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-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp26
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h7
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp8
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp2
-rw-r--r--servers/rendering/renderer_scene.h6
-rw-r--r--servers/rendering/renderer_scene_cull.cpp643
-rw-r--r--servers/rendering/renderer_scene_cull.h90
-rw-r--r--servers/rendering/renderer_viewport.cpp4
-rw-r--r--servers/rendering/rendering_server_default.h4
-rw-r--r--servers/rendering_server.cpp4
-rw-r--r--servers/rendering_server.h4
13 files changed, 589 insertions, 215 deletions
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 8c6f76b2ab..4fd5520e56 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -940,10 +940,10 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i
RD::get_singleton()->compute_list_end();
}
-void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, ssao.gather_uniform_set, 0);
+void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, ssao.importance_map_uniform_set, 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
}
for (int i = 0; i < 4; i++) {
@@ -966,7 +966,7 @@ void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID>
RD::get_singleton()->compute_list_add_barrier(p_compute_list);
}
-void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets) {
+void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->draw_command_begin_label("SSAO");
/* FIRST PASS */
@@ -996,7 +996,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
u.ids.push_back(p_depth_mipmaps[3]);
uniforms.push_back(u);
}
- ssao.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2);
+ r_downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2);
}
float depth_linearize_mul = -p_projection.matrix[3][2];
@@ -1031,7 +1031,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[0]), 1);
if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.downsample_uniform_set, 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, r_downsample_uniform_set, 2);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant));
@@ -1115,7 +1115,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
u.ids.push_back(ssao.gather_constants_buffer);
uniforms.push_back(u);
}
- ssao.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0);
+ r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0);
}
if (p_invalidate_uniform_sets) {
@@ -1142,7 +1142,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
u.ids.push_back(ssao.importance_map_load_counter);
uniforms.push_back(u);
}
- ssao.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
+ r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
}
if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) {
@@ -1153,7 +1153,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
ssao.importance_map_push_constant.power = p_settings.power;
//base pass
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
- gather_ssao(compute_list, p_ao_pong_slices, p_settings, true);
+ gather_ssao(compute_list, p_ao_pong_slices, p_settings, true, r_gather_uniform_set, RID());
//generate importance map
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
@@ -1184,7 +1184,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
}
- gather_ssao(compute_list, p_ao_slices, p_settings, false);
+ gather_ssao(compute_list, p_ao_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set);
RD::get_singleton()->draw_command_end_label(); // Gather SSAO
}
@@ -1580,7 +1580,11 @@ EffectsRD::EffectsRD() {
tonemap.shader_version = tonemap.shader.version_create();
for (int i = 0; i < TONEMAP_MODE_MAX; i++) {
- tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ if (tonemap.shader.is_variant_enabled(i)) {
+ tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ tonemap.pipelines[i].clear();
+ }
}
}
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index cd106e6630..8b31ffbbd0 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -385,12 +385,10 @@ class EffectsRD {
SSAODownsamplePushConstant downsample_push_constant;
SsaoDownsampleShaderRD downsample_shader;
RID downsample_shader_version;
- RID downsample_uniform_set;
SSAOGatherPushConstant gather_push_constant;
SsaoShaderRD gather_shader;
RID gather_shader_version;
- RID gather_uniform_set;
RID gather_constants_buffer;
bool gather_initialized = false;
@@ -398,7 +396,6 @@ class EffectsRD {
SsaoImportanceMapShaderRD importance_map_shader;
RID importance_map_shader_version;
RID importance_map_load_counter;
- RID importance_map_uniform_set;
RID counter_uniform_set;
SSAOBlurPushConstant blur_push_constant;
@@ -746,8 +743,8 @@ public:
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
- void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass);
- void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets);
+ void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
+ void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 6e755bac4e..be98fb42c0 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -1728,7 +1728,7 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
settings.half_screen_size = Size2i(buffer_width, buffer_height);
settings.quarter_screen_size = Size2i(half_width, half_height);
- storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid);
+ storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set);
}
void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 3096881afa..9a793e42c5 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -459,6 +459,10 @@ private:
Vector<RID> ao_pong_slices;
RID ao_final;
RID importance_map[2];
+
+ RID downsample_uniform_set;
+ RID gather_uniform_set;
+ RID importance_map_uniform_set;
} ssao;
struct SSR {
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 0a8f174ec6..1aa01dd16e 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -127,8 +127,12 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
depth_stencil_state.enable_depth_test = true;
depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
- RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
- pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
+ if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {
+ RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
+ pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ pipelines[i].clear();
+ }
}
valid = true;
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 3efdc39619..64be54115f 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -3825,7 +3825,7 @@ void RendererStorageRD::_update_dirty_multimeshes() {
if (multimesh->data_cache_used_dirty_regions) {
uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
- uint32_t visible_region_count = (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ uint32_t visible_region_count = visible_instances == 0 ? 0 : (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
uint32_t region_size = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * sizeof(float);
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index 4d1ea2e382..3b25498ed8 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -63,6 +63,8 @@ public:
virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) = 0;
virtual bool is_scenario(RID p_scenario) const = 0;
virtual RID scenario_get_environment(RID p_scenario) = 0;
+ virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport) = 0;
+ virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport) = 0;
virtual RID instance_allocate() = 0;
virtual void instance_initialize(RID p_rid) = 0;
@@ -82,6 +84,7 @@ public:
virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0;
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
+ virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0;
// don't use these in a game!
virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
@@ -92,8 +95,7 @@ public:
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
- virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
- virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) = 0;
+ virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 290f058fc7..2c66b22089 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -323,6 +323,7 @@ void RendererSceneCull::scenario_initialize(RID p_rid) {
scenario->instance_aabbs.set_page_pool(&instance_aabb_page_pool);
scenario->instance_data.set_page_pool(&instance_data_page_pool);
+ scenario->instance_visibility.set_page_pool(&instance_visibility_data_page_pool);
RendererSceneOcclusionCull::get_singleton()->add_scenario(p_rid);
@@ -369,6 +370,37 @@ RID RendererSceneCull::scenario_get_environment(RID p_scenario) {
return scenario->environment;
}
+void RendererSceneCull::scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport) {
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ if (!scenario->viewport_visibility_masks.has(p_viewport)) {
+ return;
+ }
+
+ uint64_t mask = scenario->viewport_visibility_masks[p_viewport];
+ scenario->used_viewport_visibility_bits &= ~mask;
+ scenario->viewport_visibility_masks.erase(p_viewport);
+}
+
+void RendererSceneCull::scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport) {
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ ERR_FAIL_COND(scenario->viewport_visibility_masks.has(p_viewport));
+
+ uint64_t new_mask = 1;
+ while (new_mask & scenario->used_viewport_visibility_bits) {
+ new_mask <<= 1;
+ }
+
+ if (new_mask == 0) {
+ ERR_PRINT("Only 64 viewports per scenario allowed when using visibility ranges.");
+ new_mask = ((uint64_t)1) << 63;
+ }
+
+ scenario->viewport_visibility_masks[p_viewport] = new_mask;
+ scenario->used_viewport_visibility_bits |= new_mask;
+}
+
/* INSTANCING API */
void RendererSceneCull::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies) {
@@ -1103,10 +1135,142 @@ void RendererSceneCull::instance_geometry_set_material_override(RID p_instance,
}
}
-void RendererSceneCull::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
+void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->visibility_range_begin = p_min;
+ instance->visibility_range_end = p_max;
+ instance->visibility_range_begin_margin = p_min_margin;
+ instance->visibility_range_end_margin = p_max_margin;
+
+ _update_instance_visibility_dependencies(instance);
+
+ if (instance->scenario && instance->visibility_index != -1) {
+ InstanceVisibilityData &vd = instance->scenario->instance_visibility[instance->visibility_index];
+ vd.range_begin = instance->visibility_range_begin;
+ vd.range_end = instance->visibility_range_end;
+ vd.range_begin_margin = instance->visibility_range_begin_margin;
+ vd.range_end_margin = instance->visibility_range_end_margin;
+ }
+}
+
+void RendererSceneCull::instance_set_visibility_parent(RID p_instance, RID p_parent_instance) {
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ Instance *old_parent = instance->visibility_parent;
+ if (old_parent) {
+ if ((1 << old_parent->base_type) & RS::INSTANCE_GEOMETRY_MASK && old_parent->base_data) {
+ InstanceGeometryData *old_parent_geom = static_cast<InstanceGeometryData *>(old_parent->base_data);
+ old_parent_geom->visibility_dependencies.erase(instance);
+ _update_instance_visibility_depth(old_parent);
+ }
+ instance->visibility_parent = nullptr;
+ }
+
+ Instance *parent = instance_owner.getornull(p_parent_instance);
+ ERR_FAIL_COND(p_parent_instance.is_valid() && !parent);
+
+ if (parent) {
+ if ((1 << parent->base_type) & RS::INSTANCE_GEOMETRY_MASK && parent->base_data) {
+ InstanceGeometryData *parent_geom = static_cast<InstanceGeometryData *>(parent->base_data);
+ parent_geom->visibility_dependencies.insert(instance);
+ _update_instance_visibility_depth(parent);
+ }
+ instance->visibility_parent = parent;
+ }
+
+ _update_instance_visibility_dependencies(instance);
+}
+
+void RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance) {
+ bool cycle_detected = false;
+ Set<Instance *> traversed_nodes;
+
+ {
+ Instance *instance = p_instance;
+ while (instance && ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ if (!geom->visibility_dependencies.is_empty()) {
+ uint32_t depth = 0;
+ for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
+ if (((1 << E->get()->base_type) & RS::INSTANCE_GEOMETRY_MASK) == 0 || !E->get()->base_data) {
+ continue;
+ }
+ InstanceGeometryData *child_geom = static_cast<InstanceGeometryData *>(E->get()->base_data);
+ depth = MAX(depth, child_geom->visibility_dependencies_depth);
+ }
+ geom->visibility_dependencies_depth = depth + 1;
+ } else {
+ geom->visibility_dependencies_depth = 0;
+ }
+
+ if (instance->scenario && instance->visibility_index != -1) {
+ instance->scenario->instance_visibility.move(instance->visibility_index, geom->visibility_dependencies_depth);
+ }
+
+ traversed_nodes.insert(instance);
+
+ instance = instance->visibility_parent;
+ if (traversed_nodes.has(instance)) {
+ cycle_detected = true;
+ break;
+ }
+ }
+ }
+
+ if (cycle_detected) {
+ ERR_PRINT("Cycle detected in the visibility dependecies tree.");
+ for (Set<Instance *>::Element *E = traversed_nodes.front(); E; E = E->next()) {
+ Instance *instance = E->get();
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ geom->visibility_dependencies_depth = 0;
+ if (instance->scenario && instance->visibility_index != -1) {
+ instance->scenario->instance_visibility.move(instance->visibility_index, geom->visibility_dependencies_depth);
+ }
+ }
+ }
}
-void RendererSceneCull::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) {
+void RendererSceneCull::_update_instance_visibility_dependencies(Instance *p_instance) {
+ bool is_geometry_instance = ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) && p_instance->base_data;
+ bool has_visibility_range = p_instance->visibility_range_begin > 0.0 || p_instance->visibility_range_end > 0.0;
+ bool needs_visibility_cull = has_visibility_range && is_geometry_instance && p_instance->array_index != -1;
+
+ if (!needs_visibility_cull && p_instance->visibility_index != -1) {
+ p_instance->scenario->instance_visibility.remove(p_instance->visibility_index);
+ p_instance->visibility_index = -1;
+ } else if (needs_visibility_cull && p_instance->visibility_index == -1) {
+ InstanceVisibilityData vd;
+ vd.instance = p_instance;
+ vd.range_begin = p_instance->visibility_range_begin;
+ vd.range_end = p_instance->visibility_range_end;
+ vd.range_begin_margin = p_instance->visibility_range_begin_margin;
+ vd.range_end_margin = p_instance->visibility_range_end_margin;
+ vd.position = p_instance->transformed_aabb.get_position() + p_instance->transformed_aabb.get_size() / 2.0f;
+ vd.array_index = p_instance->array_index;
+
+ InstanceGeometryData *geom_data = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ p_instance->scenario->instance_visibility.insert(vd, geom_data->visibility_dependencies_depth);
+ }
+
+ if (p_instance->scenario && p_instance->array_index != -1) {
+ p_instance->scenario->instance_data[p_instance->array_index].visibility_index = p_instance->visibility_index;
+
+ InstanceGeometryData *geom_data = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ if ((has_visibility_range || p_instance->visibility_parent) && (p_instance->visibility_index == -1 || (geom_data && geom_data->visibility_dependencies_depth == 0))) {
+ p_instance->scenario->instance_data[p_instance->array_index].flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
+ } else {
+ p_instance->scenario->instance_data[p_instance->array_index].flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
+ }
+
+ if (p_instance->visibility_parent) {
+ p_instance->scenario->instance_data[p_instance->array_index].parent_array_index = p_instance->visibility_parent->array_index;
+ } else {
+ p_instance->scenario->instance_data[p_instance->array_index].parent_array_index = -1;
+ }
+ }
}
void RendererSceneCull::instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) {
@@ -1352,12 +1516,23 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
idata.layer_mask = p_instance->layer_mask;
idata.flags = p_instance->base_type; //changing it means de-indexing, so this never needs to be changed later
idata.base_rid = p_instance->base;
+ idata.parent_array_index = p_instance->visibility_parent ? p_instance->visibility_parent->array_index : -1;
+ idata.visibility_index = p_instance->visibility_index;
+
switch (p_instance->base_type) {
case RS::INSTANCE_MESH:
case RS::INSTANCE_MULTIMESH:
case RS::INSTANCE_IMMEDIATE:
case RS::INSTANCE_PARTICLES: {
- idata.instance_geometry = static_cast<InstanceGeometryData *>(p_instance->base_data)->geometry_instance;
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ idata.instance_geometry = geom->geometry_instance;
+
+ for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
+ Instance *dep_instance = E->get();
+ if (dep_instance->array_index != -1) {
+ dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = p_instance->array_index;
+ }
+ }
} break;
case RS::INSTANCE_LIGHT: {
idata.instance_data_rid = static_cast<InstanceLightData *>(p_instance->base_data)->instance.get_id();
@@ -1404,6 +1579,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
p_instance->scenario->instance_data.push_back(idata);
p_instance->scenario->instance_aabbs.push_back(InstanceBounds(p_instance->transformed_aabb));
+ _update_instance_visibility_dependencies(p_instance);
} else {
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].update(p_instance->indexer_id, bvh_aabb);
@@ -1413,6 +1589,10 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
p_instance->scenario->instance_aabbs[p_instance->array_index] = InstanceBounds(p_instance->transformed_aabb);
}
+ if (p_instance->visibility_index != -1) {
+ p_instance->scenario->instance_visibility[p_instance->visibility_index].position = p_instance->transformed_aabb.get_position() + p_instance->transformed_aabb.get_size() / 2.0f;
+ }
+
//move instance and repair
pair_pass++;
@@ -1486,9 +1666,24 @@ void RendererSceneCull::_unpair_instance(Instance *p_instance) {
//replace this by last
int32_t swap_with_index = p_instance->scenario->instance_data.size() - 1;
if (swap_with_index != p_instance->array_index) {
- p_instance->scenario->instance_data[swap_with_index].instance->array_index = p_instance->array_index; //swap
+ Instance *swapped_instance = p_instance->scenario->instance_data[swap_with_index].instance;
+ swapped_instance->array_index = p_instance->array_index; //swap
p_instance->scenario->instance_data[p_instance->array_index] = p_instance->scenario->instance_data[swap_with_index];
p_instance->scenario->instance_aabbs[p_instance->array_index] = p_instance->scenario->instance_aabbs[swap_with_index];
+
+ if (swapped_instance->visibility_index != -1) {
+ swapped_instance->scenario->instance_visibility[swapped_instance->visibility_index].array_index = swapped_instance->array_index;
+ }
+
+ if ((1 << swapped_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(swapped_instance->base_data);
+ for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
+ Instance *dep_instance = E->get();
+ if (dep_instance != p_instance && dep_instance->array_index != -1) {
+ dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = swapped_instance->array_index;
+ }
+ }
+ }
}
// pop last
@@ -1505,7 +1700,16 @@ void RendererSceneCull::_unpair_instance(Instance *p_instance) {
scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, nullptr, 0);
scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, nullptr, 0);
scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, nullptr, 0);
+
+ for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
+ Instance *dep_instance = E->get();
+ if (dep_instance->array_index != -1) {
+ dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = -1;
+ }
+ }
}
+
+ _update_instance_visibility_dependencies(p_instance);
}
void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
@@ -2272,16 +2476,73 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
#endif
}
-void RendererSceneCull::_frustum_cull_threaded(uint32_t p_thread, CullData *cull_data) {
+void RendererSceneCull::_visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data) {
+ uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t bin_from = p_thread * cull_data->cull_count / total_threads;
+ uint32_t bin_to = (p_thread + 1 == total_threads) ? cull_data->cull_count : ((p_thread + 1) * cull_data->cull_count / total_threads);
+
+ _visibility_cull(*cull_data, cull_data->cull_offset + bin_from, cull_data->cull_offset + bin_to);
+}
+
+void RendererSceneCull::_visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to) {
+ Scenario *scenario = cull_data.scenario;
+ for (unsigned int i = p_from; i < p_to; i++) {
+ InstanceVisibilityData &vd = scenario->instance_visibility[i];
+ InstanceData &idata = scenario->instance_data[vd.array_index];
+
+ if (idata.parent_array_index >= 0) {
+ uint32_t parent_flags = scenario->instance_data[idata.parent_array_index].flags;
+ if ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN) || (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE) == 0) {
+ idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
+ continue;
+ }
+ }
+
+ int range_check = _visibility_range_check(vd, cull_data.camera_position, cull_data.viewport_mask);
+
+ if (range_check == -1) {
+ idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
+ } else if (range_check == 1) {
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
+ idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
+ } else {
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
+ }
+ }
+}
+
+int RendererSceneCull::_visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask) {
+ float dist = p_camera_pos.distance_to(r_vis_data.position);
+
+ bool in_range_last_frame = p_viewport_mask & r_vis_data.viewport_state;
+ float begin_offset = in_range_last_frame ? -r_vis_data.range_begin_margin : r_vis_data.range_begin_margin;
+ float end_offset = in_range_last_frame ? r_vis_data.range_end_margin : -r_vis_data.range_end_margin;
+
+ if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end + end_offset) {
+ r_vis_data.viewport_state &= ~p_viewport_mask;
+ return -1;
+ } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin + begin_offset) {
+ r_vis_data.viewport_state &= ~p_viewport_mask;
+ return 1;
+ } else {
+ r_vis_data.viewport_state |= p_viewport_mask;
+ return 0;
+ }
+}
+
+void RendererSceneCull::_scene_cull_threaded(uint32_t p_thread, CullData *cull_data) {
uint32_t cull_total = cull_data->scenario->instance_data.size();
uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
uint32_t cull_from = p_thread * cull_total / total_threads;
uint32_t cull_to = (p_thread + 1 == total_threads) ? cull_total : ((p_thread + 1) * cull_total / total_threads);
- _frustum_cull(*cull_data, frustum_cull_result_threads[p_thread], cull_from, cull_to);
+ _scene_cull(*cull_data, scene_cull_result_threads[p_thread], cull_from, cull_to);
}
-void RendererSceneCull::_frustum_cull(CullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
+void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
uint64_t frame_number = RSG::rasterizer->get_frame_number();
float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
@@ -2296,177 +2557,192 @@ void RendererSceneCull::_frustum_cull(CullData &cull_data, FrustumCullResult &cu
for (uint64_t i = p_from; i < p_to; i++) {
bool mesh_visible = false;
- if (cull_data.scenario->instance_aabbs[i].in_frustum(cull_data.cull->frustum) && (cull_data.occlusion_buffer == nullptr || cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING ||
- !cull_data.occlusion_buffer->is_occluded(cull_data.scenario->instance_aabbs[i].bounds, cull_data.cam_transform.origin, inv_cam_transform, *cull_data.camera_matrix, z_near))) {
- InstanceData &idata = cull_data.scenario->instance_data[i];
- uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
-
- if ((cull_data.visible_layers & idata.layer_mask) == 0) {
- //failure
- } else if (base_type == RS::INSTANCE_LIGHT) {
- cull_result.lights.push_back(idata.instance);
- cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
- if (cull_data.shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
- scene_render->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
- }
-
- } else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
- if (cull_data.render_reflection_probe != idata.instance) {
- //avoid entering The Matrix
+ InstanceData &idata = cull_data.scenario->instance_data[i];
+ uint32_t visibility_flags = idata.flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN);
+ int32_t visibility_check = -1;
- if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || scene_render->reflection_probe_instance_needs_redraw(RID::from_uint64(idata.instance_data_rid))) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
- cull_data.cull->lock.lock();
- if (!reflection_probe->update_list.in_list()) {
- reflection_probe->render_step = 0;
- reflection_probe_render_list.add_last(&reflection_probe->update_list);
- }
- cull_data.cull->lock.unlock();
+#define HIDDEN_BY_VISIBILITY_CHECKS (visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE || visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN)
+#define LAYER_CHECK (cull_data.visible_layers & idata.layer_mask)
+#define IN_FRUSTUM(f) (cull_data.scenario->instance_aabbs[i].in_frustum(f))
+#define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_cull_data->viewport_mask) == 0)
+#define VIS_PARENT_CHECK ((idata.parent_array_index == -1) || ((cull_data.scenario->instance_data[idata.parent_array_index].flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK) == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE))
+#define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check)
+#define OCCLUSION_CULLED (cull_data.occlusion_buffer != nullptr && cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING && cull_data.occlusion_buffer->is_occluded(cull_data.scenario->instance_aabbs[i].bounds, cull_data.cam_transform.origin, inv_cam_transform, *cull_data.camera_matrix, z_near))
- idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
+ if (!HIDDEN_BY_VISIBILITY_CHECKS) {
+ if (LAYER_CHECK && IN_FRUSTUM(cull_data.cull->frustum) && VIS_CHECK && !OCCLUSION_CULLED) {
+ uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
+ if (base_type == RS::INSTANCE_LIGHT) {
+ cull_result.lights.push_back(idata.instance);
+ cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
+ if (cull_data.shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
+ scene_render->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
}
- if (scene_render->reflection_probe_instance_has_reflection(RID::from_uint64(idata.instance_data_rid))) {
- cull_result.reflections.push_back(RID::from_uint64(idata.instance_data_rid));
- }
- }
- } else if (base_type == RS::INSTANCE_DECAL) {
- cull_result.decals.push_back(RID::from_uint64(idata.instance_data_rid));
+ } else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
+ if (cull_data.render_reflection_probe != idata.instance) {
+ //avoid entering The Matrix
- } else if (base_type == RS::INSTANCE_VOXEL_GI) {
- InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(idata.instance->base_data);
- cull_data.cull->lock.lock();
- if (!voxel_gi->update_element.in_list()) {
- voxel_gi_update_list.add(&voxel_gi->update_element);
- }
- cull_data.cull->lock.unlock();
- cull_result.voxel_gi_instances.push_back(RID::from_uint64(idata.instance_data_rid));
+ if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || scene_render->reflection_probe_instance_needs_redraw(RID::from_uint64(idata.instance_data_rid))) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
+ cull_data.cull->lock.lock();
+ if (!reflection_probe->update_list.in_list()) {
+ reflection_probe->render_step = 0;
+ reflection_probe_render_list.add_last(&reflection_probe->update_list);
+ }
+ cull_data.cull->lock.unlock();
+
+ idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
+ }
- } else if (base_type == RS::INSTANCE_LIGHTMAP) {
- cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid));
- } else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
- bool keep = true;
+ if (scene_render->reflection_probe_instance_has_reflection(RID::from_uint64(idata.instance_data_rid))) {
+ cull_result.reflections.push_back(RID::from_uint64(idata.instance_data_rid));
+ }
+ }
+ } else if (base_type == RS::INSTANCE_DECAL) {
+ cull_result.decals.push_back(RID::from_uint64(idata.instance_data_rid));
+
+ } else if (base_type == RS::INSTANCE_VOXEL_GI) {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(idata.instance->base_data);
+ cull_data.cull->lock.lock();
+ if (!voxel_gi->update_element.in_list()) {
+ voxel_gi_update_list.add(&voxel_gi->update_element);
+ }
+ cull_data.cull->lock.unlock();
+ cull_result.voxel_gi_instances.push_back(RID::from_uint64(idata.instance_data_rid));
- if (idata.flags & InstanceData::FLAG_REDRAW_IF_VISIBLE) {
- RenderingServerDefault::redraw_request();
- }
+ } else if (base_type == RS::INSTANCE_LIGHTMAP) {
+ cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid));
+ } else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
+ bool keep = true;
- if (base_type == RS::INSTANCE_MESH) {
- mesh_visible = true;
- } else if (base_type == RS::INSTANCE_PARTICLES) {
- //particles visible? process them
- if (RSG::storage->particles_is_inactive(idata.base_rid)) {
- //but if nothing is going on, don't do it.
- keep = false;
- } else {
- cull_data.cull->lock.lock();
- RSG::storage->particles_request_process(idata.base_rid);
- cull_data.cull->lock.unlock();
- RSG::storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized(), cull_data.cam_transform.basis.get_axis(1).normalized());
- //particles visible? request redraw
+ if (idata.flags & InstanceData::FLAG_REDRAW_IF_VISIBLE) {
RenderingServerDefault::redraw_request();
}
- }
-
- if (geometry_instance_pair_mask & (1 << RS::INSTANCE_LIGHT) && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
- uint32_t idx = 0;
- for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
- instance_pair_buffer[idx++] = light->instance;
- if (idx == MAX_INSTANCE_PAIRS) {
- break;
+ if (base_type == RS::INSTANCE_MESH) {
+ mesh_visible = true;
+ } else if (base_type == RS::INSTANCE_PARTICLES) {
+ //particles visible? process them
+ if (RSG::storage->particles_is_inactive(idata.base_rid)) {
+ //but if nothing is going on, don't do it.
+ keep = false;
+ } else {
+ cull_data.cull->lock.lock();
+ RSG::storage->particles_request_process(idata.base_rid);
+ cull_data.cull->lock.unlock();
+ RSG::storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized(), cull_data.cam_transform.basis.get_axis(1).normalized());
+ //particles visible? request redraw
+ RenderingServerDefault::redraw_request();
}
}
- scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, instance_pair_buffer, idx);
- idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
- }
+ if (geometry_instance_pair_mask & (1 << RS::INSTANCE_LIGHT) && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ uint32_t idx = 0;
+
+ for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+ instance_pair_buffer[idx++] = light->instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
+ }
+
+ scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
+ }
- if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
- uint32_t idx = 0;
+ if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ uint32_t idx = 0;
- for (Set<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
+ for (Set<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
- instance_pair_buffer[idx++] = reflection_probe->instance;
- if (idx == MAX_INSTANCE_PAIRS) {
- break;
+ instance_pair_buffer[idx++] = reflection_probe->instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
}
- }
- scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
- idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_REFLECTION_DIRTY);
- }
+ scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_REFLECTION_DIRTY);
+ }
- if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
- uint32_t idx = 0;
+ if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ uint32_t idx = 0;
- for (Set<Instance *>::Element *E = geom->decals.front(); E; E = E->next()) {
- InstanceDecalData *decal = static_cast<InstanceDecalData *>(E->get()->base_data);
+ for (Set<Instance *>::Element *E = geom->decals.front(); E; E = E->next()) {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(E->get()->base_data);
- instance_pair_buffer[idx++] = decal->instance;
- if (idx == MAX_INSTANCE_PAIRS) {
- break;
+ instance_pair_buffer[idx++] = decal->instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
}
+ scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
}
- scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, instance_pair_buffer, idx);
- idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
- }
- if (idata.flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
- uint32_t idx = 0;
- for (Set<Instance *>::Element *E = geom->voxel_gi_instances.front(); E; E = E->next()) {
- InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(E->get()->base_data);
+ if (idata.flags & InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ uint32_t idx = 0;
+ for (Set<Instance *>::Element *E = geom->voxel_gi_instances.front(); E; E = E->next()) {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(E->get()->base_data);
- instance_pair_buffer[idx++] = voxel_gi->probe_instance;
- if (idx == MAX_INSTANCE_PAIRS) {
- break;
+ instance_pair_buffer[idx++] = voxel_gi->probe_instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
}
- }
- scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, instance_pair_buffer, idx);
- idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
- }
+ scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
+ }
- if ((idata.flags & InstanceData::FLAG_LIGHTMAP_CAPTURE) && idata.instance->last_frame_pass != frame_number && !idata.instance->lightmap_target_sh.is_empty() && !idata.instance->lightmap_sh.is_empty()) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
- Color *sh = idata.instance->lightmap_sh.ptrw();
- const Color *target_sh = idata.instance->lightmap_target_sh.ptr();
- for (uint32_t j = 0; j < 9; j++) {
- sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
+ if ((idata.flags & InstanceData::FLAG_LIGHTMAP_CAPTURE) && idata.instance->last_frame_pass != frame_number && !idata.instance->lightmap_target_sh.is_empty() && !idata.instance->lightmap_sh.is_empty()) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ Color *sh = idata.instance->lightmap_sh.ptrw();
+ const Color *target_sh = idata.instance->lightmap_target_sh.ptr();
+ for (uint32_t j = 0; j < 9; j++) {
+ sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
+ }
+ scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, sh);
+ idata.instance->last_frame_pass = frame_number;
}
- scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, sh);
- idata.instance->last_frame_pass = frame_number;
- }
- if (keep) {
- cull_result.geometry_instances.push_back(idata.instance_geometry);
+ if (keep) {
+ cull_result.geometry_instances.push_back(idata.instance_geometry);
+ }
}
}
- }
- for (uint32_t j = 0; j < cull_data.cull->shadow_count; j++) {
- for (uint32_t k = 0; k < cull_data.cull->shadows[j].cascade_count; k++) {
- if (cull_data.scenario->instance_aabbs[i].in_frustum(cull_data.cull->shadows[j].cascades[k].frustum)) {
- InstanceData &idata = cull_data.scenario->instance_data[i];
- uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
+ for (uint32_t j = 0; j < cull_data.cull->shadow_count; j++) {
+ for (uint32_t k = 0; k < cull_data.cull->shadows[j].cascade_count; k++) {
+ if (IN_FRUSTUM(cull_data.cull->shadows[j].cascades[k].frustum) && VIS_CHECK) {
+ uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
- if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) {
- cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry);
- mesh_visible = true;
+ if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) {
+ cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry);
+ mesh_visible = true;
+ }
}
}
}
}
+#undef HIDDEN_BY_VISIBILITY_CHECKS
+#undef LAYER_CHECK
+#undef IN_FRUSTUM
+#undef VIS_RANGE_CHECK
+#undef VIS_PARENT_CHECK
+#undef VIS_CHECK
+#undef OCCLUSION_CULLED
+
for (uint32_t j = 0; j < cull_data.cull->sdfgi.region_count; j++) {
if (cull_data.scenario->instance_aabbs[i].in_aabb(cull_data.cull->sdfgi.region_aabb[j])) {
- InstanceData &idata = cull_data.scenario->instance_data[i];
uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
if (base_type == RS::INSTANCE_LIGHT) {
@@ -2507,7 +2783,35 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not)
}
- RENDER_TIMESTAMP("Frustum Culling");
+ RENDER_TIMESTAMP("Visibility Dependencies");
+
+ VisibilityCullData visibility_cull_data;
+ if (scenario->instance_visibility.get_bin_count() > 0) {
+ if (!scenario->viewport_visibility_masks.has(p_viewport)) {
+ scenario_add_viewport_visibility_mask(scenario->self, p_viewport);
+ }
+
+ visibility_cull_data.scenario = scenario;
+ visibility_cull_data.viewport_mask = scenario->viewport_visibility_masks[p_viewport];
+ visibility_cull_data.camera_position = p_camera_data->main_transform.origin;
+
+ for (int i = scenario->instance_visibility.get_bin_count() - 1; i > 0; i--) { // We skip bin 0
+ visibility_cull_data.cull_offset = scenario->instance_visibility.get_bin_start(i);
+ visibility_cull_data.cull_count = scenario->instance_visibility.get_bin_size(i);
+
+ if (visibility_cull_data.cull_count == 0) {
+ continue;
+ }
+
+ if (visibility_cull_data.cull_count > thread_cull_threshold) {
+ RendererThreadPool::singleton->thread_work_pool.do_work(RendererThreadPool::singleton->thread_work_pool.get_thread_count(), this, &RendererSceneCull::_visibility_cull_threaded, &visibility_cull_data);
+ } else {
+ _visibility_cull(visibility_cull_data, visibility_cull_data.cull_offset, visibility_cull_data.cull_offset + visibility_cull_data.cull_count);
+ }
+ }
+ }
+
+ RENDER_TIMESTAMP("Culling");
//rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_ortogonal);
@@ -2580,7 +2884,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
}
}
- frustum_cull_result.clear();
+ scene_cull_result.clear();
{
uint64_t cull_from = 0;
@@ -2603,19 +2907,19 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
#endif
if (cull_to > thread_cull_threshold) {
//multiple threads
- for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
- frustum_cull_result_threads[i].clear();
+ for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
+ scene_cull_result_threads[i].clear();
}
- RendererThreadPool::singleton->thread_work_pool.do_work(frustum_cull_result_threads.size(), this, &RendererSceneCull::_frustum_cull_threaded, &cull_data);
+ RendererThreadPool::singleton->thread_work_pool.do_work(scene_cull_result_threads.size(), this, &RendererSceneCull::_scene_cull_threaded, &cull_data);
- for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
- frustum_cull_result.append_from(frustum_cull_result_threads[i]);
+ for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
+ scene_cull_result.append_from(scene_cull_result_threads[i]);
}
} else {
//single threaded
- _frustum_cull(cull_data, frustum_cull_result, cull_from, cull_to);
+ _scene_cull(cull_data, scene_cull_result, cull_from, cull_to);
}
#ifdef DEBUG_CULL_TIME
@@ -2626,9 +2930,9 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
print_line("time taken: " + rtos(time_avg / time_count));
#endif
- if (frustum_cull_result.mesh_instances.size()) {
- for (uint64_t i = 0; i < frustum_cull_result.mesh_instances.size(); i++) {
- RSG::storage->mesh_instance_check_for_update(frustum_cull_result.mesh_instances[i]);
+ if (scene_cull_result.mesh_instances.size()) {
+ for (uint64_t i = 0; i < scene_cull_result.mesh_instances.size(); i++) {
+ RSG::storage->mesh_instance_check_for_update(scene_cull_result.mesh_instances[i]);
}
RSG::storage->update_mesh_instances();
}
@@ -2652,14 +2956,14 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
}
render_shadow_data[max_shadows_used].light = cull.shadows[i].light_instance;
render_shadow_data[max_shadows_used].pass = j;
- render_shadow_data[max_shadows_used].instances.merge_unordered(frustum_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
+ render_shadow_data[max_shadows_used].instances.merge_unordered(scene_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
max_shadows_used++;
}
}
// Positional Shadowss
- for (uint32_t i = 0; i < (uint32_t)frustum_cull_result.lights.size(); i++) {
- Instance *ins = frustum_cull_result.lights[i];
+ for (uint32_t i = 0; i < (uint32_t)scene_cull_result.lights.size(); i++) {
+ Instance *ins = scene_cull_result.lights[i];
if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
continue;
@@ -2763,13 +3067,13 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
if (cull.sdfgi.region_count > 0) {
//update regions
for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
- render_sdfgi_data[i].instances.merge_unordered(frustum_cull_result.sdfgi_region_geometry_instances[i]);
+ render_sdfgi_data[i].instances.merge_unordered(scene_cull_result.sdfgi_region_geometry_instances[i]);
render_sdfgi_data[i].region = i;
}
//check if static lights were culled
bool static_lights_culled = false;
for (uint32_t i = 0; i < cull.sdfgi.cascade_light_count; i++) {
- if (frustum_cull_result.sdfgi_cascade_lights[i].size()) {
+ if (scene_cull_result.sdfgi_cascade_lights[i].size()) {
static_lights_culled = true;
break;
}
@@ -2778,7 +3082,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
if (static_lights_culled) {
sdfgi_update_data.static_cascade_count = cull.sdfgi.cascade_light_count;
sdfgi_update_data.static_cascade_indices = cull.sdfgi.cascade_light_index;
- sdfgi_update_data.static_positional_lights = frustum_cull_result.sdfgi_cascade_lights;
+ sdfgi_update_data.static_positional_lights = scene_cull_result.sdfgi_cascade_lights;
sdfgi_update_data.update_static = true;
}
}
@@ -2792,7 +3096,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
//append the directional lights to the lights culled
for (int i = 0; i < directional_lights.size(); i++) {
- frustum_cull_result.light_instances.push_back(directional_lights[i]);
+ scene_cull_result.light_instances.push_back(directional_lights[i]);
}
RID camera_effects;
@@ -2809,7 +3113,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
}
RENDER_TIMESTAMP("Render Scene ");
- scene_render->render_scene(p_render_buffers, p_camera_data, frustum_cull_result.geometry_instances, frustum_cull_result.light_instances, frustum_cull_result.reflections, frustum_cull_result.voxel_gi_instances, frustum_cull_result.decals, frustum_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data);
+ scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data);
for (uint32_t i = 0; i < max_shadows_used; i++) {
render_shadow_data[i].instances.clear();
@@ -3144,7 +3448,7 @@ void RendererSceneCull::render_probes() {
update_lights = true;
}
- frustum_cull_result.geometry_instances.clear();
+ scene_cull_result.geometry_instances.clear();
RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
@@ -3171,10 +3475,10 @@ void RendererSceneCull::render_probes() {
ins->scenario->instance_data[ins->array_index].flags &= ~uint32_t(InstanceData::FLAG_GEOM_VOXEL_GI_DIRTY);
}
- frustum_cull_result.geometry_instances.push_back(geom->geometry_instance);
+ scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
}
- scene_render->voxel_gi_update(probe->probe_instance, update_lights, probe->light_instances, frustum_cull_result.geometry_instances);
+ scene_render->voxel_gi_update(probe->probe_instance, update_lights, probe->light_instances, scene_cull_result.geometry_instances);
voxel_gi_update_list.remove(voxel_gi);
@@ -3189,7 +3493,7 @@ void RendererSceneCull::render_particle_colliders() {
if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
//update heightfield
instance_cull_result.clear();
- frustum_cull_result.geometry_instances.clear();
+ scene_cull_result.geometry_instances.clear();
struct CullAABB {
PagedArray<Instance *> *result;
@@ -3211,10 +3515,10 @@ void RendererSceneCull::render_particle_colliders() {
continue;
}
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
- frustum_cull_result.geometry_instances.push_back(geom->geometry_instance);
+ scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
}
- scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, frustum_cull_result.geometry_instances);
+ scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, scene_cull_result.geometry_instances);
}
heightfield_particle_colliders_update_list.erase(heightfield_particle_colliders_update_list.front());
}
@@ -3503,6 +3807,7 @@ bool RendererSceneCull::free(RID p_rid) {
}
scenario->instance_aabbs.reset();
scenario->instance_data.reset();
+ scenario->instance_visibility.reset();
scene_render->free(scenario->reflection_probe_shadow_atlas);
scene_render->free(scenario->reflection_atlas);
@@ -3571,10 +3876,10 @@ RendererSceneCull::RendererSceneCull() {
render_sdfgi_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
}
- frustum_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
- frustum_cull_result_threads.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
- for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
- frustum_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
+ scene_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
+ scene_cull_result_threads.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
+ scene_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
}
indexer_update_iterations = GLOBAL_GET("rendering/limits/spatial_indexer/update_iterations_per_frame");
@@ -3595,11 +3900,11 @@ RendererSceneCull::~RendererSceneCull() {
render_sdfgi_data[i].instances.reset();
}
- frustum_cull_result.reset();
- for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
- frustum_cull_result_threads[i].reset();
+ scene_cull_result.reset();
+ for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
+ scene_cull_result_threads[i].reset();
}
- frustum_cull_result_threads.clear();
+ scene_cull_result_threads.clear();
if (dummy_occlusion_culling) {
memdelete(dummy_occlusion_culling);
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index e42d4bb46c..bdfbea95a2 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -31,6 +31,7 @@
#ifndef RENDERING_SERVER_SCENE_CULL_H
#define RENDERING_SERVER_SCENE_CULL_H
+#include "core/templates/bin_sorted_array.h"
#include "core/templates/pass_func.h"
#include "servers/rendering/renderer_compositor.h"
@@ -259,6 +260,9 @@ public:
FLAG_USES_MESH_INSTANCE = (1 << 17),
FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19),
+ FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags
+ FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20),
+ FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21),
};
uint32_t flags = 0;
@@ -269,10 +273,33 @@ public:
RendererSceneRender::GeometryInstance *instance_geometry;
};
Instance *instance = nullptr;
+ int32_t parent_array_index = -1;
+ int32_t visibility_index = -1;
+ };
+
+ struct InstanceVisibilityData {
+ uint64_t viewport_state = 0;
+ int32_t array_index = -1;
+ Vector3 position;
+ Instance *instance = nullptr;
+ float range_begin = 0.0f;
+ float range_end = 0.0f;
+ float range_begin_margin = 0.0f;
+ float range_end_margin = 0.0f;
+ };
+
+ class VisibilityArray : public BinSortedArray<InstanceVisibilityData> {
+ _FORCE_INLINE_ virtual void _update_idx(InstanceVisibilityData &r_element, uint64_t p_idx) {
+ r_element.instance->visibility_index = p_idx;
+ if (r_element.instance->scenario && r_element.instance->array_index != -1) {
+ r_element.instance->scenario->instance_data[r_element.instance->array_index].visibility_index = p_idx;
+ }
+ }
};
PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
PagedArrayPool<InstanceData> instance_data_page_pool;
+ PagedArrayPool<InstanceVisibilityData> instance_visibility_data_page_pool;
struct Scenario {
enum IndexerType {
@@ -292,6 +319,8 @@ public:
RID camera_effects;
RID reflection_probe_shadow_atlas;
RID reflection_atlas;
+ uint64_t used_viewport_visibility_bits;
+ Map<RID, uint64_t> viewport_visibility_masks;
SelfList<Instance>::List instances;
@@ -299,11 +328,13 @@ public:
PagedArray<InstanceBounds> instance_aabbs;
PagedArray<InstanceData> instance_data;
+ VisibilityArray instance_visibility;
Scenario() {
indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
debug = RS::SCENARIO_DEBUG_DISABLED;
+ used_viewport_visibility_bits = 0;
}
};
@@ -326,6 +357,8 @@ public:
virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
virtual bool is_scenario(RID p_scenario) const;
virtual RID scenario_get_environment(RID p_scenario);
+ virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport);
+ virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport);
/* INSTANCING API */
@@ -399,6 +432,12 @@ public:
//scenario stuff
DynamicBVH::ID indexer_id;
int32_t array_index;
+ int32_t visibility_index = -1;
+ float visibility_range_begin;
+ float visibility_range_end;
+ float visibility_range_begin_margin;
+ float visibility_range_end_margin;
+ Instance *visibility_parent = nullptr;
Scenario *scenario;
SelfList<Instance> scenario_item;
@@ -412,12 +451,6 @@ public:
float extra_margin;
ObjectID object_id;
- float lod_begin;
- float lod_end;
- float lod_begin_hysteresis;
- float lod_end_hysteresis;
- RID lod_instance;
-
Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
uint64_t last_frame_pass;
@@ -495,10 +528,10 @@ public:
visible = true;
- lod_begin = 0;
- lod_end = 0;
- lod_begin_hysteresis = 0;
- lod_end_hysteresis = 0;
+ visibility_range_begin = 0;
+ visibility_range_end = 0;
+ visibility_range_begin_margin = 0;
+ visibility_range_end_margin = 0;
last_frame_pass = 0;
version = 1;
@@ -537,6 +570,8 @@ public:
Set<Instance *> reflection_probes;
Set<Instance *> voxel_gi_instances;
Set<Instance *> lightmap_captures;
+ Set<Instance *> visibility_dependencies;
+ uint32_t visibility_dependencies_depth = 0;
InstanceGeometryData() {
can_cast_shadows = true;
@@ -717,7 +752,7 @@ public:
PagedArray<Instance *> instance_cull_result;
PagedArray<Instance *> instance_shadow_cull_result;
- struct FrustumCullResult {
+ struct InstanceCullResult {
PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances;
PagedArray<Instance *> lights;
PagedArray<RID> light_instances;
@@ -782,7 +817,7 @@ public:
}
}
- void append_from(FrustumCullResult &p_cull_result) {
+ void append_from(InstanceCullResult &p_cull_result) {
geometry_instances.merge_unordered(p_cull_result.geometry_instances);
lights.merge_unordered(p_cull_result.lights);
light_instances.merge_unordered(p_cull_result.light_instances);
@@ -832,8 +867,8 @@ public:
}
};
- FrustumCullResult frustum_cull_result;
- LocalVector<FrustumCullResult> frustum_cull_result_threads;
+ InstanceCullResult scene_cull_result;
+ LocalVector<InstanceCullResult> scene_cull_result_threads;
RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
uint32_t max_shadows_used = 0;
@@ -866,6 +901,11 @@ public:
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
+ virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance);
+
+ void _update_instance_visibility_depth(Instance *p_instance);
+ void _update_instance_visibility_dependencies(Instance *p_instance);
+
// don't use these in a game!
virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
@@ -875,8 +915,8 @@ public:
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
- virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
- virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance);
+ virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
+
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
@@ -937,6 +977,19 @@ public:
Frustum frustum;
} cull;
+ struct VisibilityCullData {
+ uint64_t viewport_mask;
+ Scenario *scenario;
+ Vector3 camera_position;
+ uint32_t cull_offset;
+ uint32_t cull_count;
+ };
+
+ void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data);
+ void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to);
+ _FORCE_INLINE_ void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_idx);
+ _FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask);
+
struct CullData {
Cull *cull;
Scenario *scenario;
@@ -946,10 +999,11 @@ public:
Instance *render_reflection_probe;
const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
const CameraMatrix *camera_matrix;
+ const VisibilityCullData *visibility_cull_data;
};
- void _frustum_cull_threaded(uint32_t p_thread, CullData *cull_data);
- void _frustum_cull(CullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
+ void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
+ void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true);
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 21f849e822..34bdb15c62 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -824,6 +824,10 @@ void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
+ if (viewport->scenario.is_valid()) {
+ RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
+ }
+
viewport->scenario = p_scenario;
if (viewport->use_occlusion_culling) {
RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 6476d7c75d..e4d319ed6c 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -726,6 +726,7 @@ public:
FUNC2(instance_set_exterior, RID, bool)
FUNC2(instance_set_extra_visibility_margin, RID, real_t)
+ FUNC2(instance_set_visibility_parent, RID, RID)
// don't use these in a game!
FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
@@ -736,8 +737,7 @@ public:
FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
FUNC2(instance_geometry_set_material_override, RID, RID)
- FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float)
- FUNC2(instance_geometry_set_as_instance_lod, RID, RID)
+ FUNC5(instance_geometry_set_visibility_range, RID, float, float, float, float)
FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
FUNC2(instance_geometry_set_lod_bias, RID, float)
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 7b535a0bda..f25f255321 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -1725,11 +1725,11 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &RenderingServer::instance_attach_skeleton);
ClassDB::bind_method(D_METHOD("instance_set_exterior", "instance", "enabled"), &RenderingServer::instance_set_exterior);
ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &RenderingServer::instance_set_extra_visibility_margin);
+ ClassDB::bind_method(D_METHOD("instance_set_visibility_parent", "instance", "parent"), &RenderingServer::instance_set_visibility_parent);
ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &RenderingServer::instance_geometry_set_flag);
ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &RenderingServer::instance_geometry_set_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &RenderingServer::instance_geometry_set_material_override);
- ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &RenderingServer::instance_geometry_set_draw_range);
- ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &RenderingServer::instance_geometry_set_as_instance_lod);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_visibility_range", "instance", "min", "max", "min_margin", "max_margin"), &RenderingServer::instance_geometry_set_visibility_range);
ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &RenderingServer::_instances_cull_aabb_bind, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &RenderingServer::_instances_cull_ray_bind, DEFVAL(RID()));
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 3247717e98..1806f1da18 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -1172,6 +1172,7 @@ public:
virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0;
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
+ virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0;
// don't use these in a game!
virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
@@ -1201,8 +1202,7 @@ public:
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
- virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
- virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) = 0;
+ virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice) = 0;
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;