1 | /**************************************************************************/ |
2 | /* renderer_scene_cull.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
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16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
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29 | /**************************************************************************/ |
30 | |
31 | #ifndef RENDERER_SCENE_CULL_H |
32 | #define RENDERER_SCENE_CULL_H |
33 | |
34 | #include "core/math/dynamic_bvh.h" |
35 | #include "core/templates/bin_sorted_array.h" |
36 | #include "core/templates/local_vector.h" |
37 | #include "core/templates/paged_allocator.h" |
38 | #include "core/templates/paged_array.h" |
39 | #include "core/templates/pass_func.h" |
40 | #include "core/templates/rid_owner.h" |
41 | #include "core/templates/self_list.h" |
42 | #include "servers/rendering/renderer_scene_occlusion_cull.h" |
43 | #include "servers/rendering/renderer_scene_render.h" |
44 | #include "servers/rendering/rendering_method.h" |
45 | #include "servers/rendering/rendering_server_globals.h" |
46 | #include "servers/rendering/storage/utilities.h" |
47 | #include "servers/xr/xr_interface.h" |
48 | |
49 | class RendererSceneCull : public RenderingMethod { |
50 | public: |
51 | RendererSceneRender *scene_render = nullptr; |
52 | |
53 | enum { |
54 | SDFGI_MAX_CASCADES = 8, |
55 | SDFGI_MAX_REGIONS_PER_CASCADE = 3, |
56 | MAX_INSTANCE_PAIRS = 32, |
57 | MAX_UPDATE_SHADOWS = 512 |
58 | }; |
59 | |
60 | uint64_t render_pass; |
61 | |
62 | static RendererSceneCull *singleton; |
63 | |
64 | /* CAMERA API */ |
65 | |
66 | struct Camera { |
67 | enum Type { |
68 | PERSPECTIVE, |
69 | ORTHOGONAL, |
70 | FRUSTUM |
71 | }; |
72 | Type type; |
73 | float fov; |
74 | float znear, zfar; |
75 | float size; |
76 | Vector2 offset; |
77 | uint32_t visible_layers; |
78 | bool vaspect; |
79 | RID env; |
80 | RID attributes; |
81 | |
82 | Transform3D transform; |
83 | |
84 | Camera() { |
85 | visible_layers = 0xFFFFFFFF; |
86 | fov = 75; |
87 | type = PERSPECTIVE; |
88 | znear = 0.05; |
89 | zfar = 4000; |
90 | size = 1.0; |
91 | offset = Vector2(); |
92 | vaspect = false; |
93 | } |
94 | }; |
95 | |
96 | mutable RID_Owner<Camera, true> camera_owner; |
97 | |
98 | virtual RID camera_allocate(); |
99 | virtual void camera_initialize(RID p_rid); |
100 | |
101 | virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far); |
102 | virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far); |
103 | virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far); |
104 | virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform); |
105 | virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers); |
106 | virtual void camera_set_environment(RID p_camera, RID p_env); |
107 | virtual void camera_set_camera_attributes(RID p_camera, RID p_attributes); |
108 | virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable); |
109 | virtual bool is_camera(RID p_camera) const; |
110 | |
111 | /* OCCLUDER API */ |
112 | |
113 | virtual RID occluder_allocate(); |
114 | virtual void occluder_initialize(RID p_occluder); |
115 | virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices); |
116 | |
117 | /* VISIBILITY NOTIFIER API */ |
118 | |
119 | RendererSceneOcclusionCull *dummy_occlusion_culling = nullptr; |
120 | |
121 | /* SCENARIO API */ |
122 | |
123 | struct Instance; |
124 | |
125 | struct PlaneSign { |
126 | _ALWAYS_INLINE_ PlaneSign() {} |
127 | _ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) { |
128 | if (p_plane.normal.x > 0) { |
129 | signs[0] = 0; |
130 | } else { |
131 | signs[0] = 3; |
132 | } |
133 | if (p_plane.normal.y > 0) { |
134 | signs[1] = 1; |
135 | } else { |
136 | signs[1] = 4; |
137 | } |
138 | if (p_plane.normal.z > 0) { |
139 | signs[2] = 2; |
140 | } else { |
141 | signs[2] = 5; |
142 | } |
143 | } |
144 | |
145 | uint32_t signs[3]; |
146 | }; |
147 | |
148 | struct Frustum { |
149 | Vector<Plane> planes; |
150 | Vector<PlaneSign> plane_signs; |
151 | const Plane *planes_ptr; |
152 | const PlaneSign *plane_signs_ptr; |
153 | uint32_t plane_count; |
154 | |
155 | _ALWAYS_INLINE_ Frustum() {} |
156 | _ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) { |
157 | planes = p_frustum.planes; |
158 | plane_signs = p_frustum.plane_signs; |
159 | |
160 | planes_ptr = planes.ptr(); |
161 | plane_signs_ptr = plane_signs.ptr(); |
162 | plane_count = p_frustum.plane_count; |
163 | } |
164 | _ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) { |
165 | planes = p_frustum.planes; |
166 | plane_signs = p_frustum.plane_signs; |
167 | |
168 | planes_ptr = planes.ptr(); |
169 | plane_signs_ptr = plane_signs.ptr(); |
170 | plane_count = p_frustum.plane_count; |
171 | } |
172 | _ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) { |
173 | planes = p_planes; |
174 | planes_ptr = planes.ptrw(); |
175 | plane_count = planes.size(); |
176 | for (int i = 0; i < planes.size(); i++) { |
177 | PlaneSign ps(p_planes[i]); |
178 | plane_signs.push_back(ps); |
179 | } |
180 | |
181 | plane_signs_ptr = plane_signs.ptr(); |
182 | } |
183 | }; |
184 | |
185 | struct InstanceBounds { |
186 | // Efficiently store instance bounds. |
187 | // Because bounds checking is performed first, |
188 | // keep it separated from data. |
189 | |
190 | real_t bounds[6]; |
191 | _ALWAYS_INLINE_ InstanceBounds() {} |
192 | |
193 | _ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) { |
194 | bounds[0] = p_aabb.position.x; |
195 | bounds[1] = p_aabb.position.y; |
196 | bounds[2] = p_aabb.position.z; |
197 | bounds[3] = p_aabb.position.x + p_aabb.size.x; |
198 | bounds[4] = p_aabb.position.y + p_aabb.size.y; |
199 | bounds[5] = p_aabb.position.z + p_aabb.size.z; |
200 | } |
201 | _ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const { |
202 | // This is not a full SAT check and the possibility of false positives exist, |
203 | // but the tradeoff vs performance is still very good. |
204 | |
205 | for (uint32_t i = 0; i < p_frustum.plane_count; i++) { |
206 | Vector3 min( |
207 | bounds[p_frustum.plane_signs_ptr[i].signs[0]], |
208 | bounds[p_frustum.plane_signs_ptr[i].signs[1]], |
209 | bounds[p_frustum.plane_signs_ptr[i].signs[2]]); |
210 | |
211 | if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) { |
212 | return false; |
213 | } |
214 | } |
215 | |
216 | return true; |
217 | } |
218 | _ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const { |
219 | Vector3 end = p_aabb.position + p_aabb.size; |
220 | |
221 | if (bounds[0] >= end.x) { |
222 | return false; |
223 | } |
224 | if (bounds[3] <= p_aabb.position.x) { |
225 | return false; |
226 | } |
227 | if (bounds[1] >= end.y) { |
228 | return false; |
229 | } |
230 | if (bounds[4] <= p_aabb.position.y) { |
231 | return false; |
232 | } |
233 | if (bounds[2] >= end.z) { |
234 | return false; |
235 | } |
236 | if (bounds[5] <= p_aabb.position.z) { |
237 | return false; |
238 | } |
239 | |
240 | return true; |
241 | } |
242 | }; |
243 | |
244 | struct InstanceVisibilityNotifierData; |
245 | |
246 | struct InstanceData { |
247 | // Store instance pointer as well as common instance processing information, |
248 | // to make processing more cache friendly. |
249 | enum Flags { |
250 | FLAG_BASE_TYPE_MASK = 0xFF, |
251 | FLAG_CAST_SHADOWS = (1 << 8), |
252 | FLAG_CAST_SHADOWS_ONLY = (1 << 9), |
253 | FLAG_REDRAW_IF_VISIBLE = (1 << 10), |
254 | FLAG_GEOM_LIGHTING_DIRTY = (1 << 11), |
255 | FLAG_GEOM_REFLECTION_DIRTY = (1 << 12), |
256 | FLAG_GEOM_DECAL_DIRTY = (1 << 13), |
257 | FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14), |
258 | FLAG_LIGHTMAP_CAPTURE = (1 << 15), |
259 | FLAG_USES_BAKED_LIGHT = (1 << 16), |
260 | FLAG_USES_MESH_INSTANCE = (1 << 17), |
261 | FLAG_REFLECTION_PROBE_DIRTY = (1 << 18), |
262 | FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19), |
263 | FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags |
264 | FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20), |
265 | FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21), |
266 | FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN = (1 << 22), |
267 | FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 23), |
268 | FLAG_IGNORE_ALL_CULLING = (1 << 24), |
269 | }; |
270 | |
271 | uint32_t flags = 0; |
272 | uint32_t layer_mask = 0; //for fast layer-mask discard |
273 | RID base_rid; |
274 | union { |
275 | uint64_t instance_data_rid; |
276 | RenderGeometryInstance *instance_geometry; |
277 | InstanceVisibilityNotifierData *visibility_notifier = nullptr; |
278 | }; |
279 | Instance *instance = nullptr; |
280 | int32_t parent_array_index = -1; |
281 | int32_t visibility_index = -1; |
282 | }; |
283 | |
284 | struct InstanceVisibilityData { |
285 | uint64_t viewport_state = 0; |
286 | int32_t array_index = -1; |
287 | RS::VisibilityRangeFadeMode fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED; |
288 | Vector3 position; |
289 | Instance *instance = nullptr; |
290 | float range_begin = 0.0f; |
291 | float range_end = 0.0f; |
292 | float range_begin_margin = 0.0f; |
293 | float range_end_margin = 0.0f; |
294 | float children_fade_alpha = 1.0f; |
295 | }; |
296 | |
297 | class VisibilityArray : public BinSortedArray<InstanceVisibilityData> { |
298 | _FORCE_INLINE_ virtual void _update_idx(InstanceVisibilityData &r_element, uint64_t p_idx) { |
299 | r_element.instance->visibility_index = p_idx; |
300 | if (r_element.instance->scenario && r_element.instance->array_index != -1) { |
301 | r_element.instance->scenario->instance_data[r_element.instance->array_index].visibility_index = p_idx; |
302 | } |
303 | } |
304 | }; |
305 | |
306 | PagedArrayPool<InstanceBounds> instance_aabb_page_pool; |
307 | PagedArrayPool<InstanceData> instance_data_page_pool; |
308 | PagedArrayPool<InstanceVisibilityData> instance_visibility_data_page_pool; |
309 | |
310 | struct Scenario { |
311 | enum IndexerType { |
312 | INDEXER_GEOMETRY, //for geometry |
313 | INDEXER_VOLUMES, //for everything else |
314 | INDEXER_MAX |
315 | }; |
316 | |
317 | DynamicBVH indexers[INDEXER_MAX]; |
318 | |
319 | RID self; |
320 | |
321 | List<Instance *> directional_lights; |
322 | RID environment; |
323 | RID fallback_environment; |
324 | RID camera_attributes; |
325 | RID reflection_probe_shadow_atlas; |
326 | RID reflection_atlas; |
327 | uint64_t used_viewport_visibility_bits; |
328 | HashMap<RID, uint64_t> viewport_visibility_masks; |
329 | |
330 | SelfList<Instance>::List instances; |
331 | |
332 | LocalVector<RID> dynamic_lights; |
333 | |
334 | PagedArray<InstanceBounds> instance_aabbs; |
335 | PagedArray<InstanceData> instance_data; |
336 | VisibilityArray instance_visibility; |
337 | |
338 | Scenario() { |
339 | indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY); |
340 | indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES); |
341 | used_viewport_visibility_bits = 0; |
342 | } |
343 | }; |
344 | |
345 | int indexer_update_iterations = 0; |
346 | |
347 | mutable RID_Owner<Scenario, true> scenario_owner; |
348 | |
349 | static void _instance_pair(Instance *p_A, Instance *p_B); |
350 | static void _instance_unpair(Instance *p_A, Instance *p_B); |
351 | |
352 | void _instance_update_mesh_instance(Instance *p_instance); |
353 | |
354 | virtual RID scenario_allocate(); |
355 | virtual void scenario_initialize(RID p_rid); |
356 | |
357 | virtual void scenario_set_environment(RID p_scenario, RID p_environment); |
358 | virtual void scenario_set_camera_attributes(RID p_scenario, RID p_attributes); |
359 | virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment); |
360 | virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count); |
361 | virtual bool is_scenario(RID p_scenario) const; |
362 | virtual RID scenario_get_environment(RID p_scenario); |
363 | virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport); |
364 | virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport); |
365 | |
366 | /* INSTANCING API */ |
367 | |
368 | struct InstancePair { |
369 | Instance *a = nullptr; |
370 | Instance *b = nullptr; |
371 | SelfList<InstancePair> list_a; |
372 | SelfList<InstancePair> list_b; |
373 | InstancePair() : |
374 | list_a(this), list_b(this) {} |
375 | }; |
376 | |
377 | PagedAllocator<InstancePair> pair_allocator; |
378 | |
379 | struct InstanceBaseData { |
380 | virtual ~InstanceBaseData() {} |
381 | }; |
382 | |
383 | struct Instance { |
384 | RS::InstanceType base_type; |
385 | RID base; |
386 | |
387 | RID skeleton; |
388 | RID material_override; |
389 | RID material_overlay; |
390 | |
391 | RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist |
392 | |
393 | Transform3D transform; |
394 | |
395 | float lod_bias; |
396 | |
397 | bool ignore_occlusion_culling; |
398 | bool ignore_all_culling; |
399 | |
400 | Vector<RID> materials; |
401 | |
402 | RS::ShadowCastingSetting cast_shadows; |
403 | |
404 | uint32_t layer_mask; |
405 | //fit in 32 bits |
406 | bool mirror : 8; |
407 | bool receive_shadows : 8; |
408 | bool visible : 8; |
409 | bool baked_light : 2; //this flag is only to know if it actually did use baked light |
410 | bool dynamic_gi : 2; //same above for dynamic objects |
411 | bool redraw_if_visible : 4; |
412 | |
413 | Instance *lightmap = nullptr; |
414 | Rect2 lightmap_uv_scale; |
415 | int lightmap_slice_index; |
416 | uint32_t lightmap_cull_index; |
417 | Vector<Color> lightmap_sh; //spherical harmonic |
418 | |
419 | AABB aabb; |
420 | AABB transformed_aabb; |
421 | AABB prev_transformed_aabb; |
422 | |
423 | struct InstanceShaderParameter { |
424 | int32_t index = -1; |
425 | Variant value; |
426 | Variant default_value; |
427 | PropertyInfo info; |
428 | }; |
429 | |
430 | HashMap<StringName, InstanceShaderParameter> instance_shader_uniforms; |
431 | bool instance_allocated_shader_uniforms = false; |
432 | int32_t instance_allocated_shader_uniforms_offset = -1; |
433 | |
434 | // |
435 | |
436 | RID self; |
437 | //scenario stuff |
438 | DynamicBVH::ID indexer_id; |
439 | int32_t array_index = -1; |
440 | int32_t visibility_index = -1; |
441 | float visibility_range_begin = 0.0f; |
442 | float visibility_range_end = 0.0f; |
443 | float visibility_range_begin_margin = 0.0f; |
444 | float visibility_range_end_margin = 0.0f; |
445 | RS::VisibilityRangeFadeMode visibility_range_fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED; |
446 | Instance *visibility_parent = nullptr; |
447 | HashSet<Instance *> visibility_dependencies; |
448 | uint32_t visibility_dependencies_depth = 0; |
449 | float transparency = 0.0f; |
450 | Scenario *scenario = nullptr; |
451 | SelfList<Instance> scenario_item; |
452 | |
453 | //aabb stuff |
454 | bool update_aabb; |
455 | bool update_dependencies; |
456 | |
457 | SelfList<Instance> update_item; |
458 | |
459 | AABB *custom_aabb = nullptr; // <Zylann> would using aabb directly with a bool be better? |
460 | float ; |
461 | ObjectID object_id; |
462 | |
463 | // sorting |
464 | float sorting_offset = 0.0; |
465 | bool use_aabb_center = true; |
466 | |
467 | 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 |
468 | |
469 | uint64_t last_frame_pass; |
470 | |
471 | uint64_t version; // changes to this, and changes to base increase version |
472 | |
473 | InstanceBaseData *base_data = nullptr; |
474 | |
475 | SelfList<InstancePair>::List pairs; |
476 | uint64_t pair_check; |
477 | |
478 | DependencyTracker dependency_tracker; |
479 | |
480 | static void dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *tracker) { |
481 | Instance *instance = (Instance *)tracker->userdata; |
482 | switch (p_notification) { |
483 | case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: |
484 | case Dependency::DEPENDENCY_CHANGED_SKELETON_BONES: |
485 | case Dependency::DEPENDENCY_CHANGED_AABB: { |
486 | singleton->_instance_queue_update(instance, true, false); |
487 | |
488 | } break; |
489 | case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: |
490 | case Dependency::DEPENDENCY_CHANGED_MATERIAL: { |
491 | singleton->_instance_queue_update(instance, false, true); |
492 | } break; |
493 | case Dependency::DEPENDENCY_CHANGED_MESH: |
494 | case Dependency::DEPENDENCY_CHANGED_PARTICLES: |
495 | case Dependency::DEPENDENCY_CHANGED_MULTIMESH: |
496 | case Dependency::DEPENDENCY_CHANGED_DECAL: |
497 | case Dependency::DEPENDENCY_CHANGED_LIGHT: |
498 | case Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE: { |
499 | singleton->_instance_queue_update(instance, true, true); |
500 | } break; |
501 | case Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: { |
502 | //requires repairing |
503 | if (instance->indexer_id.is_valid()) { |
504 | singleton->_unpair_instance(instance); |
505 | singleton->_instance_queue_update(instance, true, true); |
506 | } |
507 | |
508 | } break; |
509 | default: { |
510 | // Ignored notifications. |
511 | } break; |
512 | } |
513 | } |
514 | |
515 | static void dependency_deleted(const RID &p_dependency, DependencyTracker *tracker) { |
516 | Instance *instance = (Instance *)tracker->userdata; |
517 | |
518 | if (p_dependency == instance->base) { |
519 | singleton->instance_set_base(instance->self, RID()); |
520 | } else if (p_dependency == instance->skeleton) { |
521 | singleton->instance_attach_skeleton(instance->self, RID()); |
522 | } else { |
523 | // It's possible the same material is used in multiple slots, |
524 | // so we check whether we need to clear them all. |
525 | if (p_dependency == instance->material_override) { |
526 | singleton->instance_geometry_set_material_override(instance->self, RID()); |
527 | } |
528 | if (p_dependency == instance->material_overlay) { |
529 | singleton->instance_geometry_set_material_overlay(instance->self, RID()); |
530 | } |
531 | for (int i = 0; i < instance->materials.size(); i++) { |
532 | if (p_dependency == instance->materials[i]) { |
533 | singleton->instance_set_surface_override_material(instance->self, i, RID()); |
534 | } |
535 | } |
536 | if (instance->base_type == RS::INSTANCE_PARTICLES) { |
537 | RID particle_material = RSG::particles_storage->particles_get_process_material(instance->base); |
538 | if (p_dependency == particle_material) { |
539 | RSG::particles_storage->particles_set_process_material(instance->base, RID()); |
540 | } |
541 | } |
542 | |
543 | // Even if no change is made we still need to call `_instance_queue_update`. |
544 | // This dependency could also be a result of the freed material being used |
545 | // by the mesh this mesh instance uses. |
546 | singleton->_instance_queue_update(instance, false, true); |
547 | } |
548 | } |
549 | |
550 | Instance() : |
551 | scenario_item(this), |
552 | update_item(this) { |
553 | base_type = RS::INSTANCE_NONE; |
554 | cast_shadows = RS::SHADOW_CASTING_SETTING_ON; |
555 | receive_shadows = true; |
556 | visible = true; |
557 | layer_mask = 1; |
558 | baked_light = true; |
559 | dynamic_gi = false; |
560 | redraw_if_visible = false; |
561 | lightmap_slice_index = 0; |
562 | lightmap = nullptr; |
563 | lightmap_cull_index = 0; |
564 | lod_bias = 1.0; |
565 | ignore_occlusion_culling = false; |
566 | ignore_all_culling = false; |
567 | |
568 | scenario = nullptr; |
569 | |
570 | update_aabb = false; |
571 | update_dependencies = false; |
572 | |
573 | extra_margin = 0; |
574 | |
575 | visible = true; |
576 | |
577 | visibility_range_begin = 0; |
578 | visibility_range_end = 0; |
579 | visibility_range_begin_margin = 0; |
580 | visibility_range_end_margin = 0; |
581 | |
582 | last_frame_pass = 0; |
583 | version = 1; |
584 | base_data = nullptr; |
585 | |
586 | custom_aabb = nullptr; |
587 | |
588 | pair_check = 0; |
589 | array_index = -1; |
590 | |
591 | dependency_tracker.userdata = this; |
592 | dependency_tracker.changed_callback = dependency_changed; |
593 | dependency_tracker.deleted_callback = dependency_deleted; |
594 | } |
595 | |
596 | ~Instance() { |
597 | if (base_data) { |
598 | memdelete(base_data); |
599 | } |
600 | if (custom_aabb) { |
601 | memdelete(custom_aabb); |
602 | } |
603 | } |
604 | }; |
605 | |
606 | SelfList<Instance>::List _instance_update_list; |
607 | void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false); |
608 | |
609 | struct InstanceGeometryData : public InstanceBaseData { |
610 | RenderGeometryInstance *geometry_instance = nullptr; |
611 | HashSet<Instance *> lights; |
612 | bool can_cast_shadows; |
613 | bool material_is_animated; |
614 | uint32_t projector_count = 0; |
615 | uint32_t softshadow_count = 0; |
616 | |
617 | HashSet<Instance *> decals; |
618 | HashSet<Instance *> reflection_probes; |
619 | HashSet<Instance *> voxel_gi_instances; |
620 | HashSet<Instance *> lightmap_captures; |
621 | |
622 | InstanceGeometryData() { |
623 | can_cast_shadows = true; |
624 | material_is_animated = true; |
625 | } |
626 | }; |
627 | |
628 | struct InstanceReflectionProbeData : public InstanceBaseData { |
629 | Instance *owner = nullptr; |
630 | |
631 | HashSet<Instance *> geometries; |
632 | |
633 | RID instance; |
634 | SelfList<InstanceReflectionProbeData> update_list; |
635 | |
636 | int render_step; |
637 | |
638 | InstanceReflectionProbeData() : |
639 | update_list(this) { |
640 | render_step = -1; |
641 | } |
642 | }; |
643 | |
644 | struct InstanceDecalData : public InstanceBaseData { |
645 | Instance *owner = nullptr; |
646 | RID instance; |
647 | |
648 | HashSet<Instance *> geometries; |
649 | |
650 | InstanceDecalData() { |
651 | } |
652 | }; |
653 | |
654 | SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list; |
655 | |
656 | struct InstanceParticlesCollisionData : public InstanceBaseData { |
657 | RID instance; |
658 | }; |
659 | |
660 | struct InstanceFogVolumeData : public InstanceBaseData { |
661 | RID instance; |
662 | bool is_global; |
663 | }; |
664 | |
665 | struct InstanceVisibilityNotifierData : public InstanceBaseData { |
666 | bool just_visible = false; |
667 | uint64_t visible_in_frame = 0; |
668 | RID base; |
669 | SelfList<InstanceVisibilityNotifierData> list_element; |
670 | InstanceVisibilityNotifierData() : |
671 | list_element(this) {} |
672 | }; |
673 | |
674 | SpinLock visible_notifier_list_lock; |
675 | SelfList<InstanceVisibilityNotifierData>::List visible_notifier_list; |
676 | |
677 | struct InstanceLightData : public InstanceBaseData { |
678 | RID instance; |
679 | uint64_t last_version; |
680 | List<Instance *>::Element *D; // directional light in scenario |
681 | |
682 | bool shadow_dirty; |
683 | bool uses_projector = false; |
684 | bool uses_softshadow = false; |
685 | |
686 | HashSet<Instance *> geometries; |
687 | |
688 | Instance *baked_light = nullptr; |
689 | |
690 | RS::LightBakeMode bake_mode; |
691 | uint32_t max_sdfgi_cascade = 2; |
692 | |
693 | InstanceLightData() { |
694 | bake_mode = RS::LIGHT_BAKE_DISABLED; |
695 | shadow_dirty = true; |
696 | D = nullptr; |
697 | last_version = 0; |
698 | baked_light = nullptr; |
699 | } |
700 | }; |
701 | |
702 | struct InstanceVoxelGIData : public InstanceBaseData { |
703 | Instance *owner = nullptr; |
704 | |
705 | HashSet<Instance *> geometries; |
706 | HashSet<Instance *> dynamic_geometries; |
707 | |
708 | HashSet<Instance *> lights; |
709 | |
710 | struct LightCache { |
711 | RS::LightType type; |
712 | Transform3D transform; |
713 | Color color; |
714 | float energy; |
715 | float intensity; |
716 | float bake_energy; |
717 | float radius; |
718 | float attenuation; |
719 | float spot_angle; |
720 | float spot_attenuation; |
721 | bool has_shadow; |
722 | RS::LightDirectionalSkyMode sky_mode; |
723 | }; |
724 | |
725 | Vector<LightCache> light_cache; |
726 | Vector<RID> light_instances; |
727 | |
728 | RID probe_instance; |
729 | |
730 | bool invalid; |
731 | uint32_t base_version; |
732 | |
733 | SelfList<InstanceVoxelGIData> update_element; |
734 | |
735 | InstanceVoxelGIData() : |
736 | update_element(this) { |
737 | invalid = true; |
738 | base_version = 0; |
739 | } |
740 | }; |
741 | |
742 | SelfList<InstanceVoxelGIData>::List voxel_gi_update_list; |
743 | |
744 | struct InstanceLightmapData : public InstanceBaseData { |
745 | RID instance; |
746 | HashSet<Instance *> geometries; |
747 | HashSet<Instance *> users; |
748 | |
749 | InstanceLightmapData() { |
750 | } |
751 | }; |
752 | |
753 | uint64_t pair_pass = 1; |
754 | |
755 | struct PairInstances { |
756 | Instance *instance = nullptr; |
757 | PagedAllocator<InstancePair> *pair_allocator = nullptr; |
758 | SelfList<InstancePair>::List pairs_found; |
759 | DynamicBVH *bvh = nullptr; |
760 | DynamicBVH *bvh2 = nullptr; //some may need to cull in two |
761 | uint32_t pair_mask; |
762 | uint64_t pair_pass; |
763 | uint32_t cull_mask = 0xFFFFFFFF; // Needed for decals and lights in the mobile and compatibility renderers. |
764 | |
765 | _FORCE_INLINE_ bool operator()(void *p_data) { |
766 | Instance *p_instance = (Instance *)p_data; |
767 | |
768 | if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type)) && (cull_mask & p_instance->layer_mask)) { |
769 | //test is more coarse in indexer |
770 | p_instance->pair_check = pair_pass; |
771 | InstancePair *pair = pair_allocator->alloc(); |
772 | pair->a = instance; |
773 | pair->b = p_instance; |
774 | pairs_found.add(&pair->list_a); |
775 | } |
776 | return false; |
777 | } |
778 | |
779 | void pair() { |
780 | if (bvh) { |
781 | bvh->aabb_query(instance->transformed_aabb, *this); |
782 | } |
783 | if (bvh2) { |
784 | bvh2->aabb_query(instance->transformed_aabb, *this); |
785 | } |
786 | while (instance->pairs.first()) { |
787 | InstancePair *pair = instance->pairs.first()->self(); |
788 | Instance *other_instance = instance == pair->a ? pair->b : pair->a; |
789 | if (other_instance->pair_check != pair_pass) { |
790 | //unpaired |
791 | _instance_unpair(instance, other_instance); |
792 | } else { |
793 | //kept |
794 | other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones |
795 | } |
796 | |
797 | pair_allocator->free(pair); |
798 | } |
799 | while (pairs_found.first()) { |
800 | InstancePair *pair = pairs_found.first()->self(); |
801 | pairs_found.remove(pairs_found.first()); |
802 | |
803 | if (pair->b->pair_check == pair_pass) { |
804 | //paired |
805 | _instance_pair(instance, pair->b); |
806 | } |
807 | pair->a->pairs.add(&pair->list_a); |
808 | pair->b->pairs.add(&pair->list_b); |
809 | } |
810 | } |
811 | }; |
812 | |
813 | HashSet<Instance *> heightfield_particle_colliders_update_list; |
814 | |
815 | PagedArrayPool<Instance *> instance_cull_page_pool; |
816 | PagedArrayPool<RenderGeometryInstance *> geometry_instance_cull_page_pool; |
817 | PagedArrayPool<RID> rid_cull_page_pool; |
818 | |
819 | PagedArray<Instance *> instance_cull_result; |
820 | PagedArray<Instance *> instance_shadow_cull_result; |
821 | |
822 | struct InstanceCullResult { |
823 | PagedArray<RenderGeometryInstance *> geometry_instances; |
824 | PagedArray<Instance *> lights; |
825 | PagedArray<RID> light_instances; |
826 | PagedArray<RID> lightmaps; |
827 | PagedArray<RID> reflections; |
828 | PagedArray<RID> decals; |
829 | PagedArray<RID> voxel_gi_instances; |
830 | PagedArray<RID> mesh_instances; |
831 | PagedArray<RID> fog_volumes; |
832 | |
833 | struct DirectionalShadow { |
834 | PagedArray<RenderGeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; |
835 | } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS]; |
836 | |
837 | PagedArray<RenderGeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; |
838 | PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES]; |
839 | |
840 | void clear() { |
841 | geometry_instances.clear(); |
842 | lights.clear(); |
843 | light_instances.clear(); |
844 | lightmaps.clear(); |
845 | reflections.clear(); |
846 | decals.clear(); |
847 | voxel_gi_instances.clear(); |
848 | mesh_instances.clear(); |
849 | fog_volumes.clear(); |
850 | for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { |
851 | for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { |
852 | directional_shadows[i].cascade_geometry_instances[j].clear(); |
853 | } |
854 | } |
855 | |
856 | for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) { |
857 | sdfgi_region_geometry_instances[i].clear(); |
858 | } |
859 | |
860 | for (int i = 0; i < SDFGI_MAX_CASCADES; i++) { |
861 | sdfgi_cascade_lights[i].clear(); |
862 | } |
863 | } |
864 | |
865 | void reset() { |
866 | geometry_instances.reset(); |
867 | lights.reset(); |
868 | light_instances.reset(); |
869 | lightmaps.reset(); |
870 | reflections.reset(); |
871 | decals.reset(); |
872 | voxel_gi_instances.reset(); |
873 | mesh_instances.reset(); |
874 | fog_volumes.reset(); |
875 | for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { |
876 | for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { |
877 | directional_shadows[i].cascade_geometry_instances[j].reset(); |
878 | } |
879 | } |
880 | |
881 | for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) { |
882 | sdfgi_region_geometry_instances[i].reset(); |
883 | } |
884 | |
885 | for (int i = 0; i < SDFGI_MAX_CASCADES; i++) { |
886 | sdfgi_cascade_lights[i].reset(); |
887 | } |
888 | } |
889 | |
890 | void append_from(InstanceCullResult &p_cull_result) { |
891 | geometry_instances.merge_unordered(p_cull_result.geometry_instances); |
892 | lights.merge_unordered(p_cull_result.lights); |
893 | light_instances.merge_unordered(p_cull_result.light_instances); |
894 | lightmaps.merge_unordered(p_cull_result.lightmaps); |
895 | reflections.merge_unordered(p_cull_result.reflections); |
896 | decals.merge_unordered(p_cull_result.decals); |
897 | voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances); |
898 | mesh_instances.merge_unordered(p_cull_result.mesh_instances); |
899 | fog_volumes.merge_unordered(p_cull_result.fog_volumes); |
900 | |
901 | for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { |
902 | for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { |
903 | directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]); |
904 | } |
905 | } |
906 | |
907 | for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) { |
908 | sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]); |
909 | } |
910 | |
911 | for (int i = 0; i < SDFGI_MAX_CASCADES; i++) { |
912 | sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]); |
913 | } |
914 | } |
915 | |
916 | void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RenderGeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) { |
917 | geometry_instances.set_page_pool(p_geometry_instance_pool); |
918 | light_instances.set_page_pool(p_rid_pool); |
919 | lights.set_page_pool(p_instance_pool); |
920 | lightmaps.set_page_pool(p_rid_pool); |
921 | reflections.set_page_pool(p_rid_pool); |
922 | decals.set_page_pool(p_rid_pool); |
923 | voxel_gi_instances.set_page_pool(p_rid_pool); |
924 | mesh_instances.set_page_pool(p_rid_pool); |
925 | fog_volumes.set_page_pool(p_rid_pool); |
926 | for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { |
927 | for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { |
928 | directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool); |
929 | } |
930 | } |
931 | |
932 | for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) { |
933 | sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool); |
934 | } |
935 | |
936 | for (int i = 0; i < SDFGI_MAX_CASCADES; i++) { |
937 | sdfgi_cascade_lights[i].set_page_pool(p_rid_pool); |
938 | } |
939 | } |
940 | }; |
941 | |
942 | InstanceCullResult scene_cull_result; |
943 | LocalVector<InstanceCullResult> scene_cull_result_threads; |
944 | |
945 | RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS]; |
946 | uint32_t max_shadows_used = 0; |
947 | |
948 | RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; |
949 | RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data; |
950 | |
951 | uint32_t thread_cull_threshold = 200; |
952 | |
953 | RID_Owner<Instance, true> instance_owner; |
954 | |
955 | uint32_t geometry_instance_pair_mask = 0; // used in traditional forward, unnecessary on clustered |
956 | |
957 | const int TAA_JITTER_COUNT = 16; |
958 | LocalVector<Vector2> taa_jitter_array; |
959 | |
960 | virtual RID instance_allocate(); |
961 | virtual void instance_initialize(RID p_rid); |
962 | |
963 | virtual void instance_set_base(RID p_instance, RID p_base); |
964 | virtual void instance_set_scenario(RID p_instance, RID p_scenario); |
965 | virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask); |
966 | virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center); |
967 | virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform); |
968 | virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id); |
969 | virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight); |
970 | virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material); |
971 | virtual void instance_set_visible(RID p_instance, bool p_visible); |
972 | virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency); |
973 | |
974 | virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb); |
975 | |
976 | virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton); |
977 | |
978 | virtual void (RID p_instance, real_t p_margin); |
979 | |
980 | virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance); |
981 | |
982 | virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled); |
983 | |
984 | bool _update_instance_visibility_depth(Instance *p_instance); |
985 | void _update_instance_visibility_dependencies(Instance *p_instance); |
986 | |
987 | // don't use these in a game! |
988 | virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const; |
989 | virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const; |
990 | virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const; |
991 | |
992 | virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled); |
993 | virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting); |
994 | virtual void instance_geometry_set_material_override(RID p_instance, RID p_material); |
995 | virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material); |
996 | |
997 | virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode); |
998 | |
999 | virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index); |
1000 | virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias); |
1001 | |
1002 | void _update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material); |
1003 | |
1004 | virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value); |
1005 | virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const; |
1006 | virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const; |
1007 | virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const; |
1008 | |
1009 | _FORCE_INLINE_ void _update_instance(Instance *p_instance); |
1010 | _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance); |
1011 | _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance); |
1012 | _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance); |
1013 | void _unpair_instance(Instance *p_instance); |
1014 | |
1015 | void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect); |
1016 | |
1017 | _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold, uint32_t p_visible_layers = 0xFFFFFF); |
1018 | |
1019 | RID _render_get_environment(RID p_camera, RID p_scenario); |
1020 | |
1021 | struct Cull { |
1022 | struct Shadow { |
1023 | RID light_instance; |
1024 | struct Cascade { |
1025 | Frustum frustum; |
1026 | |
1027 | Projection projection; |
1028 | Transform3D transform; |
1029 | real_t zfar; |
1030 | real_t split; |
1031 | real_t shadow_texel_size; |
1032 | real_t bias_scale; |
1033 | real_t range_begin; |
1034 | Vector2 uv_scale; |
1035 | |
1036 | } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades |
1037 | uint32_t cascade_count; |
1038 | |
1039 | } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS]; |
1040 | |
1041 | uint32_t shadow_count; |
1042 | |
1043 | struct SDFGI { |
1044 | //have arrays here because SDFGI functions expects this, plus regions can have areas |
1045 | AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade |
1046 | uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade |
1047 | uint32_t region_count = 0; |
1048 | |
1049 | uint32_t cascade_light_index[SDFGI_MAX_CASCADES]; |
1050 | uint32_t cascade_light_count = 0; |
1051 | |
1052 | } sdfgi; |
1053 | |
1054 | SpinLock lock; |
1055 | |
1056 | Frustum frustum; |
1057 | } cull; |
1058 | |
1059 | struct VisibilityCullData { |
1060 | uint64_t viewport_mask; |
1061 | Scenario *scenario = nullptr; |
1062 | Vector3 camera_position; |
1063 | uint32_t cull_offset; |
1064 | uint32_t cull_count; |
1065 | }; |
1066 | |
1067 | void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data); |
1068 | void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to); |
1069 | template <bool p_fade_check> |
1070 | _FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask); |
1071 | |
1072 | struct CullData { |
1073 | Cull *cull = nullptr; |
1074 | Scenario *scenario = nullptr; |
1075 | RID shadow_atlas; |
1076 | Transform3D cam_transform; |
1077 | uint32_t visible_layers; |
1078 | Instance *render_reflection_probe = nullptr; |
1079 | const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer; |
1080 | const Projection *camera_matrix; |
1081 | uint64_t visibility_viewport_mask; |
1082 | }; |
1083 | |
1084 | void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data); |
1085 | void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to); |
1086 | _FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data); |
1087 | |
1088 | bool _render_reflection_probe_step(Instance *p_instance, int p_step); |
1089 | void _render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, 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_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr); |
1090 | void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas); |
1091 | |
1092 | void render_camera(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderingMethod::RenderInfo *r_render_info = nullptr); |
1093 | void update_dirty_instances(); |
1094 | |
1095 | void render_particle_colliders(); |
1096 | virtual void render_probes(); |
1097 | |
1098 | TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size); |
1099 | |
1100 | //pass to scene render |
1101 | |
1102 | /* ENVIRONMENT API */ |
1103 | |
1104 | #ifdef PASSBASE |
1105 | #undef PASSBASE |
1106 | #endif |
1107 | |
1108 | #define PASSBASE scene_render |
1109 | |
1110 | PASS1(voxel_gi_set_quality, RS::VoxelGIQuality) |
1111 | |
1112 | /* SKY API */ |
1113 | |
1114 | PASS0R(RID, sky_allocate) |
1115 | PASS1(sky_initialize, RID) |
1116 | |
1117 | PASS2(sky_set_radiance_size, RID, int) |
1118 | PASS2(sky_set_mode, RID, RS::SkyMode) |
1119 | PASS2(sky_set_material, RID, RID) |
1120 | PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &) |
1121 | |
1122 | PASS0R(RID, environment_allocate) |
1123 | PASS1(environment_initialize, RID) |
1124 | |
1125 | PASS1RC(bool, is_environment, RID) |
1126 | |
1127 | // Background |
1128 | PASS2(environment_set_background, RID, RS::EnvironmentBG) |
1129 | PASS2(environment_set_sky, RID, RID) |
1130 | PASS2(environment_set_sky_custom_fov, RID, float) |
1131 | PASS2(environment_set_sky_orientation, RID, const Basis &) |
1132 | PASS2(environment_set_bg_color, RID, const Color &) |
1133 | PASS3(environment_set_bg_energy, RID, float, float) |
1134 | PASS2(environment_set_canvas_max_layer, RID, int) |
1135 | PASS6(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource) |
1136 | |
1137 | PASS1RC(RS::EnvironmentBG, environment_get_background, RID) |
1138 | PASS1RC(RID, environment_get_sky, RID) |
1139 | PASS1RC(float, environment_get_sky_custom_fov, RID) |
1140 | PASS1RC(Basis, environment_get_sky_orientation, RID) |
1141 | PASS1RC(Color, environment_get_bg_color, RID) |
1142 | PASS1RC(float, environment_get_bg_energy_multiplier, RID) |
1143 | PASS1RC(float, environment_get_bg_intensity, RID) |
1144 | PASS1RC(int, environment_get_canvas_max_layer, RID) |
1145 | PASS1RC(RS::EnvironmentAmbientSource, environment_get_ambient_source, RID) |
1146 | PASS1RC(Color, environment_get_ambient_light, RID) |
1147 | PASS1RC(float, environment_get_ambient_light_energy, RID) |
1148 | PASS1RC(float, environment_get_ambient_sky_contribution, RID) |
1149 | PASS1RC(RS::EnvironmentReflectionSource, environment_get_reflection_source, RID) |
1150 | |
1151 | // Tonemap |
1152 | PASS4(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float) |
1153 | PASS1RC(RS::EnvironmentToneMapper, environment_get_tone_mapper, RID) |
1154 | PASS1RC(float, environment_get_exposure, RID) |
1155 | PASS1RC(float, environment_get_white, RID) |
1156 | |
1157 | // Fog |
1158 | PASS10(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float) |
1159 | |
1160 | PASS1RC(bool, environment_get_fog_enabled, RID) |
1161 | PASS1RC(Color, environment_get_fog_light_color, RID) |
1162 | PASS1RC(float, environment_get_fog_light_energy, RID) |
1163 | PASS1RC(float, environment_get_fog_sun_scatter, RID) |
1164 | PASS1RC(float, environment_get_fog_density, RID) |
1165 | PASS1RC(float, environment_get_fog_sky_affect, RID) |
1166 | PASS1RC(float, environment_get_fog_height, RID) |
1167 | PASS1RC(float, environment_get_fog_height_density, RID) |
1168 | PASS1RC(float, environment_get_fog_aerial_perspective, RID) |
1169 | |
1170 | PASS2(environment_set_volumetric_fog_volume_size, int, int) |
1171 | PASS1(environment_set_volumetric_fog_filter_active, bool) |
1172 | |
1173 | // Volumentric Fog |
1174 | PASS14(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float, float) |
1175 | |
1176 | PASS1RC(bool, environment_get_volumetric_fog_enabled, RID) |
1177 | PASS1RC(float, environment_get_volumetric_fog_density, RID) |
1178 | PASS1RC(Color, environment_get_volumetric_fog_scattering, RID) |
1179 | PASS1RC(Color, environment_get_volumetric_fog_emission, RID) |
1180 | PASS1RC(float, environment_get_volumetric_fog_emission_energy, RID) |
1181 | PASS1RC(float, environment_get_volumetric_fog_anisotropy, RID) |
1182 | PASS1RC(float, environment_get_volumetric_fog_length, RID) |
1183 | PASS1RC(float, environment_get_volumetric_fog_detail_spread, RID) |
1184 | PASS1RC(float, environment_get_volumetric_fog_gi_inject, RID) |
1185 | PASS1RC(float, environment_get_volumetric_fog_sky_affect, RID) |
1186 | PASS1RC(bool, environment_get_volumetric_fog_temporal_reprojection, RID) |
1187 | PASS1RC(float, environment_get_volumetric_fog_temporal_reprojection_amount, RID) |
1188 | PASS1RC(float, environment_get_volumetric_fog_ambient_inject, RID) |
1189 | |
1190 | // Glow |
1191 | PASS13(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float, float, RID) |
1192 | |
1193 | PASS1RC(bool, environment_get_glow_enabled, RID) |
1194 | PASS1RC(Vector<float>, environment_get_glow_levels, RID) |
1195 | PASS1RC(float, environment_get_glow_intensity, RID) |
1196 | PASS1RC(float, environment_get_glow_strength, RID) |
1197 | PASS1RC(float, environment_get_glow_bloom, RID) |
1198 | PASS1RC(float, environment_get_glow_mix, RID) |
1199 | PASS1RC(RS::EnvironmentGlowBlendMode, environment_get_glow_blend_mode, RID) |
1200 | PASS1RC(float, environment_get_glow_hdr_bleed_threshold, RID) |
1201 | PASS1RC(float, environment_get_glow_hdr_luminance_cap, RID) |
1202 | PASS1RC(float, environment_get_glow_hdr_bleed_scale, RID) |
1203 | PASS1RC(float, environment_get_glow_map_strength, RID) |
1204 | PASS1RC(RID, environment_get_glow_map, RID) |
1205 | |
1206 | PASS1(environment_glow_set_use_bicubic_upscale, bool) |
1207 | |
1208 | // SSR |
1209 | PASS6(environment_set_ssr, RID, bool, int, float, float, float) |
1210 | |
1211 | PASS1RC(bool, environment_get_ssr_enabled, RID) |
1212 | PASS1RC(int, environment_get_ssr_max_steps, RID) |
1213 | PASS1RC(float, environment_get_ssr_fade_in, RID) |
1214 | PASS1RC(float, environment_get_ssr_fade_out, RID) |
1215 | PASS1RC(float, environment_get_ssr_depth_tolerance, RID) |
1216 | |
1217 | PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality) |
1218 | |
1219 | // SSAO |
1220 | PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float) |
1221 | |
1222 | PASS1RC(bool, environment_get_ssao_enabled, RID) |
1223 | PASS1RC(float, environment_get_ssao_radius, RID) |
1224 | PASS1RC(float, environment_get_ssao_intensity, RID) |
1225 | PASS1RC(float, environment_get_ssao_power, RID) |
1226 | PASS1RC(float, environment_get_ssao_detail, RID) |
1227 | PASS1RC(float, environment_get_ssao_horizon, RID) |
1228 | PASS1RC(float, environment_get_ssao_sharpness, RID) |
1229 | PASS1RC(float, environment_get_ssao_direct_light_affect, RID) |
1230 | PASS1RC(float, environment_get_ssao_ao_channel_affect, RID) |
1231 | |
1232 | PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float) |
1233 | |
1234 | // SSIL |
1235 | PASS6(environment_set_ssil, RID, bool, float, float, float, float) |
1236 | |
1237 | PASS1RC(bool, environment_get_ssil_enabled, RID) |
1238 | PASS1RC(float, environment_get_ssil_radius, RID) |
1239 | PASS1RC(float, environment_get_ssil_intensity, RID) |
1240 | PASS1RC(float, environment_get_ssil_sharpness, RID) |
1241 | PASS1RC(float, environment_get_ssil_normal_rejection, RID) |
1242 | |
1243 | PASS6(environment_set_ssil_quality, RS::EnvironmentSSILQuality, bool, float, int, float, float) |
1244 | |
1245 | // SDFGI |
1246 | |
1247 | PASS11(environment_set_sdfgi, RID, bool, int, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float) |
1248 | |
1249 | PASS1RC(bool, environment_get_sdfgi_enabled, RID) |
1250 | PASS1RC(int, environment_get_sdfgi_cascades, RID) |
1251 | PASS1RC(float, environment_get_sdfgi_min_cell_size, RID) |
1252 | PASS1RC(bool, environment_get_sdfgi_use_occlusion, RID) |
1253 | PASS1RC(float, environment_get_sdfgi_bounce_feedback, RID) |
1254 | PASS1RC(bool, environment_get_sdfgi_read_sky_light, RID) |
1255 | PASS1RC(float, environment_get_sdfgi_energy, RID) |
1256 | PASS1RC(float, environment_get_sdfgi_normal_bias, RID) |
1257 | PASS1RC(float, environment_get_sdfgi_probe_bias, RID) |
1258 | PASS1RC(RS::EnvironmentSDFGIYScale, environment_get_sdfgi_y_scale, RID) |
1259 | |
1260 | PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount) |
1261 | PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge) |
1262 | PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight) |
1263 | |
1264 | // Adjustment |
1265 | PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID) |
1266 | |
1267 | PASS1RC(bool, environment_get_adjustments_enabled, RID) |
1268 | PASS1RC(float, environment_get_adjustments_brightness, RID) |
1269 | PASS1RC(float, environment_get_adjustments_contrast, RID) |
1270 | PASS1RC(float, environment_get_adjustments_saturation, RID) |
1271 | PASS1RC(bool, environment_get_use_1d_color_correction, RID) |
1272 | PASS1RC(RID, environment_get_color_correction, RID) |
1273 | |
1274 | PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &) |
1275 | |
1276 | PASS3(screen_space_roughness_limiter_set_active, bool, float, float) |
1277 | PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality) |
1278 | PASS2(sub_surface_scattering_set_scale, float, float) |
1279 | |
1280 | PASS1(positional_soft_shadow_filter_set_quality, RS::ShadowQuality) |
1281 | PASS1(directional_soft_shadow_filter_set_quality, RS::ShadowQuality) |
1282 | |
1283 | PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &) |
1284 | |
1285 | /* Render Buffers */ |
1286 | |
1287 | PASS0R(Ref<RenderSceneBuffers>, render_buffers_create) |
1288 | PASS1(gi_set_use_half_resolution, bool) |
1289 | |
1290 | /* Misc */ |
1291 | PASS1(set_debug_draw_mode, RS::ViewportDebugDraw) |
1292 | |
1293 | PASS1(decals_set_filter, RS::DecalFilter) |
1294 | PASS1(light_projectors_set_filter, RS::LightProjectorFilter) |
1295 | |
1296 | virtual void update(); |
1297 | |
1298 | bool free(RID p_rid); |
1299 | |
1300 | void set_scene_render(RendererSceneRender *p_scene_render); |
1301 | |
1302 | virtual void update_visibility_notifiers(); |
1303 | |
1304 | RendererSceneCull(); |
1305 | virtual ~RendererSceneCull(); |
1306 | }; |
1307 | |
1308 | #endif // RENDERER_SCENE_CULL_H |
1309 | |