures that raster deferred will have it + + static const Vector3 view_normals[6] = { + Vector3(-1, 0, 0), + Vector3(+1, 0, 0), + Vector3(0, -1, 0), + Vector3(0, +1, 0), + Vector3(0, 0, -1), + Vector3(0, 0, +1) + }; + static const Vector3 view_up[6] = { + Vector3(0, -1, 0), + Vector3(0, -1, 0), + Vector3(0, 0, -1), + Vector3(0, 0, +1), + Vector3(0, -1, 0), + Vector3(0, -1, 0) + }; + + Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]); + + Vector<Plane> planes = cm.get_projection_planes(xform); + + int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); + + Plane near_plane(xform.origin, -xform.basis.get_axis(2)); + for (int j = 0; j < cull_count; j++) { + + Instance *instance = instance_shadow_cull_result[j]; + if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { + cull_count--; + SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); + j--; + } else { + if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { + animated_material_found = true; } + instance->depth = near_plane.distance_to(instance->transform.origin); + instance->depth_layer = 0; } - - VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i); - VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); } - //restore the regular DP matrix - VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0); + 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); + } - } break; + //restore the regular DP matrix + VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0); } } break; @@ -1636,6 +1690,9 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); j--; } else { + if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { + animated_material_found = true; + } instance->depth = near_plane.distance_to(instance->transform.origin); instance->depth_layer = 0; } @@ -1646,6 +1703,8 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons } break; } + + return animated_material_found; } void VisualServerScene::render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) { @@ -1681,6 +1740,17 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario, Size2 p_view ortho = false; } break; + case Camera::FRUSTUM: { + + camera_matrix.set_frustum( + camera->size, + p_viewport_size.width / (float)p_viewport_size.height, + camera->offset, + camera->znear, + camera->zfar, + camera->vaspect); + ortho = false; + } break; } _prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID()); @@ -1822,7 +1892,7 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca //failure } else if (ins->base_type == VS::INSTANCE_LIGHT && ins->visible) { - if (ins->visible && light_cull_count < MAX_LIGHTS_CULLED) { + if (light_cull_count < MAX_LIGHTS_CULLED) { InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data); @@ -1839,7 +1909,7 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca } } else if (ins->base_type == VS::INSTANCE_REFLECTION_PROBE && ins->visible) { - if (ins->visible && reflection_probe_cull_count < MAX_REFLECTION_PROBES_CULLED) { + if (reflection_probe_cull_count < MAX_REFLECTION_PROBES_CULLED) { InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(ins->base_data); @@ -1885,9 +1955,14 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca if (ins->base_type == VS::INSTANCE_PARTICLES) { //particles visible? process them - VSG::storage->particles_request_process(ins->base); - //particles visible? request redraw - VisualServerRaster::redraw_request(); + if (VSG::storage->particles_is_inactive(ins->base)) { + //but if nothing is going on, don't do it. + keep = false; + } else { + VSG::storage->particles_request_process(ins->base); + //particles visible? request redraw + VisualServerRaster::redraw_request(); + } } if (geom->lighting_dirty) { @@ -2087,7 +2162,7 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca if (redraw) { //must redraw! - _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario); + light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario); } } } @@ -2133,6 +2208,8 @@ bool VisualServerScene::_render_reflection_probe_step(Instance *p_instance, int Scenario *scenario = p_instance->scenario; ERR_FAIL_COND_V(!scenario, true); + VisualServerRaster::redraw_request(); //update, so it updates in editor + if (p_step == 0) { if (!VSG::scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) { @@ -2319,7 +2396,7 @@ void VisualServerScene::_setup_gi_probe(Instance *p_instance) { mipmap.resize(size); PoolVector<uint8_t>::Write w = mipmap.write(); zeromem(w.ptr(), size); - w = PoolVector<uint8_t>::Write(); + w.release(); probe->dynamic.mipmaps_3d.push_back(mipmap); @@ -2434,7 +2511,7 @@ void VisualServerScene::_setup_gi_probe(Instance *p_instance) { 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 = MIN(a, 7); //just to be sure a = 7 - a; //because range is inverted in this mode if (a == 0) { //do none, remain @@ -2577,7 +2654,7 @@ void VisualServerScene::_bake_gi_probe_light(const GIProbeDataHeader *header, co for (int i = 0; i < 3; i++) { - if (ABS(light_axis[i]) < CMP_EPSILON) + if (Math::is_zero_approx(light_axis[i])) continue; clip[clip_planes].normal[i] = 1.0; @@ -2712,7 +2789,7 @@ void VisualServerScene::_bake_gi_probe_light(const GIProbeDataHeader *header, co for (int c = 0; c < 3; c++) { - if (ABS(light_axis[c]) < CMP_EPSILON) + if (Math::is_zero_approx(light_axis[c])) continue; clip[clip_planes].normal[c] = 1.0; @@ -2821,7 +2898,7 @@ void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) { 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)) && lc.visible) { + if ((!probe_data->dynamic.light_cache_changes.has(rid) || probe_data->dynamic.light_cache_changes[rid] != lc) && lc.visible) { //erase light data _bake_gi_probe_light(header, cells, local_data, leaves, leaf_count, lc, -1); @@ -2834,7 +2911,7 @@ void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) { 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)) && lc.visible) { + if ((!probe_data->dynamic.light_cache.has(rid) || probe_data->dynamic.light_cache[rid] != lc) && lc.visible) { //add light data _bake_gi_probe_light(header, cells, local_data, leaves, leaf_count, lc, 1); @@ -2870,7 +2947,7 @@ void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) { 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 r2 = (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; @@ -2878,10 +2955,10 @@ void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) { 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)); + mipmapw[mm_ofs + 0] = uint8_t(MIN(r2, 255)); + mipmapw[mm_ofs + 1] = uint8_t(MIN(g, 255)); + mipmapw[mm_ofs + 2] = uint8_t(MIN(b, 255)); + mipmapw[mm_ofs + 3] = uint8_t(MIN(a, 255)); } } } else if (probe_data->dynamic.compression == RasterizerStorage::GI_PROBE_S3TC) { @@ -3040,6 +3117,9 @@ bool VisualServerScene::_check_gi_probe(Instance *p_gi_probe) { for (List<Instance *>::Element *E = p_gi_probe->scenario->directional_lights.front(); E; E = E->next()) { + if (!VSG::storage->light_get_use_gi(E->get()->base)) + continue; + InstanceGIProbeData::LightCache lc; lc.type = VSG::storage->light_get_type(E->get()->base); lc.color = VSG::storage->light_get_color(E->get()->base); @@ -3051,7 +3131,7 @@ bool VisualServerScene::_check_gi_probe(Instance *p_gi_probe) { lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform; lc.visible = E->get()->visible; - if (!probe_data->dynamic.light_cache.has(E->get()->self) || !(probe_data->dynamic.light_cache[E->get()->self] == lc)) { + if (!probe_data->dynamic.light_cache.has(E->get()->self) || probe_data->dynamic.light_cache[E->get()->self] != lc) { all_equal = false; } @@ -3060,6 +3140,9 @@ bool VisualServerScene::_check_gi_probe(Instance *p_gi_probe) { for (Set<Instance *>::Element *E = probe_data->lights.front(); E; E = E->next()) { + if (!VSG::storage->light_get_use_gi(E->get()->base)) + continue; + InstanceGIProbeData::LightCache lc; lc.type = VSG::storage->light_get_type(E->get()->base); lc.color = VSG::storage->light_get_color(E->get()->base); @@ -3071,7 +3154,7 @@ bool VisualServerScene::_check_gi_probe(Instance *p_gi_probe) { lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform; lc.visible = E->get()->visible; - if (!probe_data->dynamic.light_cache.has(E->get()->self) || !(probe_data->dynamic.light_cache[E->get()->self] == lc)) { + if (!probe_data->dynamic.light_cache.has(E->get()->self) || probe_data->dynamic.light_cache[E->get()->self] != lc) { all_equal = false; } @@ -3154,7 +3237,7 @@ void VisualServerScene::render_probes() { force_lighting = true; } - if (probe->invalid == false && probe->dynamic.enabled) { + if (!probe->invalid && probe->dynamic.enabled) { switch (probe->dynamic.updating_stage) { case GI_UPDATE_STAGE_CHECK: { @@ -3233,11 +3316,13 @@ void VisualServerScene::_update_dirty_instance(Instance *p_instance) { InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data); bool can_cast_shadows = true; + bool is_animated = false; if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) { can_cast_shadows = false; } else if (p_instance->material_override.is_valid()) { can_cast_shadows = VSG::storage->material_casts_shadows(p_instance->material_override); + is_animated = VSG::storage->material_is_animated(p_instance->material_override); } else { if (p_instance->base_type == VS::INSTANCE_MESH) { @@ -3252,12 +3337,15 @@ void VisualServerScene::_update_dirty_instance(Instance *p_instance) { if (!mat.is_valid()) { cast_shadows = true; - break; - } + } else { - if (VSG::storage->material_casts_shadows(mat)) { - cast_shadows = true; - break; + if (VSG::storage->material_casts_shadows(mat)) { + cast_shadows = true; + } + + if (VSG::storage->material_is_animated(mat)) { + is_animated = true; + } } } @@ -3279,12 +3367,15 @@ void VisualServerScene::_update_dirty_instance(Instance *p_instance) { if (!mat.is_valid()) { cast_shadows = true; - break; - } - if (VSG::storage->material_casts_shadows(mat)) { - cast_shadows = true; - break; + } else { + + if (VSG::storage->material_casts_shadows(mat)) { + cast_shadows = true; + } + if (VSG::storage->material_is_animated(mat)) { + is_animated = true; + } } } @@ -3296,10 +3387,10 @@ void VisualServerScene::_update_dirty_instance(Instance *p_instance) { 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; + can_cast_shadows = !mat.is_valid() || VSG::storage->material_casts_shadows(mat); + + if (mat.is_valid() && VSG::storage->material_is_animated(mat)) { + is_animated = true; } } else if (p_instance->base_type == VS::INSTANCE_PARTICLES) { @@ -3320,12 +3411,15 @@ void VisualServerScene::_update_dirty_instance(Instance *p_instance) { if (!mat.is_valid()) { cast_shadows = true; - break; - } + } else { - if (VSG::storage->material_casts_shadows(mat)) { - cast_shadows = true; - break; + if (VSG::storage->material_casts_shadows(mat)) { + cast_shadows = true; + } + + if (VSG::storage->material_is_animated(mat)) { + is_animated = true; + } } } } @@ -3345,6 +3439,8 @@ void VisualServerScene::_update_dirty_instance(Instance *p_instance) { geom->can_cast_shadows = can_cast_shadows; } + + geom->material_is_animated = is_animated; } } |