godot/servers/visual/visual_server_scene.cpp

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#include "visual_server_scene.h"
#include "visual_server_global.h"
/* CAMERA API */
RID VisualServerScene::camera_create() {
Camera * camera = memnew( Camera );
return camera_owner.make_rid( camera );
}
void VisualServerScene::camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far) {
Camera *camera = camera_owner.get( p_camera );
ERR_FAIL_COND(!camera);
camera->type=Camera::PERSPECTIVE;
camera->fov=p_fovy_degrees;
camera->znear=p_z_near;
camera->zfar=p_z_far;
}
void VisualServerScene::camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far) {
Camera *camera = camera_owner.get( p_camera );
ERR_FAIL_COND(!camera);
camera->type=Camera::ORTHOGONAL;
camera->size=p_size;
camera->znear=p_z_near;
camera->zfar=p_z_far;
}
void VisualServerScene::camera_set_transform(RID p_camera,const Transform& p_transform) {
Camera *camera = camera_owner.get( p_camera );
ERR_FAIL_COND(!camera);
camera->transform=p_transform.orthonormalized();
}
void VisualServerScene::camera_set_cull_mask(RID p_camera,uint32_t p_layers) {
Camera *camera = camera_owner.get( p_camera );
ERR_FAIL_COND(!camera);
camera->visible_layers=p_layers;
}
void VisualServerScene::camera_set_environment(RID p_camera,RID p_env) {
Camera *camera = camera_owner.get( p_camera );
ERR_FAIL_COND(!camera);
camera->env=p_env;
}
void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera,bool p_enable) {
Camera *camera = camera_owner.get( p_camera );
ERR_FAIL_COND(!camera);
camera->vaspect=p_enable;
}
/* SCENARIO API */
void* VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int) {
// VisualServerScene *self = (VisualServerScene*)p_self;
Instance *A = p_A;
Instance *B = p_B;
//instance indices are designed so greater always contains lesser
if (A->base_type > B->base_type) {
SWAP(A,B); //lesser always first
}
if (B->base_type==VS::INSTANCE_LIGHT && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
InstanceLightData * light = static_cast<InstanceLightData*>(B->base_data);
InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
InstanceLightData::PairInfo pinfo;
pinfo.geometry=A;
pinfo.L = geom->lighting.push_back(B);
List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo);
if (geom->can_cast_shadows) {
light->shadow_dirty=true;
}
geom->lighting_dirty=true;
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return E; //this element should make freeing faster
} else if (B->base_type==VS::INSTANCE_REFLECTION_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(B->base_data);
InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
InstanceReflectionProbeData::PairInfo pinfo;
pinfo.geometry=A;
pinfo.L = geom->reflection_probes.push_back(B);
List<InstanceReflectionProbeData::PairInfo>::Element *E = reflection_probe->geometries.push_back(pinfo);
geom->reflection_dirty=true;
return E; //this element should make freeing faster
}
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#if 0
if (A->base_type==INSTANCE_PORTAL) {
ERR_FAIL_COND_V( B->base_type!=INSTANCE_PORTAL,NULL );
A->portal_info->candidate_set.insert(B);
B->portal_info->candidate_set.insert(A);
self->_portal_attempt_connect(A);
//attempt to conncet portal A (will go through B anyway)
//this is a little hackish, but works fine in practice
} else if (A->base_type==INSTANCE_BAKED_LIGHT || B->base_type==INSTANCE_BAKED_LIGHT) {
if (B->base_type==INSTANCE_BAKED_LIGHT) {
SWAP(A,B);
}
ERR_FAIL_COND_V(B->base_type!=INSTANCE_BAKED_LIGHT_SAMPLER,NULL);
B->baked_light_sampler_info->baked_lights.insert(A);
} else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) {
if (B->base_type==INSTANCE_ROOM)
SWAP(A,B);
ERR_FAIL_COND_V(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ),NULL);
B->auto_rooms.insert(A);
A->room_info->owned_autoroom_geometry.insert(B);
self->_instance_validate_autorooms(B);
} else {
if (B->base_type==INSTANCE_LIGHT) {
SWAP(A,B);
} else if (A->base_type!=INSTANCE_LIGHT) {
return NULL;
}
A->light_info->affected.insert(B);
B->lights.insert(A);
B->light_cache_dirty=true;
}
#endif
return NULL;
}
void VisualServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int,void* udata) {
// VisualServerScene *self = (VisualServerScene*)p_self;
Instance *A = p_A;
Instance *B = p_B;
//instance indices are designed so greater always contains lesser
if (A->base_type > B->base_type) {
SWAP(A,B); //lesser always first
}
if (B->base_type==VS::INSTANCE_LIGHT && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
InstanceLightData * light = static_cast<InstanceLightData*>(B->base_data);
InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element*>(udata);
geom->lighting.erase(E->get().L);
light->geometries.erase(E);
if (geom->can_cast_shadows) {
light->shadow_dirty=true;
}
geom->lighting_dirty=true;
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} else if (B->base_type==VS::INSTANCE_REFLECTION_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(B->base_data);
InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
List<InstanceReflectionProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceReflectionProbeData::PairInfo>::Element*>(udata);
geom->reflection_probes.erase(E->get().L);
reflection_probe->geometries.erase(E);
geom->reflection_dirty=true;
}
#if 0
if (A->base_type==INSTANCE_PORTAL) {
ERR_FAIL_COND( B->base_type!=INSTANCE_PORTAL );
A->portal_info->candidate_set.erase(B);
B->portal_info->candidate_set.erase(A);
//after disconnecting them, see if they can connect again
self->_portal_attempt_connect(A);
self->_portal_attempt_connect(B);
} else if (A->base_type==INSTANCE_BAKED_LIGHT || B->base_type==INSTANCE_BAKED_LIGHT) {
if (B->base_type==INSTANCE_BAKED_LIGHT) {
SWAP(A,B);
}
ERR_FAIL_COND(B->base_type!=INSTANCE_BAKED_LIGHT_SAMPLER);
B->baked_light_sampler_info->baked_lights.erase(A);
} else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) {
if (B->base_type==INSTANCE_ROOM)
SWAP(A,B);
ERR_FAIL_COND(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ));
B->auto_rooms.erase(A);
B->valid_auto_rooms.erase(A);
A->room_info->owned_autoroom_geometry.erase(B);
}else {
if (B->base_type==INSTANCE_LIGHT) {
SWAP(A,B);
} else if (A->base_type!=INSTANCE_LIGHT) {
return;
}
A->light_info->affected.erase(B);
B->lights.erase(A);
B->light_cache_dirty=true;
}
#endif
}
RID VisualServerScene::scenario_create() {
Scenario *scenario = memnew( Scenario );
ERR_FAIL_COND_V(!scenario,RID());
RID scenario_rid = scenario_owner.make_rid( scenario );
scenario->self=scenario_rid;
scenario->octree.set_pair_callback(_instance_pair,this);
scenario->octree.set_unpair_callback(_instance_unpair,this);
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scenario->reflection_probe_shadow_atlas=VSG::scene_render->shadow_atlas_create();
VSG::scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas,1024); //make enough shadows for close distance, don't bother with rest
VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,0,4);
VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,1,4);
VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,2,4);
VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,3,8);
scenario->reflection_atlas=VSG::scene_render->reflection_atlas_create();
return scenario_rid;
}
void VisualServerScene::scenario_set_debug(RID p_scenario,VS::ScenarioDebugMode p_debug_mode) {
Scenario *scenario = scenario_owner.get(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->debug=p_debug_mode;
}
void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environment) {
Scenario *scenario = scenario_owner.get(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->environment=p_environment;
}
void VisualServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
Scenario *scenario = scenario_owner.get(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->fallback_environment=p_environment;
}
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void VisualServerScene::scenario_set_reflection_atlas_size(RID p_scenario, int p_size,int p_subdiv) {
Scenario *scenario = scenario_owner.get(p_scenario);
ERR_FAIL_COND(!scenario);
VSG::scene_render->reflection_atlas_set_size(scenario->reflection_atlas,p_size);
VSG::scene_render->reflection_atlas_set_subdivision(scenario->reflection_atlas,p_subdiv);
}
/* INSTANCING API */
void VisualServerScene::_instance_queue_update(Instance *p_instance,bool p_update_aabb,bool p_update_materials) {
if (p_update_aabb)
p_instance->update_aabb=true;
if (p_update_materials)
p_instance->update_materials=true;
if (p_instance->update_item.in_list())
return;
_instance_update_list.add(&p_instance->update_item);
}
// from can be mesh, light, area and portal so far.
RID VisualServerScene::instance_create(){
Instance *instance = memnew( Instance );
ERR_FAIL_COND_V(!instance,RID());
RID instance_rid = instance_owner.make_rid(instance);
instance->self=instance_rid;
return instance_rid;
}
void VisualServerScene::instance_set_base(RID p_instance, RID p_base){
Instance *instance = instance_owner.get( p_instance );
ERR_FAIL_COND( !instance );
Scenario *scenario = instance->scenario;
if (instance->base_type!=VS::INSTANCE_NONE) {
//free anything related to that base
VSG::storage->instance_remove_dependency(instance->base,instance);
if (scenario && instance->octree_id) {
scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
instance->octree_id=0;
}
switch(instance->base_type) {
case VS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
if (instance->scenario && light->D) {
instance->scenario->directional_lights.erase( light->D );
light->D=NULL;
}
VSG::scene_render->free(light->instance);
} break;
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case VS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(instance->base_data);
VSG::scene_render->free(reflection_probe->instance);
if (reflection_probe->update_list.in_list()) {
reflection_probe_render_list.remove(&reflection_probe->update_list);
}
} break;
}
if (instance->base_data) {
memdelete( instance->base_data );
instance->base_data=NULL;
}
instance->morph_values.clear();
for(int i=0;i<instance->materials.size();i++) {
if (instance->materials[i].is_valid()) {
VSG::storage->material_remove_instance_owner(instance->materials[i],instance);
}
}
instance->materials.clear();
#if 0
if (instance->light_info) {
if (instance->scenario && instance->light_info->D)
instance->scenario->directional_lights.erase( instance->light_info->D );
rasterizer->free(instance->light_info->instance);
memdelete(instance->light_info);
instance->light_info=NULL;
}
if ( instance->room ) {
instance_set_room(p_instance,RID());
/*
if((1<<instance->base_type)&INSTANCE_GEOMETRY_MASK)
instance->room->room_info->owned_geometry_instances.erase(instance->RE);
else if (instance->base_type==INSTANCE_PORTAL) {
print_line("freeing portal, is it there? "+itos(instance->room->room_info->owned_portal_instances.(instance->RE)));
instance->room->room_info->owned_portal_instances.erase(instance->RE);
} else if (instance->base_type==INSTANCE_ROOM)
instance->room->room_info->owned_room_instances.erase(instance->RE);
else if (instance->base_type==INSTANCE_LIGHT)
instance->room->room_info->owned_light_instances.erase(instance->RE);
instance->RE=NULL;*/
}
if (instance->portal_info) {
_portal_disconnect(instance,true);
memdelete(instance->portal_info);
instance->portal_info=NULL;
}
if (instance->baked_light_info) {
while(instance->baked_light_info->owned_instances.size()) {
Instance *owned=instance->baked_light_info->owned_instances.front()->get();
owned->baked_light=NULL;
owned->data.baked_light=NULL;
owned->data.baked_light_octree_xform=NULL;
owned->BLE=NULL;
instance->baked_light_info->owned_instances.pop_front();
}
memdelete(instance->baked_light_info);
instance->baked_light_info=NULL;
}
if (instance->scenario && instance->octree_id) {
instance->scenario->octree.erase( instance->octree_id );
instance->octree_id=0;
}
if (instance->room_info) {
for(List<Instance*>::Element *E=instance->room_info->owned_geometry_instances.front();E;E=E->next()) {
Instance *owned = E->get();
owned->room=NULL;
owned->RE=NULL;
}
for(List<Instance*>::Element *E=instance->room_info->owned_portal_instances.front();E;E=E->next()) {
_portal_disconnect(E->get(),true);
Instance *owned = E->get();
owned->room=NULL;
owned->RE=NULL;
}
for(List<Instance*>::Element *E=instance->room_info->owned_room_instances.front();E;E=E->next()) {
Instance *owned = E->get();
owned->room=NULL;
owned->RE=NULL;
}
if (instance->room_info->disconnected_child_portals.size()) {
ERR_PRINT("BUG: Disconnected portals remain!");
}
memdelete(instance->room_info);
instance->room_info=NULL;
}
if (instance->particles_info) {
rasterizer->free( instance->particles_info->instance );
memdelete(instance->particles_info);
instance->particles_info=NULL;
}
if (instance->baked_light_sampler_info) {
while (instance->baked_light_sampler_info->owned_instances.size()) {
instance_geometry_set_baked_light_sampler(instance->baked_light_sampler_info->owned_instances.front()->get()->self,RID());
}
if (instance->baked_light_sampler_info->sampled_light.is_valid()) {
rasterizer->free(instance->baked_light_sampler_info->sampled_light);
}
memdelete( instance->baked_light_sampler_info );
instance->baked_light_sampler_info=NULL;
}
#endif
}
instance->base_type=VS::INSTANCE_NONE;
instance->base=RID();
if (p_base.is_valid()) {
instance->base_type=VSG::storage->get_base_type(p_base);
ERR_FAIL_COND(instance->base_type==VS::INSTANCE_NONE);
switch(instance->base_type) {
case VS::INSTANCE_LIGHT: {
InstanceLightData *light = memnew( InstanceLightData );
if (scenario && VSG::storage->light_get_type(p_base)==VS::LIGHT_DIRECTIONAL) {
light->D = scenario->directional_lights.push_back(instance);
}
light->instance = VSG::scene_render->light_instance_create(p_base);
instance->base_data=light;
} break;
case VS::INSTANCE_MESH:
case VS::INSTANCE_MULTIMESH:
case VS::INSTANCE_IMMEDIATE: {
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InstanceGeometryData *geom = memnew( InstanceGeometryData );
instance->base_data=geom;
} break;
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case VS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = memnew( InstanceReflectionProbeData );
reflection_probe->owner=instance;
instance->base_data=reflection_probe;
reflection_probe->instance=VSG::scene_render->reflection_probe_instance_create(p_base);
} break;
}
VSG::storage->instance_add_dependency(p_base,instance);
instance->base=p_base;
if (scenario)
_instance_queue_update(instance,true,true);
#if 0
if (rasterizer->is_mesh(p_base)) {
instance->base_type=INSTANCE_MESH;
instance->data.morph_values.resize( rasterizer->mesh_get_morph_target_count(p_base));
instance->data.materials.resize( rasterizer->mesh_get_surface_count(p_base));
} else if (rasterizer->is_multimesh(p_base)) {
instance->base_type=INSTANCE_MULTIMESH;
} else if (rasterizer->is_immediate(p_base)) {
instance->base_type=INSTANCE_IMMEDIATE;
} else if (rasterizer->is_particles(p_base)) {
instance->base_type=INSTANCE_PARTICLES;
instance->particles_info=memnew( Instance::ParticlesInfo );
instance->particles_info->instance = rasterizer->particles_instance_create( p_base );
} else if (rasterizer->is_light(p_base)) {
instance->base_type=INSTANCE_LIGHT;
instance->light_info = memnew( Instance::LightInfo );
instance->light_info->instance = rasterizer->light_instance_create(p_base);
if (instance->scenario && rasterizer->light_get_type(p_base)==LIGHT_DIRECTIONAL) {
instance->light_info->D = instance->scenario->directional_lights.push_back(instance->self);
}
} else if (room_owner.owns(p_base)) {
instance->base_type=INSTANCE_ROOM;
instance->room_info = memnew( Instance::RoomInfo );
instance->room_info->room=room_owner.get(p_base);
} else if (portal_owner.owns(p_base)) {
instance->base_type=INSTANCE_PORTAL;
instance->portal_info = memnew(Instance::PortalInfo);
instance->portal_info->portal=portal_owner.get(p_base);
} else if (baked_light_owner.owns(p_base)) {
instance->base_type=INSTANCE_BAKED_LIGHT;
instance->baked_light_info=memnew(Instance::BakedLightInfo);
instance->baked_light_info->baked_light=baked_light_owner.get(p_base);
//instance->portal_info = memnew(Instance::PortalInfo);
//instance->portal_info->portal=portal_owner.get(p_base);
} else if (baked_light_sampler_owner.owns(p_base)) {
instance->base_type=INSTANCE_BAKED_LIGHT_SAMPLER;
instance->baked_light_sampler_info=memnew( Instance::BakedLightSamplerInfo);
instance->baked_light_sampler_info->sampler=baked_light_sampler_owner.get(p_base);
//instance->portal_info = memnew(Instance::PortalInfo);
//instance->portal_info->portal=portal_owner.get(p_base);
} else {
ERR_EXPLAIN("Invalid base RID for instance!")
ERR_FAIL();
}
instance_dependency_map[ p_base ].insert( instance->self );
#endif
}
}
void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario){
Instance *instance = instance_owner.get( p_instance );
ERR_FAIL_COND( !instance );
if (instance->scenario) {
instance->scenario->instances.remove( &instance->scenario_item );
if (instance->octree_id) {
instance->scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
instance->octree_id=0;
}
switch(instance->base_type) {
case VS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
if (light->D) {
instance->scenario->directional_lights.erase( light->D );
light->D=NULL;
}
} break;
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case VS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(instance->base_data);
VSG::scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
} break;
}
instance->scenario=NULL;
}
if (p_scenario.is_valid()) {
Scenario *scenario = scenario_owner.get( p_scenario );
ERR_FAIL_COND(!scenario);
instance->scenario=scenario;
scenario->instances.add( &instance->scenario_item );
switch(instance->base_type) {
case VS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
if (VSG::storage->light_get_type(instance->base)==VS::LIGHT_DIRECTIONAL) {
light->D = scenario->directional_lights.push_back(instance);
}
} break;
}
_instance_queue_update(instance,true,true);
}
}
void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask){
Instance *instance = instance_owner.get( p_instance );
ERR_FAIL_COND( !instance );
instance->layer_mask=p_mask;
}
void VisualServerScene::instance_set_transform(RID p_instance, const Transform& p_transform){
Instance *instance = instance_owner.get( p_instance );
ERR_FAIL_COND( !instance );
if (instance->transform==p_transform)
return; //must be checked to avoid worst evil
instance->transform=p_transform;
_instance_queue_update(instance,true);
}
void VisualServerScene::instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID){
Instance *instance = instance_owner.get( p_instance );
ERR_FAIL_COND( !instance );
instance->object_ID=p_ID;
}
void VisualServerScene::instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight){
Instance *instance = instance_owner.get( p_instance );
ERR_FAIL_COND( !instance );
if (instance->update_item.in_list()) {
_update_dirty_instance(instance);
}
ERR_FAIL_INDEX(p_shape,instance->morph_values.size());
instance->morph_values[p_shape]=p_weight;
}
void VisualServerScene::instance_set_surface_material(RID p_instance,int p_surface, RID p_material){
Instance *instance = instance_owner.get( p_instance );
ERR_FAIL_COND( !instance );
if (instance->update_item.in_list()) {
_update_dirty_instance(instance);
}
ERR_FAIL_INDEX(p_surface,instance->materials.size());
if (instance->materials[p_surface].is_valid()) {
VSG::storage->material_remove_instance_owner(instance->materials[p_surface],instance);
}
instance->materials[p_surface]=p_material;
instance->base_material_changed();
if (instance->materials[p_surface].is_valid()) {
VSG::storage->material_add_instance_owner(instance->materials[p_surface],instance);
}
}
void VisualServerScene::instance_attach_skeleton(RID p_instance,RID p_skeleton){
Instance *instance = instance_owner.get( p_instance );
ERR_FAIL_COND( !instance );
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if (instance->skeleton==p_skeleton)
return;
if (instance->skeleton.is_valid()) {
VSG::storage->instance_remove_skeleton(p_skeleton,instance);
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}
instance->skeleton=p_skeleton;
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if (instance->skeleton.is_valid()) {
VSG::storage->instance_add_skeleton(p_skeleton,instance);
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}
_instance_queue_update(instance,true);
}
void VisualServerScene::instance_set_exterior( RID p_instance, bool p_enabled ){
}
void VisualServerScene::instance_set_room( RID p_instance, RID p_room ){
}
void VisualServerScene::instance_set_extra_visibility_margin( RID p_instance, real_t p_margin ){
}
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Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB& p_aabb, RID p_scenario) const {
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Vector<ObjectID> instances;
Scenario *scenario=scenario_owner.get(p_scenario);
ERR_FAIL_COND_V(!scenario,instances);
const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
int culled=0;
Instance *cull[1024];
culled=scenario->octree.cull_AABB(p_aabb,cull,1024);
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for (int i=0;i<culled;i++) {
Instance *instance=cull[i];
ERR_CONTINUE(!instance);
if (instance->object_ID==0)
continue;
instances.push_back(instance->object_ID);
}
return instances;
}
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Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{
Vector<ObjectID> instances;
Scenario *scenario=scenario_owner.get(p_scenario);
ERR_FAIL_COND_V(!scenario,instances);
const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
int culled=0;
Instance *cull[1024];
culled=scenario->octree.cull_segment(p_from,p_to*10000,cull,1024);
for (int i=0;i<culled;i++) {
Instance *instance=cull[i];
ERR_CONTINUE(!instance);
if (instance->object_ID==0)
continue;
instances.push_back(instance->object_ID);
}
return instances;
}
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Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario) const{
Vector<ObjectID> instances;
Scenario *scenario=scenario_owner.get(p_scenario);
ERR_FAIL_COND_V(!scenario,instances);
const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
int culled=0;
Instance *cull[1024];
culled=scenario->octree.cull_convex(p_convex,cull,1024);
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for (int i=0;i<culled;i++) {
Instance *instance=cull[i];
ERR_CONTINUE(!instance);
if (instance->object_ID==0)
continue;
instances.push_back(instance->object_ID);
}
return instances;
}
void VisualServerScene::instance_geometry_set_flag(RID p_instance,VS::InstanceFlags p_flags,bool p_enabled){
Instance *instance = instance_owner.get( p_instance );
ERR_FAIL_COND( !instance );
switch(p_flags) {
case VS::INSTANCE_FLAG_VISIBLE: {
instance->visible=p_enabled;
} break;
case VS::INSTANCE_FLAG_BILLBOARD: {
instance->billboard=p_enabled;
} break;
case VS::INSTANCE_FLAG_BILLBOARD_FIX_Y: {
instance->billboard_y=p_enabled;
} break;
case VS::INSTANCE_FLAG_CAST_SHADOW: {
if (p_enabled == true) {
instance->cast_shadows = VS::SHADOW_CASTING_SETTING_ON;
}
else {
instance->cast_shadows = VS::SHADOW_CASTING_SETTING_OFF;
}
instance->base_material_changed(); // to actually compute if shadows are visible or not
} break;
case VS::INSTANCE_FLAG_DEPH_SCALE: {
instance->depth_scale=p_enabled;
} break;
case VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS: {
instance->visible_in_all_rooms=p_enabled;
} break;
}
}
void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) {
}
void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material){
Instance *instance = instance_owner.get( p_instance );
ERR_FAIL_COND( !instance );
if (instance->material_override.is_valid()) {
VSG::storage->material_remove_instance_owner(instance->material_override,instance);
}
instance->material_override=p_material;
instance->base_material_changed();
if (instance->material_override.is_valid()) {
VSG::storage->material_add_instance_owner(instance->material_override,instance);
}
}
void VisualServerScene::instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin){
}
void VisualServerScene::instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance){
}
void VisualServerScene::_update_instance(Instance *p_instance) {
p_instance->version++;
if (p_instance->base_type == VS::INSTANCE_LIGHT) {
InstanceLightData *light = static_cast<InstanceLightData*>(p_instance->base_data);
VSG::scene_render->light_instance_set_transform( light->instance, p_instance->transform );
light->shadow_dirty=true;
}
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if (p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(p_instance->base_data);
VSG::scene_render->reflection_probe_instance_set_transform( reflection_probe->instance, p_instance->transform );
reflection_probe->reflection_dirty=true;
}
if (p_instance->aabb.has_no_surface())
return;
#if 0
if (p_instance->base_type == VS::INSTANCE_PARTICLES) {
rasterizer->particles_instance_set_transform( p_instance->particles_info->instance, p_instance->data.transform );
}
#endif
if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data);
//make sure lights are updated if it casts shadow
if (geom->can_cast_shadows) {
for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data);
light->shadow_dirty=true;
}
}
}
#if 0
else if (p_instance->base_type == INSTANCE_ROOM) {
p_instance->room_info->affine_inverse=p_instance->data.transform.affine_inverse();
} else if (p_instance->base_type == INSTANCE_BAKED_LIGHT) {
Transform scale;
scale.basis.scale(p_instance->baked_light_info->baked_light->octree_aabb.size);
scale.origin=p_instance->baked_light_info->baked_light->octree_aabb.pos;
//print_line("scale: "+scale);
p_instance->baked_light_info->affine_inverse=(p_instance->data.transform*scale).affine_inverse();
}
#endif
p_instance->mirror = p_instance->transform.basis.determinant() < 0.0;
AABB new_aabb;
#if 0
if (p_instance->base_type==INSTANCE_PORTAL) {
//portals need to be transformed in a special way, so they don't become too wide if they have scale..
Transform portal_xform = p_instance->data.transform;
portal_xform.basis.set_axis(2,portal_xform.basis.get_axis(2).normalized());
p_instance->portal_info->plane_cache=Plane( p_instance->data.transform.origin, portal_xform.basis.get_axis(2));
int point_count=p_instance->portal_info->portal->shape.size();
p_instance->portal_info->transformed_point_cache.resize(point_count);
AABB portal_aabb;
for(int i=0;i<point_count;i++) {
Point2 src = p_instance->portal_info->portal->shape[i];
Vector3 point = portal_xform.xform(Vector3(src.x,src.y,0));
p_instance->portal_info->transformed_point_cache[i]=point;
if (i==0)
portal_aabb.pos=point;
else
portal_aabb.expand_to(point);
}
portal_aabb.grow_by(p_instance->portal_info->portal->connect_range);
new_aabb = portal_aabb;
} else {
#endif
new_aabb = p_instance->transform.xform(p_instance->aabb);
#if 0
}
#endif
p_instance->transformed_aabb=new_aabb;
if (!p_instance->scenario) {
return;
}
if (p_instance->octree_id==0) {
uint32_t base_type = 1<<p_instance->base_type;
uint32_t pairable_mask=0;
bool pairable=false;
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if (p_instance->base_type == VS::INSTANCE_LIGHT || p_instance->base_type==VS::INSTANCE_REFLECTION_PROBE) {
pairable_mask=p_instance->visible?VS::INSTANCE_GEOMETRY_MASK:0;
pairable=true;
}
#if 0
if (p_instance->base_type == VS::INSTANCE_PORTAL) {
pairable_mask=(1<<INSTANCE_PORTAL);
pairable=true;
}
if (p_instance->base_type == VS::INSTANCE_BAKED_LIGHT_SAMPLER) {
pairable_mask=(1<<INSTANCE_BAKED_LIGHT);
pairable=true;
}
if (!p_instance->room && (1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
base_type|=VS::INSTANCE_ROOMLESS_MASK;
}
if (p_instance->base_type == VS::INSTANCE_ROOM) {
pairable_mask=INSTANCE_ROOMLESS_MASK;
pairable=true;
}
#endif
// not inside octree
p_instance->octree_id = p_instance->scenario->octree.create(p_instance,new_aabb,0,pairable,base_type,pairable_mask);
} else {
// if (new_aabb==p_instance->data.transformed_aabb)
// return;
p_instance->scenario->octree.move(p_instance->octree_id,new_aabb);
}
#if 0
if (p_instance->base_type==INSTANCE_PORTAL) {
_portal_attempt_connect(p_instance);
}
if (!p_instance->room && (1<<p_instance->base_type)&INSTANCE_GEOMETRY_MASK) {
_instance_validate_autorooms(p_instance);
}
if (p_instance->base_type == INSTANCE_ROOM) {
for(Set<Instance*>::Element *E=p_instance->room_info->owned_autoroom_geometry.front();E;E=E->next())
_instance_validate_autorooms(E->get());
}
#endif
}
void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
AABB new_aabb;
ERR_FAIL_COND(p_instance->base_type!=VS::INSTANCE_NONE && !p_instance->base.is_valid());
switch(p_instance->base_type) {
case VisualServer::INSTANCE_NONE: {
// do nothing
} break;
case VisualServer::INSTANCE_MESH: {
new_aabb = VSG::storage->mesh_get_aabb(p_instance->base,p_instance->skeleton);
} break;
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case VisualServer::INSTANCE_MULTIMESH: {
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new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base);
} break;
case VisualServer::INSTANCE_IMMEDIATE: {
new_aabb = VSG::storage->immediate_get_aabb(p_instance->base);
} break;
#if 0
case VisualServer::INSTANCE_PARTICLES: {
new_aabb = rasterizer->particles_get_aabb(p_instance->base);
} break;
#endif
case VisualServer::INSTANCE_LIGHT: {
new_aabb = VSG::storage->light_get_aabb(p_instance->base);
} break;
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case VisualServer::INSTANCE_REFLECTION_PROBE: {
new_aabb = VSG::storage->reflection_probe_get_aabb(p_instance->base);
} break;
#if 0
case VisualServer::INSTANCE_ROOM: {
Room *room = room_owner.get( p_instance->base );
ERR_FAIL_COND(!room);
new_aabb=room->bounds.get_aabb();
} break;
case VisualServer::INSTANCE_PORTAL: {
Portal *portal = portal_owner.get( p_instance->base );
ERR_FAIL_COND(!portal);
for (int i=0;i<portal->shape.size();i++) {
Vector3 point( portal->shape[i].x, portal->shape[i].y, 0 );
if (i==0) {
new_aabb.pos=point;
new_aabb.size.z=0.01; // make it not flat for octree
} else {
new_aabb.expand_to(point);
}
}
} break;
case VisualServer::INSTANCE_BAKED_LIGHT: {
BakedLight *baked_light = baked_light_owner.get( p_instance->base );
ERR_FAIL_COND(!baked_light);
new_aabb=baked_light->octree_aabb;
} break;
case VisualServer::INSTANCE_BAKED_LIGHT_SAMPLER: {
BakedLightSampler *baked_light_sampler = baked_light_sampler_owner.get( p_instance->base );
ERR_FAIL_COND(!baked_light_sampler);
float radius = baked_light_sampler->params[VS::BAKED_LIGHT_SAMPLER_RADIUS];
new_aabb=AABB(Vector3(-radius,-radius,-radius),Vector3(radius*2,radius*2,radius*2));
} break;
#endif
default: {}
}
if (p_instance->extra_margin)
new_aabb.grow_by(p_instance->extra_margin);
p_instance->aabb=new_aabb;
}
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void VisualServerScene::_light_instance_update_shadow(Instance *p_instance,const Transform p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_orthogonal,RID p_shadow_atlas,Scenario* p_scenario) {
InstanceLightData * light = static_cast<InstanceLightData*>(p_instance->base_data);
switch(VSG::storage->light_get_type(p_instance->base)) {
case VS::LIGHT_DIRECTIONAL: {
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float max_distance =p_cam_projection.get_z_far();
float shadow_max = VSG::storage->light_get_param(p_instance->base,VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
if (shadow_max>0) {
max_distance=MIN(shadow_max,max_distance);
}
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max_distance=MAX(max_distance,p_cam_projection.get_z_near()+0.001);
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float range = max_distance-p_cam_projection.get_z_near();
int splits=0;
switch(VSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: splits=1; break;
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: splits=2; break;
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: splits=4; break;
}
float distances[5];
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distances[0]=p_cam_projection.get_z_near();
for(int i=0;i<splits;i++) {
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distances[i+1]=p_cam_projection.get_z_near()+VSG::storage->light_get_param(p_instance->base,VS::LightParam(VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET+i))*range;
};
distances[splits]=max_distance;
float texture_size=VSG::scene_render->get_directional_light_shadow_size(light->instance);
bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);
for (int i=0;i<splits;i++) {
// setup a camera matrix for that range!
CameraMatrix camera_matrix;
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float aspect = p_cam_projection.get_aspect();
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if (p_cam_orthogonal) {
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float w,h;
p_cam_projection.get_viewport_size(w,h);
camera_matrix.set_orthogonal(w,aspect,distances[(i==0 || !overlap )?i:i-1],distances[i+1],false);
} else {
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float fov = p_cam_projection.get_fov();
camera_matrix.set_perspective(fov,aspect,distances[(i==0 || !overlap )?i:i-1],distances[i+1],false);
}
//obtain the frustum endpoints
Vector3 endpoints[8]; // frustum plane endpoints
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bool res = camera_matrix.get_endpoints(p_cam_transform,endpoints);
ERR_CONTINUE(!res);
// obtain the light frustm ranges (given endpoints)
Vector3 x_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_X ).normalized();
Vector3 y_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_Y ).normalized();
Vector3 z_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_Z ).normalized();
//z_vec points agsint the camera, like in default opengl
float x_min,x_max;
float y_min,y_max;
float z_min,z_max;
float x_min_cam,x_max_cam;
float y_min_cam,y_max_cam;
float z_min_cam,z_max_cam;
//used for culling
for(int j=0;j<8;j++) {
float d_x=x_vec.dot(endpoints[j]);
float d_y=y_vec.dot(endpoints[j]);
float d_z=z_vec.dot(endpoints[j]);
if (j==0 || d_x<x_min)
x_min=d_x;
if (j==0 || d_x>x_max)
x_max=d_x;
if (j==0 || d_y<y_min)
y_min=d_y;
if (j==0 || d_y>y_max)
y_max=d_y;
if (j==0 || d_z<z_min)
z_min=d_z;
if (j==0 || d_z>z_max)
z_max=d_z;
}
{
//camera viewport stuff
//this trick here is what stabilizes the shadow (make potential jaggies to not move)
//at the cost of some wasted resolution. Still the quality increase is very well worth it
Vector3 center;
for(int j=0;j<8;j++) {
center+=endpoints[j];
}
center/=8.0;
//center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;
float radius=0;
for(int j=0;j<8;j++) {
float d = center.distance_to(endpoints[j]);
if (d>radius)
radius=d;
}
radius *= texture_size/(texture_size-2.0); //add a texel by each side, so stepified texture will always fit
x_max_cam=x_vec.dot(center)+radius;
x_min_cam=x_vec.dot(center)-radius;
y_max_cam=y_vec.dot(center)+radius;
y_min_cam=y_vec.dot(center)-radius;
z_max_cam=z_vec.dot(center)+radius;
z_min_cam=z_vec.dot(center)-radius;
float unit = radius*2.0/texture_size;
x_max_cam=Math::stepify(x_max_cam,unit);
x_min_cam=Math::stepify(x_min_cam,unit);
y_max_cam=Math::stepify(y_max_cam,unit);
y_min_cam=Math::stepify(y_min_cam,unit);
}
//now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
Vector<Plane> light_frustum_planes;
light_frustum_planes.resize(6);
//right/left
light_frustum_planes[0]=Plane( x_vec, x_max );
light_frustum_planes[1]=Plane( -x_vec, -x_min );
//top/bottom
light_frustum_planes[2]=Plane( y_vec, y_max );
light_frustum_planes[3]=Plane( -y_vec, -y_min );
//near/far
light_frustum_planes[4]=Plane( z_vec, z_max+1e6 );
light_frustum_planes[5]=Plane( -z_vec, -z_min ); // z_min is ok, since casters further than far-light plane are not needed
int cull_count = p_scenario->octree.cull_convex(light_frustum_planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK);
// a pre pass will need to be needed to determine the actual z-near to be used
for (int j=0;j<cull_count;j++) {
float min,max;
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
cull_count--;
SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
j--;
}
instance->transformed_aabb.project_range_in_plane(Plane(z_vec,0),min,max);
if (max>z_max)
z_max=max;
}
{
CameraMatrix ortho_camera;
real_t half_x = (x_max_cam-x_min_cam) * 0.5;
real_t half_y = (y_max_cam-y_min_cam) * 0.5;
ortho_camera.set_orthogonal( -half_x, half_x,-half_y,half_y, 0, (z_max-z_min_cam) );
Transform ortho_transform;
ortho_transform.basis=p_instance->transform.basis;
ortho_transform.origin=x_vec*(x_min_cam+half_x)+y_vec*(y_min_cam+half_y)+z_vec*z_max;
VSG::scene_render->light_instance_set_shadow_transform(light->instance,ortho_camera,ortho_transform,0,distances[i+1],i);
}
VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count);
}
} break;
case VS::LIGHT_OMNI: {
VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base);
switch(shadow_mode) {
case VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: {
for(int i=0;i<2;i++) {
//using this one ensures that raster deferred will have it
float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE);
float z =i==0?-1:1;
Vector<Plane> planes;
planes.resize(5);
planes[0]=p_instance->transform.xform(Plane(Vector3(0,0,z),radius));
planes[1]=p_instance->transform.xform(Plane(Vector3(1,0,z).normalized(),radius));
planes[2]=p_instance->transform.xform(Plane(Vector3(-1,0,z).normalized(),radius));
planes[3]=p_instance->transform.xform(Plane(Vector3(0,1,z).normalized(),radius));
planes[4]=p_instance->transform.xform(Plane(Vector3(0,-1,z).normalized(),radius));
int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK);
for (int j=0;j<cull_count;j++) {
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
cull_count--;
SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
j--;
}
}
VSG::scene_render->light_instance_set_shadow_transform(light->instance,CameraMatrix(),p_instance->transform,radius,0,i);
VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count);
}
} break;
case VS::LIGHT_OMNI_SHADOW_CUBE: {
float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE);
CameraMatrix cm;
cm.set_perspective(90,1,0.01,radius);
for(int i=0;i<6;i++) {
//using this one ensures that raster deferred will have it
static const Vector3 view_normals[6]={
Vector3(-1, 0, 0),
Vector3(+1, 0, 0),
Vector3( 0,-1, 0),
Vector3( 0,+1, 0),
Vector3( 0, 0,-1),
Vector3( 0, 0,+1)
};
static const Vector3 view_up[6]={
Vector3( 0,-1, 0),
Vector3( 0,-1, 0),
Vector3( 0, 0,-1),
Vector3( 0, 0,+1),
Vector3( 0,-1, 0),
Vector3( 0,-1, 0)
};
Transform xform = p_instance->transform * Transform().looking_at(view_normals[i],view_up[i]);
Vector<Plane> planes = cm.get_projection_planes(xform);
int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK);
for (int j=0;j<cull_count;j++) {
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
cull_count--;
SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
j--;
}
}
VSG::scene_render->light_instance_set_shadow_transform(light->instance,cm,xform,radius,0,i);
VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count);
}
//restore the regular DP matrix
VSG::scene_render->light_instance_set_shadow_transform(light->instance,CameraMatrix(),p_instance->transform,radius,0,0);
} break;
}
} break;
case VS::LIGHT_SPOT: {
float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE);
float angle = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_SPOT_ANGLE);
CameraMatrix cm;
cm.set_perspective( angle*2.0, 1.0, 0.01, radius );
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Vector<Plane> planes = cm.get_projection_planes(p_instance->transform);
int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK);
for (int j=0;j<cull_count;j++) {
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
cull_count--;
SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
j--;
}
}
VSG::scene_render->light_instance_set_shadow_transform(light->instance,cm,p_instance->transform,radius,0,0);
VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,0,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count);
} break;
}
}
void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewport_size,RID p_shadow_atlas) {
Camera *camera = camera_owner.getornull(p_camera);
ERR_FAIL_COND(!camera);
/* STEP 1 - SETUP CAMERA */
CameraMatrix camera_matrix;
bool ortho=false;
switch(camera->type) {
case Camera::ORTHOGONAL: {
camera_matrix.set_orthogonal(
camera->size,
p_viewport_size.width / (float)p_viewport_size.height,
camera->znear,
camera->zfar,
camera->vaspect
);
ortho=true;
} break;
case Camera::PERSPECTIVE: {
camera_matrix.set_perspective(
camera->fov,
p_viewport_size.width / (float)p_viewport_size.height,
camera->znear,
camera->zfar,
camera->vaspect
);
ortho=false;
} break;
}
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_render_scene(camera->transform,camera_matrix,ortho,camera->env,camera->visible_layers,p_scenario,p_shadow_atlas,RID(),-1);
}
void VisualServerScene::_render_scene(const Transform p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_orthogonal,RID p_force_environment,uint32_t p_visible_layers, RID p_scenario,RID p_shadow_atlas,RID p_reflection_probe,int p_reflection_probe_pass) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
render_pass++;
uint32_t camera_layer_mask=p_visible_layers;
VSG::scene_render->set_scene_pass(render_pass);
// rasterizer->set_camera(camera->transform, camera_matrix,ortho);
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Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
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Plane near_plane(p_cam_transform.origin,-p_cam_transform.basis.get_axis(2).normalized());
float z_far = p_cam_projection.get_z_far();
/* STEP 2 - CULL */
int cull_count = scenario->octree.cull_convex(planes,instance_cull_result,MAX_INSTANCE_CULL);
light_cull_count=0;
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reflection_probe_cull_count=0;
// light_samplers_culled=0;
/* print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
// print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
*/
/* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */
// compute portals
#if 0
exterior_visited=false;
exterior_portal_cull_count=0;
if (room_cull_enabled) {
for(int i=0;i<cull_count;i++) {
Instance *ins = instance_cull_result[i];
ins->last_render_pass=render_pass;
if (ins->base_type!=INSTANCE_PORTAL)
continue;
if (ins->room)
continue;
ERR_CONTINUE(exterior_portal_cull_count>=MAX_EXTERIOR_PORTALS);
exterior_portal_cull_result[exterior_portal_cull_count++]=ins;
}
room_cull_count = p_scenario->octree.cull_point(camera->transform.origin,room_cull_result,MAX_ROOM_CULL,NULL,(1<<INSTANCE_ROOM)|(1<<INSTANCE_PORTAL));
Set<Instance*> current_rooms;
Set<Instance*> portal_rooms;
//add to set
for(int i=0;i<room_cull_count;i++) {
if (room_cull_result[i]->base_type==INSTANCE_ROOM) {
current_rooms.insert(room_cull_result[i]);
}
if (room_cull_result[i]->base_type==INSTANCE_PORTAL) {
//assume inside that room if also inside the portal..
if (room_cull_result[i]->room) {
portal_rooms.insert(room_cull_result[i]->room);
}
SWAP(room_cull_result[i],room_cull_result[room_cull_count-1]);
room_cull_count--;
i--;
}
}
//remove from set if it has a parent room or BSP doesn't contain
for(int i=0;i<room_cull_count;i++) {
Instance *r = room_cull_result[i];
//check inside BSP
Vector3 room_local_point = r->room_info->affine_inverse.xform( camera->transform.origin );
if (!portal_rooms.has(r) && !r->room_info->room->bounds.point_is_inside(room_local_point)) {
current_rooms.erase(r);
continue;
}
//check parent
while (r->room) {// has parent room
current_rooms.erase(r);
r=r->room;
}
}
if (current_rooms.size()) {
//camera is inside a room
// go through rooms
for(Set<Instance*>::Element *E=current_rooms.front();E;E=E->next()) {
_cull_room(camera,E->get());
}
} else {
//start from exterior
_cull_room(camera,NULL);
}
}
#endif
/* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
for(int i=0;i<cull_count;i++) {
Instance *ins = instance_cull_result[i];
bool keep=false;
if ((camera_layer_mask&ins->layer_mask)==0) {
//failure
} else if (ins->base_type==VS::INSTANCE_LIGHT && ins->visible) {
if (ins->visible && light_cull_count<MAX_LIGHTS_CULLED) {
InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data);
if (!light->geometries.empty()) {
//do not add this light if no geometry is affected by it..
light_cull_result[light_cull_count]=ins;
light_instance_cull_result[light_cull_count]=light->instance;
if (p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(ins->base)) {
VSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
}
light_cull_count++;
}
}
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} else if (ins->base_type==VS::INSTANCE_REFLECTION_PROBE && ins->visible) {
if (ins->visible && reflection_probe_cull_count<MAX_REFLECTION_PROBES_CULLED) {
InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(ins->base_data);
if (p_reflection_probe!=reflection_probe->instance) {
//avoid entering The Matrix
if (!reflection_probe->geometries.empty()) {
//do not add this light if no geometry is affected by it..
if (reflection_probe->reflection_dirty || VSG::scene_render->reflection_probe_instance_needs_redraw(reflection_probe->instance)) {
if (!reflection_probe->update_list.in_list()) {
reflection_probe->render_step=0;
reflection_probe_render_list.add(&reflection_probe->update_list);
}
reflection_probe->reflection_dirty=false;
}
if (VSG::scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) {
reflection_probe_instance_cull_result[reflection_probe_cull_count]=reflection_probe->instance;
reflection_probe_cull_count++;
}
}
}
}
} else if ((1<<ins->base_type)&VS::INSTANCE_GEOMETRY_MASK && ins->visible && ins->cast_shadows!=VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
keep=true;
#if 0
bool discarded=false;
if (ins->draw_range_end>0) {
float d = cull_range.nearp.distance_to(ins->data.transform.origin);
if (d<0)
d=0;
discarded=(d<ins->draw_range_begin || d>=ins->draw_range_end);
}
if (!discarded) {
// test if this geometry should be visible
if (room_cull_enabled) {
if (ins->visible_in_all_rooms) {
keep=true;
} else if (ins->room) {
if (ins->room->room_info->last_visited_pass==render_pass)
keep=true;
} else if (ins->auto_rooms.size()) {
for(Set<Instance*>::Element *E=ins->auto_rooms.front();E;E=E->next()) {
if (E->get()->room_info->last_visited_pass==render_pass) {
keep=true;
break;
}
}
} else if(exterior_visited)
keep=true;
} else {
keep=true;
}
}
if (keep) {
// update cull range
float min,max;
ins->transformed_aabb.project_range_in_plane(cull_range.nearp,min,max);
if (min<cull_range.min)
cull_range.min=min;
if (max>cull_range.max)
cull_range.max=max;
if (ins->sampled_light && ins->sampled_light->baked_light_sampler_info->last_pass!=render_pass) {
if (light_samplers_culled<MAX_LIGHT_SAMPLERS) {
light_sampler_cull_result[light_samplers_culled++]=ins->sampled_light;
ins->sampled_light->baked_light_sampler_info->last_pass=render_pass;
}
}
}
#endif
InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(ins->base_data);
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if (geom->lighting_dirty) {
int l=0;
//only called when lights AABB enter/exit this geometry
ins->light_instances.resize(geom->lighting.size());
for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data);
ins->light_instances[l++]=light->instance;
}
geom->lighting_dirty=false;
}
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if (geom->reflection_dirty) {
int l=0;
//only called when reflection probe AABB enter/exit this geometry
ins->reflection_probe_instances.resize(geom->reflection_probes.size());
for (List<Instance*>::Element *E=geom->reflection_probes.front();E;E=E->next()) {
InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(E->get()->base_data);
ins->reflection_probe_instances[l++]=reflection_probe->instance;
}
geom->reflection_dirty=false;
}
ins->depth = near_plane.distance_to(ins->transform.origin);
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ins->depth_layer=CLAMP(int(ins->depth*8/z_far),0,7);
}
if (!keep) {
// remove, no reason to keep
cull_count--;
SWAP( instance_cull_result[i], instance_cull_result[ cull_count ] );
i--;
ins->last_render_pass=0; // make invalid
} else {
ins->last_render_pass=render_pass;
}
}
/* STEP 5 - PROCESS LIGHTS */
RID *directional_light_ptr=&light_instance_cull_result[light_cull_count];
int directional_light_count=0;
// directional lights
{
Instance** lights_with_shadow = (Instance**)alloca(sizeof(Instance*)*light_cull_count);
int directional_shadow_count=0;
for (List<Instance*>::Element *E=scenario->directional_lights.front();E;E=E->next()) {
if (light_cull_count+directional_light_count>=MAX_LIGHTS_CULLED) {
break;
}
if (!E->get()->visible)
continue;
InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data);
//check shadow..
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if (light && p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(E->get()->base)) {
lights_with_shadow[directional_shadow_count++]=E->get();
}
//add to list
directional_light_ptr[directional_light_count++]=light->instance;
}
VSG::scene_render->set_directional_shadow_count(directional_shadow_count);
for(int i=0;i<directional_shadow_count;i++) {
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_light_instance_update_shadow(lights_with_shadow[i],p_cam_transform,p_cam_projection,p_cam_orthogonal,p_shadow_atlas,scenario);
}
}
{ //setup shadow maps
//SortArray<Instance*,_InstanceLightsort> sorter;
//sorter.sort(light_cull_result,light_cull_count);
for (int i=0;i<light_cull_count;i++) {
Instance *ins = light_cull_result[i];
if (!p_shadow_atlas.is_valid() || !VSG::storage->light_has_shadow(ins->base))
continue;
InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data);
float coverage;
{ //compute coverage
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Transform cam_xf = p_cam_transform;
float zn = p_cam_projection.get_z_near();
Plane p (cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2) ); //camera near plane
float vp_w,vp_h; //near plane size in screen coordinates
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p_cam_projection.get_viewport_size(vp_w,vp_h);
switch(VSG::storage->light_get_type(ins->base)) {
case VS::LIGHT_OMNI: {
float radius = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_RANGE);
//get two points parallel to near plane
Vector3 points[2]={
ins->transform.origin,
ins->transform.origin+cam_xf.basis.get_axis(0)*radius
};
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if (!p_cam_orthogonal) {
//if using perspetive, map them to near plane
for(int j=0;j<2;j++) {
if (p.distance_to(points[j]) < 0 ) {
points[j].z=-zn; //small hack to keep size constant when hitting the screen
}
p.intersects_segment(cam_xf.origin,points[j],&points[j]); //map to plane
}
}
float screen_diameter = points[0].distance_to(points[1])*2;
coverage = screen_diameter / (vp_w+vp_h);
} break;
case VS::LIGHT_SPOT: {
float radius = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_RANGE);
float angle = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_SPOT_ANGLE);
float w = radius*Math::sin(Math::deg2rad(angle));
float d = radius*Math::cos(Math::deg2rad(angle));
Vector3 base = ins->transform.origin-ins->transform.basis.get_axis(2).normalized()*d;
Vector3 points[2]={
base,
base+cam_xf.basis.get_axis(0)*w
};
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if (!p_cam_orthogonal) {
//if using perspetive, map them to near plane
for(int j=0;j<2;j++) {
if (p.distance_to(points[j]) < 0 ) {
points[j].z=-zn; //small hack to keep size constant when hitting the screen
}
p.intersects_segment(cam_xf.origin,points[j],&points[j]); //map to plane
}
}
float screen_diameter = points[0].distance_to(points[1])*2;
coverage = screen_diameter / (vp_w+vp_h);
} break;
default: {
ERR_PRINT("Invalid Light Type");
}
}
}
if (light->shadow_dirty) {
light->last_version++;
light->shadow_dirty=false;
}
bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas,light->instance,coverage,light->last_version);
if (redraw) {
//must redraw!
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_light_instance_update_shadow(ins,p_cam_transform,p_cam_projection,p_cam_orthogonal,p_shadow_atlas,scenario);
}
}
}
/* ENVIRONMENT */
RID environment;
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if (p_force_environment.is_valid()) //camera has more environment priority
environment=p_force_environment;
else if (scenario->environment.is_valid())
environment=scenario->environment;
else
environment=scenario->fallback_environment;
#if 0
/* STEP 6 - SAMPLE BAKED LIGHT */
bool islinear =false;
if (environment.is_valid()) {
islinear = rasterizer->environment_is_fx_enabled(environment,VS::ENV_FX_SRGB);
}
for(int i=0;i<light_samplers_culled;i++) {
_process_sampled_light(camera->transform,light_sampler_cull_result[i],islinear);
}
#endif
/* STEP 7 - PROCESS GEOMETRY AND DRAW SCENE*/
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VSG::scene_render->render_scene(p_cam_transform, p_cam_projection,p_cam_orthogonal,(RasterizerScene::InstanceBase**)instance_cull_result,cull_count,light_instance_cull_result,light_cull_count+directional_light_count,reflection_probe_instance_cull_result,reflection_probe_cull_count,environment,p_shadow_atlas,scenario->reflection_atlas,p_reflection_probe,p_reflection_probe_pass);
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}
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bool VisualServerScene::_render_probe_step(Instance* p_instance,int p_step) {
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InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(p_instance->base_data);
Scenario *scenario = p_instance->scenario;
ERR_FAIL_COND_V(!scenario,true);
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if (p_step==0) {
if (!VSG::scene_render->reflection_probe_instance_begin_render(reflection_probe->instance,scenario->reflection_atlas)) {
return true; //sorry, all full :(
}
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}
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if (p_step>=0 && p_step<6) {
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static const Vector3 view_normals[6]={
Vector3(-1, 0, 0),
Vector3(+1, 0, 0),
Vector3( 0,-1, 0),
Vector3( 0,+1, 0),
Vector3( 0, 0,-1),
Vector3( 0, 0,+1)
};
Vector3 extents = VSG::storage->reflection_probe_get_extents(p_instance->base);
Vector3 origin_offset = VSG::storage->reflection_probe_get_origin_offset(p_instance->base);
float max_distance = VSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
Vector3 edge = view_normals[p_step]*extents;
float distance = ABS(view_normals[p_step].dot(edge)-view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
max_distance = MAX(max_distance,distance);
//render cubemap side
CameraMatrix cm;
cm.set_perspective(90,1,0.01,max_distance);
static const Vector3 view_up[6]={
Vector3( 0,-1, 0),
Vector3( 0,-1, 0),
Vector3( 0, 0,-1),
Vector3( 0, 0,+1),
Vector3( 0,-1, 0),
Vector3( 0,-1, 0)
};
Transform local_view;
local_view.set_look_at(origin_offset,origin_offset+view_normals[p_step],view_up[p_step]);
Transform xform = p_instance->transform * local_view;
RID shadow_atlas;
if (VSG::storage->reflection_probe_renders_shadows(p_instance->base)) {
shadow_atlas=scenario->reflection_probe_shadow_atlas;
}
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_render_scene(xform,cm,false,RID(),VSG::storage->reflection_probe_get_cull_mask(p_instance->base),p_instance->scenario->self,shadow_atlas,reflection_probe->instance,p_step);
} else {
//do roughness postprocess step until it belives it's done
return VSG::scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
}
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return false;
}
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void VisualServerScene::render_probes() {
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SelfList<InstanceReflectionProbeData> *probe = reflection_probe_render_list.first();
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bool busy=false;
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while(probe) {
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SelfList<InstanceReflectionProbeData> *next=probe->next();
RID base = probe->self()->owner->base;
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switch(VSG::storage->reflection_probe_get_update_mode(base)) {
case VS::REFLECTION_PROBE_UPDATE_ONCE: {
if (busy) //already rendering something
break;
bool done = _render_probe_step(probe->self()->owner,probe->self()->render_step);
if (done) {
reflection_probe_render_list.remove(probe);
} else {
probe->self()->render_step++;
}
busy=true; //do not render another one of this kind
} break;
case VS::REFLECTION_PROBE_UPDATE_ALWAYS: {
int step=0;
bool done=false;
while(!done) {
done = _render_probe_step(probe->self()->owner,step);
step++;
}
reflection_probe_render_list.remove(probe);
} break;
}
probe=next;
}
}
void VisualServerScene::_update_dirty_instance(Instance *p_instance) {
if (p_instance->update_aabb)
_update_instance_aabb(p_instance);
if (p_instance->update_materials) {
if (p_instance->base_type==VS::INSTANCE_MESH) {
//remove materials no longer used and un-own them
int new_mat_count = VSG::storage->mesh_get_surface_count(p_instance->base);
for(int i=p_instance->materials.size()-1;i>=new_mat_count;i--) {
if (p_instance->materials[i].is_valid()) {
VSG::storage->material_remove_instance_owner(p_instance->materials[i],p_instance);
}
}
p_instance->materials.resize(new_mat_count);
int new_morph_count = VSG::storage->mesh_get_morph_target_count(p_instance->base);
if (new_morph_count!=p_instance->morph_values.size()) {
p_instance->morph_values.resize(new_morph_count);
for(int i=0;i<new_morph_count;i++) {
p_instance->morph_values[i]=0;
}
}
}
if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data);
bool can_cast_shadows=true;
if (p_instance->cast_shadows==VS::SHADOW_CASTING_SETTING_OFF) {
can_cast_shadows=false;
} else if (p_instance->material_override.is_valid()) {
can_cast_shadows=VSG::storage->material_casts_shadows(p_instance->material_override);
} else {
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if (p_instance->base_type==VS::INSTANCE_MESH) {
RID mesh=p_instance->base;
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if (mesh.is_valid()) {
bool cast_shadows=false;
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for(int i=0;i<p_instance->materials.size();i++) {
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RID mat = p_instance->materials[i].is_valid()?p_instance->materials[i]:VSG::storage->mesh_surface_get_material(mesh,i);
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if (!mat.is_valid()) {
cast_shadows=true;
break;
}
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if (VSG::storage->material_casts_shadows(mat)) {
cast_shadows=true;
break;
}
}
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if (!cast_shadows) {
can_cast_shadows=false;
}
}
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} else if (p_instance->base_type==VS::INSTANCE_MULTIMESH) {
RID mesh = VSG::storage->multimesh_get_mesh(p_instance->base);
if (mesh.is_valid()) {
bool cast_shadows=false;
int sc = VSG::storage->mesh_get_surface_count(mesh);
for(int i=0;i<sc;i++) {
RID mat =VSG::storage->mesh_surface_get_material(mesh,i);
if (!mat.is_valid()) {
cast_shadows=true;
break;
}
if (VSG::storage->material_casts_shadows(mat)) {
cast_shadows=true;
break;
}
}
if (!cast_shadows) {
can_cast_shadows=false;
}
}
} else if (p_instance->base_type==VS::INSTANCE_IMMEDIATE) {
RID mat = VSG::storage->immediate_get_material(p_instance->base);
if (!mat.is_valid() || VSG::storage->material_casts_shadows(mat)) {
can_cast_shadows=true;
} else {
can_cast_shadows=false;
}
}
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}
if (can_cast_shadows!=geom->can_cast_shadows) {
//ability to cast shadows change, let lights now
for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data);
light->shadow_dirty=true;
}
geom->can_cast_shadows=can_cast_shadows;
}
}
}
_update_instance(p_instance);
p_instance->update_aabb=false;
p_instance->update_materials=false;
_instance_update_list.remove( &p_instance->update_item );
}
void VisualServerScene::update_dirty_instances() {
while(_instance_update_list.first()) {
_update_dirty_instance( _instance_update_list.first()->self() );
}
}
bool VisualServerScene::free(RID p_rid) {
if (camera_owner.owns(p_rid)) {
Camera *camera = camera_owner.get( p_rid );
camera_owner.free(p_rid);
memdelete(camera);
} else if (scenario_owner.owns(p_rid)) {
Scenario *scenario = scenario_owner.get( p_rid );
while(scenario->instances.first()) {
instance_set_scenario(scenario->instances.first()->self()->self,RID());
}
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VSG::scene_render->free(scenario->reflection_probe_shadow_atlas);
VSG::scene_render->free(scenario->reflection_atlas);
scenario_owner.free(p_rid);
memdelete(scenario);
} else if (instance_owner.owns(p_rid)) {
// delete the instance
update_dirty_instances();
Instance *instance = instance_owner.get(p_rid);
instance_set_room(p_rid,RID());
instance_set_scenario(p_rid,RID());
instance_set_base(p_rid,RID());
instance_geometry_set_material_override(p_rid,RID());
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instance_attach_skeleton(p_rid,RID());
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update_dirty_instances(); //in case something changed this
instance_owner.free(p_rid);
memdelete(instance);
} else {
return false;
}
return true;
}
VisualServerScene *VisualServerScene::singleton=NULL;
VisualServerScene::VisualServerScene() {
render_pass=1;
singleton=this;
}