/*************************************************************************/ /* renderer_scene_cull.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #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" #include "core/math/dynamic_bvh.h" #include "core/math/geometry_3d.h" #include "core/math/octree.h" #include "core/os/semaphore.h" #include "core/os/thread.h" #include "core/templates/local_vector.h" #include "core/templates/paged_allocator.h" #include "core/templates/paged_array.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" #include "servers/rendering/renderer_scene.h" #include "servers/rendering/renderer_scene_occlusion_cull.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/xr/xr_interface.h" class RendererSceneCull : public RendererScene { public: RendererSceneRender *scene_render; enum { SDFGI_MAX_CASCADES = 8, SDFGI_MAX_REGIONS_PER_CASCADE = 3, MAX_INSTANCE_PAIRS = 32, MAX_UPDATE_SHADOWS = 512 }; uint64_t render_pass; static RendererSceneCull *singleton; /* CAMERA API */ struct Camera { enum Type { PERSPECTIVE, ORTHOGONAL, FRUSTUM }; Type type; float fov; float znear, zfar; float size; Vector2 offset; uint32_t visible_layers; bool vaspect; RID env; RID effects; Transform3D transform; Camera() { visible_layers = 0xFFFFFFFF; fov = 75; type = PERSPECTIVE; znear = 0.05; zfar = 4000; size = 1.0; offset = Vector2(); vaspect = false; } }; mutable RID_PtrOwner camera_owner; virtual RID camera_allocate(); virtual void camera_initialize(RID p_rid); virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far); virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far); virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far); virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform); virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers); virtual void camera_set_environment(RID p_camera, RID p_env); virtual void camera_set_camera_effects(RID p_camera, RID p_fx); virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable); virtual bool is_camera(RID p_camera) const; /* OCCLUDER API */ virtual RID occluder_allocate(); virtual void occluder_initialize(RID p_occluder); virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices); /* VISIBILITY NOTIFIER API */ RendererSceneOcclusionCull *dummy_occlusion_culling; /* SCENARIO API */ struct Instance; struct PlaneSign { _ALWAYS_INLINE_ PlaneSign() {} _ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) { if (p_plane.normal.x > 0) { signs[0] = 0; } else { signs[0] = 3; } if (p_plane.normal.y > 0) { signs[1] = 1; } else { signs[1] = 4; } if (p_plane.normal.z > 0) { signs[2] = 2; } else { signs[2] = 5; } } uint32_t signs[3]; }; struct Frustum { Vector planes; Vector plane_signs; const Plane *planes_ptr; const PlaneSign *plane_signs_ptr; uint32_t plane_count; _ALWAYS_INLINE_ Frustum() {} _ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) { planes = p_frustum.planes; plane_signs = p_frustum.plane_signs; planes_ptr = planes.ptr(); plane_signs_ptr = plane_signs.ptr(); plane_count = p_frustum.plane_count; } _ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) { planes = p_frustum.planes; plane_signs = p_frustum.plane_signs; planes_ptr = planes.ptr(); plane_signs_ptr = plane_signs.ptr(); plane_count = p_frustum.plane_count; } _ALWAYS_INLINE_ Frustum(const Vector &p_planes) { planes = p_planes; planes_ptr = planes.ptrw(); plane_count = planes.size(); for (int i = 0; i < planes.size(); i++) { PlaneSign ps(p_planes[i]); plane_signs.push_back(ps); } plane_signs_ptr = plane_signs.ptr(); } }; struct InstanceBounds { // Efficiently store instance bounds. // Because bounds checking is performed first, // keep it separated from data. real_t bounds[6]; _ALWAYS_INLINE_ InstanceBounds() {} _ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) { bounds[0] = p_aabb.position.x; bounds[1] = p_aabb.position.y; bounds[2] = p_aabb.position.z; bounds[3] = p_aabb.position.x + p_aabb.size.x; bounds[4] = p_aabb.position.y + p_aabb.size.y; bounds[5] = p_aabb.position.z + p_aabb.size.z; } _ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const { // This is not a full SAT check and the possibility of false positives exist, // but the tradeoff vs performance is still very good. for (uint32_t i = 0; i < p_frustum.plane_count; i++) { Vector3 min( bounds[p_frustum.plane_signs_ptr[i].signs[0]], bounds[p_frustum.plane_signs_ptr[i].signs[1]], bounds[p_frustum.plane_signs_ptr[i].signs[2]]); if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) { return false; } } return true; } _ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const { Vector3 end = p_aabb.position + p_aabb.size; if (bounds[0] >= end.x) { return false; } if (bounds[3] <= p_aabb.position.x) { return false; } if (bounds[1] >= end.y) { return false; } if (bounds[4] <= p_aabb.position.y) { return false; } if (bounds[2] >= end.z) { return false; } if (bounds[5] <= p_aabb.position.z) { return false; } return true; } }; struct InstanceVisibilityNotifierData; struct InstanceData { // Store instance pointer as well as common instance processing information, // to make processing more cache friendly. enum Flags { FLAG_BASE_TYPE_MASK = 0xFF, FLAG_CAST_SHADOWS = (1 << 8), FLAG_CAST_SHADOWS_ONLY = (1 << 9), FLAG_REDRAW_IF_VISIBLE = (1 << 10), FLAG_GEOM_LIGHTING_DIRTY = (1 << 11), FLAG_GEOM_REFLECTION_DIRTY = (1 << 12), FLAG_GEOM_DECAL_DIRTY = (1 << 13), FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14), FLAG_LIGHTMAP_CAPTURE = (1 << 15), FLAG_USES_BAKED_LIGHT = (1 << 16), 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; uint32_t layer_mask = 0; //for fast layer-mask discard RID base_rid; union { uint64_t instance_data_rid; RendererSceneRender::GeometryInstance *instance_geometry; InstanceVisibilityNotifierData *visibility_notifier; }; 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 { _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 instance_aabb_page_pool; PagedArrayPool instance_data_page_pool; PagedArrayPool instance_visibility_data_page_pool; struct Scenario { enum IndexerType { INDEXER_GEOMETRY, //for geometry INDEXER_VOLUMES, //for everything else INDEXER_MAX }; DynamicBVH indexers[INDEXER_MAX]; RS::ScenarioDebugMode debug; RID self; List directional_lights; RID environment; RID fallback_environment; RID camera_effects; RID reflection_probe_shadow_atlas; RID reflection_atlas; uint64_t used_viewport_visibility_bits; Map viewport_visibility_masks; SelfList::List instances; LocalVector dynamic_lights; PagedArray instance_aabbs; PagedArray 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; } }; int indexer_update_iterations = 0; mutable RID_PtrOwner scenario_owner; static void _instance_pair(Instance *p_A, Instance *p_B); static void _instance_unpair(Instance *p_A, Instance *p_B); void _instance_update_mesh_instance(Instance *p_instance); virtual RID scenario_allocate(); virtual void scenario_initialize(RID p_rid); virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode); virtual void scenario_set_environment(RID p_scenario, RID p_environment); virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx); virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment); 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 */ struct InstancePair { Instance *a; Instance *b; SelfList list_a; SelfList list_b; InstancePair() : list_a(this), list_b(this) {} }; PagedAllocator pair_allocator; struct InstanceBaseData { virtual ~InstanceBaseData() {} }; struct Instance { RS::InstanceType base_type; RID base; RID skeleton; RID material_override; RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist Transform3D transform; float lod_bias; bool ignore_occlusion_culling; Vector materials; RS::ShadowCastingSetting cast_shadows; uint32_t layer_mask; //fit in 32 bits bool mirror : 8; bool receive_shadows : 8; bool visible : 8; bool baked_light : 2; //this flag is only to know if it actually did use baked light bool dynamic_gi : 2; //same above for dynamic objects bool redraw_if_visible : 4; Instance *lightmap; Rect2 lightmap_uv_scale; int lightmap_slice_index; uint32_t lightmap_cull_index; Vector lightmap_sh; //spherical harmonic AABB aabb; AABB transformed_aabb; AABB prev_transformed_aabb; struct InstanceShaderParameter { int32_t index = -1; Variant value; Variant default_value; PropertyInfo info; }; Map instance_shader_parameters; bool instance_allocated_shader_parameters = false; int32_t instance_allocated_shader_parameters_offset = -1; // RID self; //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 scenario_item; //aabb stuff bool update_aabb; bool update_dependencies; SelfList update_item; AABB *custom_aabb; // would using aabb directly with a bool be better? float extra_margin; ObjectID object_id; Vector 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; uint64_t version; // changes to this, and changes to base increase version InstanceBaseData *base_data; SelfList::List pairs; uint64_t pair_check; RendererStorage::DependencyTracker dependency_tracker; static void dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *tracker) { Instance *instance = (Instance *)tracker->userdata; switch (p_notification) { case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: case RendererStorage::DEPENDENCY_CHANGED_AABB: { singleton->_instance_queue_update(instance, true, false); } break; case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: { singleton->_instance_queue_update(instance, false, true); } break; case RendererStorage::DEPENDENCY_CHANGED_MESH: case RendererStorage::DEPENDENCY_CHANGED_PARTICLES: case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH: case RendererStorage::DEPENDENCY_CHANGED_DECAL: case RendererStorage::DEPENDENCY_CHANGED_LIGHT: case RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE: { singleton->_instance_queue_update(instance, true, true); } break; case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: case RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES: { //ignored } break; } } static void dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *tracker) { Instance *instance = (Instance *)tracker->userdata; if (p_dependency == instance->base) { singleton->instance_set_base(instance->self, RID()); } else if (p_dependency == instance->skeleton) { singleton->instance_attach_skeleton(instance->self, RID()); } else { singleton->_instance_queue_update(instance, false, true); } } Instance() : scenario_item(this), update_item(this) { base_type = RS::INSTANCE_NONE; cast_shadows = RS::SHADOW_CASTING_SETTING_ON; receive_shadows = true; visible = true; layer_mask = 1; baked_light = false; dynamic_gi = false; redraw_if_visible = false; lightmap_slice_index = 0; lightmap = nullptr; lightmap_cull_index = 0; lod_bias = 1.0; ignore_occlusion_culling = false; scenario = nullptr; update_aabb = false; update_dependencies = false; extra_margin = 0; visible = true; visibility_range_begin = 0; visibility_range_end = 0; visibility_range_begin_margin = 0; visibility_range_end_margin = 0; last_frame_pass = 0; version = 1; base_data = nullptr; custom_aabb = nullptr; pair_check = 0; array_index = -1; dependency_tracker.userdata = this; dependency_tracker.changed_callback = dependency_changed; dependency_tracker.deleted_callback = dependency_deleted; } ~Instance() { if (base_data) { memdelete(base_data); } if (custom_aabb) { memdelete(custom_aabb); } } }; SelfList::List _instance_update_list; void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false); struct InstanceGeometryData : public InstanceBaseData { RendererSceneRender::GeometryInstance *geometry_instance = nullptr; Set lights; bool can_cast_shadows; bool material_is_animated; Set decals; Set reflection_probes; Set voxel_gi_instances; Set lightmap_captures; Set visibility_dependencies; uint32_t visibility_dependencies_depth = 0; InstanceGeometryData() { can_cast_shadows = true; material_is_animated = true; } }; struct InstanceReflectionProbeData : public InstanceBaseData { Instance *owner; Set geometries; RID instance; SelfList update_list; int render_step; InstanceReflectionProbeData() : update_list(this) { render_step = -1; } }; struct InstanceDecalData : public InstanceBaseData { Instance *owner; RID instance; Set geometries; InstanceDecalData() { } }; SelfList::List reflection_probe_render_list; struct InstanceParticlesCollisionData : public InstanceBaseData { RID instance; }; struct InstanceVisibilityNotifierData : public InstanceBaseData { bool just_visible = false; uint64_t visible_in_frame = 0; RID base; SelfList list_element; InstanceVisibilityNotifierData() : list_element(this) {} }; SpinLock visible_notifier_list_lock; SelfList::List visible_notifier_list; struct InstanceLightData : public InstanceBaseData { RID instance; uint64_t last_version; List::Element *D; // directional light in scenario bool shadow_dirty; Set geometries; Instance *baked_light; RS::LightBakeMode bake_mode; uint32_t max_sdfgi_cascade = 2; InstanceLightData() { bake_mode = RS::LIGHT_BAKE_DISABLED; shadow_dirty = true; D = nullptr; last_version = 0; baked_light = nullptr; } }; struct InstanceVoxelGIData : public InstanceBaseData { Instance *owner; Set geometries; Set dynamic_geometries; Set lights; struct LightCache { RS::LightType type; Transform3D transform; Color color; float energy; float bake_energy; float radius; float attenuation; float spot_angle; float spot_attenuation; bool has_shadow; bool sky_only; }; Vector light_cache; Vector light_instances; RID probe_instance; bool invalid; uint32_t base_version; SelfList update_element; InstanceVoxelGIData() : update_element(this) { invalid = true; base_version = 0; } }; SelfList::List voxel_gi_update_list; struct InstanceLightmapData : public InstanceBaseData { RID instance; Set geometries; Set users; InstanceLightmapData() { } }; uint64_t pair_pass = 1; struct PairInstances { Instance *instance = nullptr; PagedAllocator *pair_allocator = nullptr; SelfList::List pairs_found; DynamicBVH *bvh = nullptr; DynamicBVH *bvh2 = nullptr; //some may need to cull in two uint32_t pair_mask; uint64_t pair_pass; _FORCE_INLINE_ bool operator()(void *p_data) { Instance *p_instance = (Instance *)p_data; if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) { //test is more coarse in indexer p_instance->pair_check = pair_pass; InstancePair *pair = pair_allocator->alloc(); pair->a = instance; pair->b = p_instance; pairs_found.add(&pair->list_a); } return false; } void pair() { if (bvh) { bvh->aabb_query(instance->transformed_aabb, *this); } if (bvh2) { bvh2->aabb_query(instance->transformed_aabb, *this); } while (instance->pairs.first()) { InstancePair *pair = instance->pairs.first()->self(); Instance *other_instance = instance == pair->a ? pair->b : pair->a; if (other_instance->pair_check != pair_pass) { //unpaired _instance_unpair(instance, other_instance); } else { //kept other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones } pair_allocator->free(pair); } while (pairs_found.first()) { InstancePair *pair = pairs_found.first()->self(); pairs_found.remove(pairs_found.first()); if (pair->b->pair_check == pair_pass) { //paired _instance_pair(instance, pair->b); } pair->a->pairs.add(&pair->list_a); pair->b->pairs.add(&pair->list_b); } } }; Set heightfield_particle_colliders_update_list; PagedArrayPool instance_cull_page_pool; PagedArrayPool geometry_instance_cull_page_pool; PagedArrayPool rid_cull_page_pool; PagedArray instance_cull_result; PagedArray instance_shadow_cull_result; struct InstanceCullResult { PagedArray geometry_instances; PagedArray lights; PagedArray light_instances; PagedArray lightmaps; PagedArray reflections; PagedArray decals; PagedArray voxel_gi_instances; PagedArray mesh_instances; struct DirectionalShadow { PagedArray cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS]; PagedArray sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; PagedArray sdfgi_cascade_lights[SDFGI_MAX_CASCADES]; void clear() { geometry_instances.clear(); lights.clear(); light_instances.clear(); lightmaps.clear(); reflections.clear(); decals.clear(); voxel_gi_instances.clear(); mesh_instances.clear(); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { directional_shadows[i].cascade_geometry_instances[j].clear(); } } for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) { sdfgi_region_geometry_instances[i].clear(); } for (int i = 0; i < SDFGI_MAX_CASCADES; i++) { sdfgi_cascade_lights[i].clear(); } } void reset() { geometry_instances.reset(); lights.reset(); light_instances.reset(); lightmaps.reset(); reflections.reset(); decals.reset(); voxel_gi_instances.reset(); mesh_instances.reset(); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { directional_shadows[i].cascade_geometry_instances[j].reset(); } } for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) { sdfgi_region_geometry_instances[i].reset(); } for (int i = 0; i < SDFGI_MAX_CASCADES; i++) { sdfgi_cascade_lights[i].reset(); } } 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); lightmaps.merge_unordered(p_cull_result.lightmaps); reflections.merge_unordered(p_cull_result.reflections); decals.merge_unordered(p_cull_result.decals); voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances); mesh_instances.merge_unordered(p_cull_result.mesh_instances); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]); } } for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) { sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]); } for (int i = 0; i < SDFGI_MAX_CASCADES; i++) { sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]); } } void init(PagedArrayPool *p_rid_pool, PagedArrayPool *p_geometry_instance_pool, PagedArrayPool *p_instance_pool) { geometry_instances.set_page_pool(p_geometry_instance_pool); light_instances.set_page_pool(p_rid_pool); lights.set_page_pool(p_instance_pool); lightmaps.set_page_pool(p_rid_pool); reflections.set_page_pool(p_rid_pool); decals.set_page_pool(p_rid_pool); voxel_gi_instances.set_page_pool(p_rid_pool); mesh_instances.set_page_pool(p_rid_pool); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool); } } for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) { sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool); } for (int i = 0; i < SDFGI_MAX_CASCADES; i++) { sdfgi_cascade_lights[i].set_page_pool(p_rid_pool); } } }; InstanceCullResult scene_cull_result; LocalVector scene_cull_result_threads; RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS]; uint32_t max_shadows_used = 0; RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data; uint32_t thread_cull_threshold = 200; RID_PtrOwner instance_owner; uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecessary on clustered virtual RID instance_allocate(); virtual void instance_initialize(RID p_rid); virtual void instance_set_base(RID p_instance, RID p_base); virtual void instance_set_scenario(RID p_instance, RID p_scenario); virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask); virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform); virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id); virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight); virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material); virtual void instance_set_visible(RID p_instance, bool p_visible); virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb); virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton); virtual void instance_set_exterior(RID p_instance, bool p_enabled); 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 instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const; virtual Vector instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const; virtual Vector instances_cull_convex(const Vector &p_convex, RID p_scenario = RID()) const; virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled); 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_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); void _update_instance_shader_parameters_from_material(Map &isparams, const Map &existing_isparams, RID p_material); virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value); virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List *p_parameters) const; virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const; virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const; _FORCE_INLINE_ void _update_instance(Instance *p_instance); _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance); _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance); _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance); void _unpair_instance(Instance *p_instance); void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect); _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold); RID _render_get_environment(RID p_camera, RID p_scenario); struct Cull { struct Shadow { RID light_instance; struct Cascade { Frustum frustum; CameraMatrix projection; Transform3D transform; real_t zfar; real_t split; real_t shadow_texel_size; real_t bias_scale; real_t range_begin; Vector2 uv_scale; } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades uint32_t cascade_count; } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS]; uint32_t shadow_count; struct SDFGI { //have arrays here because SDFGI functions expects this, plus regions can have areas AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade uint32_t region_count = 0; uint32_t cascade_light_index[SDFGI_MAX_CASCADES]; uint32_t cascade_light_count = 0; } sdfgi; SpinLock lock; 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; RID shadow_atlas; Transform3D cam_transform; uint32_t visible_layers; Instance *render_reflection_probe; const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer; const CameraMatrix *camera_matrix; const VisibilityCullData *visibility_cull_data; }; 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); void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas); void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref &p_xr_interface); void update_dirty_instances(); void render_particle_colliders(); virtual void render_probes(); TypedArray bake_render_uv2(RID p_base, const Vector &p_material_overrides, const Size2i &p_image_size); //pass to scene render /* ENVIRONMENT API */ #ifdef PASSBASE #undef PASSBASE #endif #define PASSBASE scene_render PASS2(directional_shadow_atlas_set_size, int, bool) PASS1(voxel_gi_set_quality, RS::VoxelGIQuality) /* SKY API */ PASS0R(RID, sky_allocate) PASS1(sky_initialize, RID) PASS2(sky_set_radiance_size, RID, int) PASS2(sky_set_mode, RID, RS::SkyMode) PASS2(sky_set_material, RID, RID) PASS4R(Ref, sky_bake_panorama, RID, float, bool, const Size2i &) PASS0R(RID, environment_allocate) PASS1(environment_initialize, RID) PASS1RC(bool, is_environment, RID) PASS2(environment_set_background, RID, RS::EnvironmentBG) PASS2(environment_set_sky, RID, RID) PASS2(environment_set_sky_custom_fov, RID, float) PASS2(environment_set_sky_orientation, RID, const Basis &) PASS2(environment_set_bg_color, RID, const Color &) PASS2(environment_set_bg_energy, RID, float) PASS2(environment_set_canvas_max_layer, RID, int) PASS7(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource, const Color &) PASS6(environment_set_ssr, RID, bool, int, float, float, float) PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality) PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float) PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float) PASS11(environment_set_glow, RID, bool, Vector, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float) PASS1(environment_glow_set_use_bicubic_upscale, bool) PASS1(environment_glow_set_use_high_quality, bool) PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float) PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID) PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float) PASS10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float) PASS2(environment_set_volumetric_fog_volume_size, int, int) PASS1(environment_set_volumetric_fog_filter_active, bool) PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float) PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount) PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge) PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight) PASS1RC(RS::EnvironmentBG, environment_get_background, RID) PASS1RC(int, environment_get_canvas_max_layer, RID) PASS3R(Ref, environment_bake_panorama, RID, bool, const Size2i &) PASS3(screen_space_roughness_limiter_set_active, bool, float, float) PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality) PASS2(sub_surface_scattering_set_scale, float, float) /* CAMERA EFFECTS */ PASS0R(RID, camera_effects_allocate) PASS1(camera_effects_initialize, RID) PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool) PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape) PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float) PASS3(camera_effects_set_custom_exposure, RID, bool, float) PASS1(shadows_quality_set, RS::ShadowQuality) PASS1(directional_shadow_quality_set, RS::ShadowQuality) PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &) /* Render Buffers */ PASS0R(RID, render_buffers_create) PASS8(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool, uint32_t) PASS1(gi_set_use_half_resolution, bool) /* Shadow Atlas */ PASS0R(RID, shadow_atlas_create) PASS3(shadow_atlas_set_size, RID, int, bool) PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int) PASS1(set_debug_draw_mode, RS::ViewportDebugDraw) virtual void update(); bool free(RID p_rid); void set_scene_render(RendererSceneRender *p_scene_render); virtual void update_visibility_notifiers(); RendererSceneCull(); virtual ~RendererSceneCull(); }; #endif // VISUALSERVERSCENE_H