godot/servers/visual/visual_server_scene.cpp

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#include "visual_server_scene.h"
#include "visual_server_global.h"
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#include "os/os.h"
/* CAMERA API */
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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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} else if (B->base_type==VS::INSTANCE_GI_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data);
InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
InstanceGIProbeData::PairInfo pinfo;
pinfo.geometry=A;
pinfo.L = geom->gi_probes.push_back(B);
List<InstanceGIProbeData::PairInfo>::Element *E = gi_probe->geometries.push_back(pinfo);
geom->gi_probes_dirty=true;
return E; //this element should make freeing faster
} else if (B->base_type==VS::INSTANCE_GI_PROBE && A->base_type==VS::INSTANCE_LIGHT) {
InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data);
InstanceLightData * light = static_cast<InstanceLightData*>(A->base_data);
return gi_probe->lights.insert(A);
}
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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
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} else if (A->base_type==INSTANCE_GI_PROBE || B->base_type==INSTANCE_GI_PROBE) {
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if (B->base_type==INSTANCE_GI_PROBE) {
SWAP(A,B);
}
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ERR_FAIL_COND_V(B->base_type!=INSTANCE_GI_PROBE_SAMPLER,NULL);
B->gi_probe_sampler_info->gi_probes.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;
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} else if (B->base_type==VS::INSTANCE_GI_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data);
InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
List<InstanceGIProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceGIProbeData::PairInfo>::Element*>(udata);
geom->gi_probes.erase(E->get().L);
gi_probe->geometries.erase(E);
geom->gi_probes_dirty=true;
} else if (B->base_type==VS::INSTANCE_GI_PROBE && A->base_type==VS::INSTANCE_LIGHT) {
InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data);
InstanceLightData * light = static_cast<InstanceLightData*>(A->base_data);
Set<Instance*>::Element *E = reinterpret_cast<Set<Instance*>::Element*>(udata);
gi_probe->lights.erase(E);
}
#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);
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} else if (A->base_type==INSTANCE_GI_PROBE || B->base_type==INSTANCE_GI_PROBE) {
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if (B->base_type==INSTANCE_GI_PROBE) {
SWAP(A,B);
}
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ERR_FAIL_COND(B->base_type!=INSTANCE_GI_PROBE_SAMPLER);
B->gi_probe_sampler_info->gi_probes.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;
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case VS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData*>(instance->base_data);
while(gi_probe->dynamic.updating_stage==GI_UPDATE_STAGE_LIGHTING) {
//wait until bake is done if it's baking
OS::get_singleton()->delay_usec(1);
}
if (gi_probe->update_element.in_list()) {
gi_probe_update_list.remove(&gi_probe->update_element);
}
if (gi_probe->dynamic.probe_data.is_valid()) {
VSG::storage->free(gi_probe->dynamic.probe_data);
}
VSG::scene_render->free(gi_probe->probe_instance);
} 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;
}
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if (instance->gi_probe_info) {
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while(instance->gi_probe_info->owned_instances.size()) {
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Instance *owned=instance->gi_probe_info->owned_instances.front()->get();
owned->gi_probe=NULL;
owned->data.gi_probe=NULL;
owned->data.gi_probe_octree_xform=NULL;
owned->BLE=NULL;
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instance->gi_probe_info->owned_instances.pop_front();
}
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memdelete(instance->gi_probe_info);
instance->gi_probe_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;
}
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if (instance->gi_probe_sampler_info) {
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while (instance->gi_probe_sampler_info->owned_instances.size()) {
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instance_geometry_set_gi_probe_sampler(instance->gi_probe_sampler_info->owned_instances.front()->get()->self,RID());
}
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if (instance->gi_probe_sampler_info->sampled_light.is_valid()) {
rasterizer->free(instance->gi_probe_sampler_info->sampled_light);
}
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memdelete( instance->gi_probe_sampler_info );
instance->gi_probe_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;
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case VS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = memnew( InstanceGIProbeData );
instance->base_data=gi_probe;
gi_probe->owner=instance;
if (scenario && !gi_probe->update_element.in_list()) {
gi_probe_update_list.add(&gi_probe->update_element);
}
gi_probe->probe_instance=VSG::scene_render->gi_probe_instance_create();
} 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);
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} else if (gi_probe_owner.owns(p_base)) {
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instance->base_type=INSTANCE_GI_PROBE;
instance->gi_probe_info=memnew(Instance::BakedLightInfo);
instance->gi_probe_info->gi_probe=gi_probe_owner.get(p_base);
//instance->portal_info = memnew(Instance::PortalInfo);
//instance->portal_info->portal=portal_owner.get(p_base);
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} else if (gi_probe_sampler_owner.owns(p_base)) {
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instance->base_type=INSTANCE_GI_PROBE_SAMPLER;
instance->gi_probe_sampler_info=memnew( Instance::BakedLightSamplerInfo);
instance->gi_probe_sampler_info->sampler=gi_probe_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;
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case VS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData*>(instance->base_data);
if (gi_probe->update_element.in_list()) {
gi_probe_update_list.remove(&gi_probe->update_element);
}
} break;
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}
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;
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case VS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData*>(instance->base_data);
if (!gi_probe->update_element.in_list()) {
gi_probe_update_list.add(&gi_probe->update_element);
}
} 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();
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} else if (p_instance->base_type == INSTANCE_GI_PROBE) {
Transform scale;
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scale.basis.scale(p_instance->gi_probe_info->gi_probe->octree_aabb.size);
scale.origin=p_instance->gi_probe_info->gi_probe->octree_aabb.pos;
//print_line("scale: "+scale);
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p_instance->gi_probe_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;
}
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if (p_instance->base_type == VS::INSTANCE_GI_PROBE) {
//lights and geometries
pairable_mask=p_instance->visible?VS::INSTANCE_GEOMETRY_MASK|(1<<VS::INSTANCE_LIGHT):0;
pairable=true;
}
#if 0
if (p_instance->base_type == VS::INSTANCE_PORTAL) {
pairable_mask=(1<<INSTANCE_PORTAL);
pairable=true;
}
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if (p_instance->base_type == VS::INSTANCE_GI_PROBE_SAMPLER) {
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pairable_mask=(1<<INSTANCE_GI_PROBE);
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;
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case VisualServer::INSTANCE_GI_PROBE: {
new_aabb = VSG::storage->gi_probe_get_bounds(p_instance->base);
} break;
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#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;
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case VisualServer::INSTANCE_GI_PROBE: {
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BakedLight *gi_probe = gi_probe_owner.get( p_instance->base );
ERR_FAIL_COND(!gi_probe);
new_aabb=gi_probe->octree_aabb;
} break;
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case VisualServer::INSTANCE_GI_PROBE_SAMPLER: {
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BakedLightSampler *gi_probe_sampler = gi_probe_sampler_owner.get( p_instance->base );
ERR_FAIL_COND(!gi_probe_sampler);
float radius = gi_probe_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++;
}
}
}
}
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} else if (ins->base_type==VS::INSTANCE_GI_PROBE && ins->visible) {
InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(ins->base_data);
if (!gi_probe->update_element.in_list()) {
gi_probe_update_list.add(&gi_probe->update_element);
}
} 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;
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if (ins->sampled_light && ins->sampled_light->gi_probe_sampler_info->last_pass!=render_pass) {
if (light_samplers_culled<MAX_LIGHT_SAMPLERS) {
light_sampler_cull_result[light_samplers_culled++]=ins->sampled_light;
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ins->sampled_light->gi_probe_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;
}
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if (geom->gi_probes_dirty) {
int l=0;
//only called when reflection probe AABB enter/exit this geometry
ins->gi_probe_instances.resize(geom->gi_probes.size());
for (List<Instance*>::Element *E=geom->gi_probes.front();E;E=E->next()) {
InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(E->get()->base_data);
ins->gi_probe_instances[l++]=gi_probe->probe_instance;
}
geom->gi_probes_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
{
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Instance** lights_with_shadow = (Instance**)alloca(sizeof(Instance*)*scenario->directional_lights.size());
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) {
print_line("redraw shadow");
//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_reflection_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::_gi_probe_fill_local_data(int p_idx, int p_level, int p_x, int p_y, int p_z, const GIProbeDataCell* p_cell, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data, Vector<uint32_t> *prev_cell) {
if (p_level==p_header->cell_subdiv-1) {
Vector3 emission;
emission.x=(p_cell[p_idx].emission>>24)/255.0;
emission.y=((p_cell[p_idx].emission>>16)&0xFF)/255.0;
emission.z=((p_cell[p_idx].emission>>8)&0xFF)/255.0;
float l = (p_cell[p_idx].emission&0xFF)/255.0;
l*=8.0;
emission*=l;
p_local_data[p_idx].energy[0]=uint16_t(emission.x*1024); //go from 0 to 1024 for light
p_local_data[p_idx].energy[1]=uint16_t(emission.y*1024); //go from 0 to 1024 for light
p_local_data[p_idx].energy[2]=uint16_t(emission.z*1024); //go from 0 to 1024 for light
} else {
p_local_data[p_idx].energy[0]=0;
p_local_data[p_idx].energy[1]=0;
p_local_data[p_idx].energy[2]=0;
int half=(1<<(p_header->cell_subdiv-1))>>(p_level+1);
for(int i=0;i<8;i++) {
uint32_t child = p_cell[p_idx].children[i];
if (child==0xFFFFFFFF)
continue;
int x = p_x;
int y = p_y;
int z = p_z;
if (i&1)
x+=half;
if (i&2)
y+=half;
if (i&4)
z+=half;
_gi_probe_fill_local_data(child,p_level+1,x,y,z,p_cell,p_header,p_local_data,prev_cell);
}
}
//position for each part of the mipmaped texture
p_local_data[p_idx].pos[0]=p_x>>(p_header->cell_subdiv-p_level-1);
p_local_data[p_idx].pos[1]=p_y>>(p_header->cell_subdiv-p_level-1);
p_local_data[p_idx].pos[2]=p_z>>(p_header->cell_subdiv-p_level-1);
prev_cell[p_level].push_back(p_idx);
}
void VisualServerScene::_gi_probe_bake_threads(void* self) {
VisualServerScene* vss = (VisualServerScene*)self;
vss->_gi_probe_bake_thread();
}
void VisualServerScene::_setup_gi_probe(Instance *p_instance) {
InstanceGIProbeData *probe = static_cast<InstanceGIProbeData*>(p_instance->base_data);
if (probe->dynamic.probe_data.is_valid()) {
VSG::storage->free(probe->dynamic.probe_data);
probe->dynamic.probe_data=RID();
}
probe->dynamic.light_data=VSG::storage->gi_probe_get_dynamic_data(p_instance->base);
if (probe->dynamic.light_data.size()==0)
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return;
//using dynamic data
DVector<int>::Read r=probe->dynamic.light_data.read();
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const GIProbeDataHeader *header = (GIProbeDataHeader *)r.ptr();
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probe->dynamic.local_data.resize(header->cell_count);
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int cell_count = probe->dynamic.local_data.size();
DVector<InstanceGIProbeData::LocalData>::Write ldw = probe->dynamic.local_data.write();
const GIProbeDataCell *cells = (GIProbeDataCell*)&r[16];
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probe->dynamic.level_cell_lists.resize(header->cell_subdiv);
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_gi_probe_fill_local_data(0,0,0,0,0,cells,header,ldw.ptr(),probe->dynamic.level_cell_lists.ptr());
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bool compress = VSG::storage->gi_probe_is_compressed(p_instance->base);
probe->dynamic.compression = compress ? VSG::storage->gi_probe_get_dynamic_data_get_preferred_compression() : RasterizerStorage::GI_PROBE_UNCOMPRESSED;
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probe->dynamic.probe_data=VSG::storage->gi_probe_dynamic_data_create(header->width,header->height,header->depth,probe->dynamic.compression);
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probe->dynamic.bake_dynamic_range=VSG::storage->gi_probe_get_dynamic_range(p_instance->base);
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probe->dynamic.mipmaps_3d.clear();
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probe->dynamic.grid_size[0]=header->width;
probe->dynamic.grid_size[1]=header->height;
probe->dynamic.grid_size[2]=header->depth;
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int size_limit = 1;
int size_divisor = 1;
if (probe->dynamic.compression==RasterizerStorage::GI_PROBE_S3TC) {
print_line("S3TC");
size_limit=4;
size_divisor=4;
}
for(int i=0;i<(int)header->cell_subdiv;i++) {
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uint32_t x = header->width >> i;
uint32_t y = header->height >> i;
uint32_t z = header->depth >> i;
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//create and clear mipmap
DVector<uint8_t> mipmap;
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int size = x*y*z*4;
size/=size_divisor;
mipmap.resize(size);
DVector<uint8_t>::Write w = mipmap.write();
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zeromem(w.ptr(),size);
w = DVector<uint8_t>::Write();
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probe->dynamic.mipmaps_3d.push_back(mipmap);
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if (x<=size_limit || y<=size_limit || z<=size_limit)
break;
}
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probe->dynamic.updating_stage=GI_UPDATE_STAGE_CHECK;
probe->invalid=false;
probe->dynamic.enabled=true;
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Transform cell_to_xform = VSG::storage->gi_probe_get_to_cell_xform(p_instance->base);
AABB bounds = VSG::storage->gi_probe_get_bounds(p_instance->base);
float cell_size = VSG::storage->gi_probe_get_cell_size(p_instance->base);
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probe->dynamic.light_to_cell_xform=cell_to_xform * p_instance->transform.affine_inverse();
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VSG::scene_render->gi_probe_instance_set_light_data(probe->probe_instance,p_instance->base,probe->dynamic.probe_data);
VSG::scene_render->gi_probe_instance_set_transform_to_data(probe->probe_instance,probe->dynamic.light_to_cell_xform);
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VSG::scene_render->gi_probe_instance_set_bounds(probe->probe_instance,bounds.size/cell_size);
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probe->base_version=VSG::storage->gi_probe_get_version(p_instance->base);
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//if compression is S3TC, fill it up
if (probe->dynamic.compression==RasterizerStorage::GI_PROBE_S3TC) {
//create all blocks
Vector<Map<uint32_t,InstanceGIProbeData::CompBlockS3TC> > comp_blocks;
int mipmap_count = probe->dynamic.mipmaps_3d.size();
comp_blocks.resize(mipmap_count);
for(int i=0;i<cell_count;i++) {
const GIProbeDataCell &c = cells[i];
const InstanceGIProbeData::LocalData &ld = ldw[i];
int level = c.level_alpha>>16;
int mipmap = header->cell_subdiv - level -1;
if (mipmap >= mipmap_count)
continue;//uninteresting
int blockx = (ld.pos[0]>>2);
int blocky = (ld.pos[1]>>2);
int blockz = (ld.pos[2]); //compression is x/y only
int blockw = (header->width >> mipmap) >> 2;
int blockh = (header->height >> mipmap) >> 2;
//print_line("cell "+itos(i)+" level "+itos(level)+"mipmap: "+itos(mipmap)+" pos: "+Vector3(blockx,blocky,blockz)+" size "+Vector2(blockw,blockh));
uint32_t key = blockz * blockw*blockh + blocky * blockw + blockx;
Map<uint32_t,InstanceGIProbeData::CompBlockS3TC> & cmap = comp_blocks[mipmap];
if (!cmap.has(key)) {
InstanceGIProbeData::CompBlockS3TC k;
k.offset=key; //use offset as counter first
k.source_count=0;
cmap[key]=k;
}
InstanceGIProbeData::CompBlockS3TC &k=cmap[key];
ERR_CONTINUE(k.source_count==16);
k.sources[k.source_count++]=i;
}
//fix the blocks, precomputing what is needed
probe->dynamic.mipmaps_s3tc.resize(mipmap_count);
for(int i=0;i<mipmap_count;i++) {
print_line("S3TC level: "+itos(i)+" blocks: "+itos(comp_blocks[i].size()));
probe->dynamic.mipmaps_s3tc[i].resize(comp_blocks[i].size());
DVector<InstanceGIProbeData::CompBlockS3TC>::Write w = probe->dynamic.mipmaps_s3tc[i].write();
int block_idx=0;
for (Map<uint32_t,InstanceGIProbeData::CompBlockS3TC>::Element *E=comp_blocks[i].front();E;E=E->next()) {
InstanceGIProbeData::CompBlockS3TC k = E->get();
//PRECOMPUTE ALPHA
int max_alpha=-100000;
int min_alpha=k.source_count==16 ?100000 :0; //if the block is not completely full, minimum is always 0, (and those blocks will map to 1, which will be zero)
uint8_t alpha_block[4][4]={ {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0} };
for(int j=0;j<k.source_count;j++) {
int alpha = (cells[k.sources[j]].level_alpha>>8)&0xFF;
if (alpha<min_alpha)
min_alpha=alpha;
if (alpha>max_alpha)
max_alpha=alpha;
//fill up alpha block
alpha_block[ldw[k.sources[j]].pos[0]%4][ldw[k.sources[j]].pos[1]%4]=alpha;
}
//use the first mode (8 adjustable levels)
k.alpha[0]=max_alpha;
k.alpha[1]=min_alpha;
uint64_t alpha_bits=0;
if (max_alpha!=min_alpha) {
int idx=0;
for(int y=0;y<4;y++) {
for(int x=0;x<4;x++) {
//substract minimum
uint32_t a = uint32_t(alpha_block[x][y])-min_alpha;
//convert range to 3 bits
a =int((a * 7.0 / (max_alpha-min_alpha))+0.5);
a = CLAMP(a,0,7); //just to be sure
a = 7-a; //because range is inverted in this mode
if (a==0) {
//do none, remain
} else if (a==7) {
a=1;
} else {
a=a+1;
}
alpha_bits|=uint64_t(a)<<(idx*3);
idx++;
}
}
}
k.alpha[2]=(alpha_bits >> 0)&0xFF;
k.alpha[3]=(alpha_bits >> 8)&0xFF;
k.alpha[4]=(alpha_bits >> 16)&0xFF;
k.alpha[5]=(alpha_bits >> 24)&0xFF;
k.alpha[6]=(alpha_bits >> 32)&0xFF;
k.alpha[7]=(alpha_bits >> 40)&0xFF;
w[block_idx++]=k;
}
}
}
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}
void VisualServerScene::_gi_probe_bake_thread() {
while(true) {
probe_bake_sem->wait();
if (probe_bake_thread_exit) {
break;
}
Instance* to_bake=NULL;
probe_bake_mutex->lock();
if (!probe_bake_list.empty()) {
to_bake=probe_bake_list.front()->get();
probe_bake_list.pop_front();
}
probe_bake_mutex->unlock();
if (!to_bake)
continue;
_bake_gi_probe(to_bake);
}
}
uint32_t VisualServerScene::_gi_bake_find_cell(const GIProbeDataCell *cells,int x,int y, int z,int p_cell_subdiv) {
uint32_t cell=0;
int ofs_x=0;
int ofs_y=0;
int ofs_z=0;
int size = 1<<(p_cell_subdiv-1);
int half=size/2;
if (x<0 || x>=size)
return -1;
if (y<0 || y>=size)
return -1;
if (z<0 || z>=size)
return -1;
for(int i=0;i<p_cell_subdiv-1;i++) {
const GIProbeDataCell *bc = &cells[cell];
int child = 0;
if (x >= ofs_x + half) {
child|=1;
ofs_x+=half;
}
if (y >= ofs_y + half) {
child|=2;
ofs_y+=half;
}
if (z >= ofs_z + half) {
child|=4;
ofs_z+=half;
}
cell = bc->children[child];
if (cell==0xFFFFFFFF)
return 0xFFFFFFFF;
half>>=1;
}
return cell;
}
static float _get_normal_advance(const Vector3& p_normal ) {
Vector3 normal = p_normal;
Vector3 unorm = normal.abs();
if ( (unorm.x >= unorm.y) && (unorm.x >= unorm.z) ) {
// x code
unorm = normal.x > 0.0 ? Vector3( 1.0, 0.0, 0.0 ) : Vector3( -1.0, 0.0, 0.0 ) ;
} else if ( (unorm.y > unorm.x) && (unorm.y >= unorm.z) ) {
// y code
unorm = normal.y > 0.0 ? Vector3( 0.0, 1.0, 0.0 ) : Vector3( 0.0, -1.0, 0.0 ) ;
} else if ( (unorm.z > unorm.x) && (unorm.z > unorm.y) ) {
// z code
unorm = normal.z > 0.0 ? Vector3( 0.0, 0.0, 1.0 ) : Vector3( 0.0, 0.0, -1.0 ) ;
} else {
// oh-no we messed up code
// has to be
unorm = Vector3( 1.0, 0.0, 0.0 );
}
return 1.0/normal.dot(unorm);
}
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void VisualServerScene::_bake_gi_probe_light(const GIProbeDataHeader *header,const GIProbeDataCell *cells,InstanceGIProbeData::LocalData *local_data,const uint32_t *leaves,int leaf_count, const InstanceGIProbeData::LightCache& light_cache,int sign) {
int light_r = int(light_cache.color.r * light_cache.energy * 1024.0)*sign;
int light_g = int(light_cache.color.g * light_cache.energy * 1024.0)*sign;
int light_b = int(light_cache.color.b * light_cache.energy * 1024.0)*sign;
float limits[3]={float(header->width),float(header->height),float(header->depth)};
Plane clip[3];
int clip_planes=0;
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switch(light_cache.type) {
case VS::LIGHT_DIRECTIONAL: {
float max_len = Vector3(limits[0],limits[1],limits[2]).length()*1.1;
Vector3 light_axis = -light_cache.transform.basis.get_axis(2).normalized();
for(int i=0;i<3;i++) {
if (ABS(light_axis[i])<CMP_EPSILON)
continue;
clip[clip_planes].normal[i]=1.0;
if (light_axis[i]<0) {
clip[clip_planes].d=limits[i]+1;
} else {
clip[clip_planes].d-=1.0;
}
clip_planes++;
}
float distance_adv = _get_normal_advance(light_axis);
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int success_count=0;
uint64_t us = OS::get_singleton()->get_ticks_usec();
for(int i=0;i<leaf_count;i++) {
uint32_t idx = leaves[i];
const GIProbeDataCell *cell = &cells[idx];
InstanceGIProbeData::LocalData *light = &local_data[idx];
Vector3 to(light->pos[0]+0.5,light->pos[1]+0.5,light->pos[2]+0.5);
Vector3 norm (
(((cells[idx].normal>>16)&0xFF)/255.0)*2.0-1.0,
(((cells[idx].normal>>8)&0xFF)/255.0)*2.0-1.0,
(((cells[idx].normal>>0)&0xFF)/255.0)*2.0-1.0
);
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float att = norm.dot(-light_axis);
if (att<0.001) {
//not lighting towards this
continue;
}
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Vector3 from = to - max_len * light_axis;
for(int j=0;j<clip_planes;j++) {
clip[j].intersects_segment(from,to,&from);
}
float distance = (to - from).length();
distance+=distance_adv-Math::fmod(distance,distance_adv); //make it reach the center of the box always
from = to - light_axis * distance;
uint32_t result=0xFFFFFFFF;
while(distance>-distance_adv) { //use this to avoid precision errors
result = _gi_bake_find_cell(cells,int(floor(from.x)),int(floor(from.y)),int(floor(from.z)),header->cell_subdiv);
if (result!=0xFFFFFFFF) {
break;
}
from+=light_axis*distance_adv;
distance-=distance_adv;
}
if (result==idx) {
//cell hit itself! hooray!
light->energy[0]+=int32_t(light_r*att*((cell->albedo>>16)&0xFF)/255.0);
light->energy[1]+=int32_t(light_g*att*((cell->albedo>>8)&0xFF)/255.0);
light->energy[2]+=int32_t(light_b*att*((cell->albedo)&0xFF)/255.0);
success_count++;
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}
}
print_line("BAKE TIME: "+rtos((OS::get_singleton()->get_ticks_usec()-us)/1000000.0));
print_line("valid cells: "+itos(success_count));
} break;
case VS::LIGHT_OMNI:
case VS::LIGHT_SPOT: {
uint64_t us = OS::get_singleton()->get_ticks_usec();
Vector3 light_pos = light_cache.transform.origin;
Vector3 spot_axis = -light_cache.transform.basis.get_axis(2).normalized();
float local_radius = light_cache.radius * light_cache.transform.basis.get_axis(2).length();
for(int i=0;i<leaf_count;i++) {
uint32_t idx = leaves[i];
const GIProbeDataCell *cell = &cells[idx];
InstanceGIProbeData::LocalData *light = &local_data[idx];
Vector3 to(light->pos[0]+0.5,light->pos[1]+0.5,light->pos[2]+0.5);
Vector3 norm (
(((cells[idx].normal>>16)&0xFF)/255.0)*2.0-1.0,
(((cells[idx].normal>>8)&0xFF)/255.0)*2.0-1.0,
(((cells[idx].normal>>0)&0xFF)/255.0)*2.0-1.0
);
Vector3 light_axis = (to - light_pos).normalized();
float distance_adv = _get_normal_advance(light_axis);
float att = norm.dot(-light_axis);
if (att<0.001) {
//not lighting towards this
continue;
}
{
float d = light_pos.distance_to(to);
if (d+distance_adv > local_radius)
continue; // too far away
float dt = CLAMP((d+distance_adv)/local_radius,0,1);
att*= powf(1.0-dt,light_cache.attenuation);
}
if (light_cache.type==VS::LIGHT_SPOT) {
float angle = Math::rad2deg(acos(light_axis.dot(spot_axis)));
if (angle > light_cache.spot_angle)
continue;
float d = CLAMP(angle/light_cache.spot_angle,1,0);
att*= powf(1.0-d,light_cache.spot_attenuation);
}
clip_planes=0;
for(int c=0;c<3;c++) {
if (ABS(light_axis[c])<CMP_EPSILON)
continue;
clip[clip_planes].normal[c]=1.0;
if (light_axis[c]<0) {
clip[clip_planes].d=limits[c]+1;
} else {
clip[clip_planes].d-=1.0;
}
clip_planes++;
}
Vector3 from = light_pos;
for(int j=0;j<clip_planes;j++) {
clip[j].intersects_segment(from,to,&from);
}
float distance = (to - from).length();
distance-=Math::fmod(distance,distance_adv); //make it reach the center of the box always, but this tame make it closer
from = to - light_axis * distance;
uint32_t result=0xFFFFFFFF;
while(distance>-distance_adv) { //use this to avoid precision errors
result = _gi_bake_find_cell(cells,int(floor(from.x)),int(floor(from.y)),int(floor(from.z)),header->cell_subdiv);
if (result!=0xFFFFFFFF) {
break;
}
from+=light_axis*distance_adv;
distance-=distance_adv;
}
if (result==idx) {
//cell hit itself! hooray!
light->energy[0]+=int32_t(light_r*att*((cell->albedo>>16)&0xFF)/255.0);
light->energy[1]+=int32_t(light_g*att*((cell->albedo>>8)&0xFF)/255.0);
light->energy[2]+=int32_t(light_b*att*((cell->albedo)&0xFF)/255.0);
}
}
print_line("BAKE TIME: "+rtos((OS::get_singleton()->get_ticks_usec()-us)/1000000.0));
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} break;
}
}
void VisualServerScene::_bake_gi_downscale_light(int p_idx, int p_level, const GIProbeDataCell* p_cells, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data) {
//average light to upper level
p_local_data[p_idx].energy[0]=0;
p_local_data[p_idx].energy[1]=0;
p_local_data[p_idx].energy[2]=0;
for(int i=0;i<8;i++) {
uint32_t child = p_cells[p_idx].children[i];
if (child==0xFFFFFFFF)
continue;
if (p_level+1 < (int)p_header->cell_subdiv-1) {
_bake_gi_downscale_light(child,p_level+1,p_cells,p_header,p_local_data);
}
p_local_data[p_idx].energy[0]+=p_local_data[child].energy[0];
p_local_data[p_idx].energy[1]+=p_local_data[child].energy[1];
p_local_data[p_idx].energy[2]+=p_local_data[child].energy[2];
}
//divide by eight for average
p_local_data[p_idx].energy[0]>>=3;
p_local_data[p_idx].energy[1]>>=3;
p_local_data[p_idx].energy[2]>>=3;
}
void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) {
InstanceGIProbeData * probe_data = static_cast<InstanceGIProbeData*>(p_gi_probe->base_data);
DVector<int>::Read r=probe_data->dynamic.light_data.read();
const GIProbeDataHeader *header = (const GIProbeDataHeader *)r.ptr();
const GIProbeDataCell *cells = (const GIProbeDataCell*)&r[16];
int leaf_count = probe_data->dynamic.level_cell_lists[ header->cell_subdiv -1 ].size();
const uint32_t *leaves = probe_data->dynamic.level_cell_lists[ header->cell_subdiv -1 ].ptr();
DVector<InstanceGIProbeData::LocalData>::Write ldw = probe_data->dynamic.local_data.write();
InstanceGIProbeData::LocalData *local_data = ldw.ptr();
//remove what must be removed
for (Map<RID,InstanceGIProbeData::LightCache>::Element *E=probe_data->dynamic.light_cache.front();E;E=E->next()) {
RID rid = E->key();
const InstanceGIProbeData::LightCache& lc = E->get();
if (!probe_data->dynamic.light_cache_changes.has(rid) || !(probe_data->dynamic.light_cache_changes[rid]==lc)) {
//erase light data
_bake_gi_probe_light(header,cells,local_data,leaves,leaf_count,lc,-1);
}
}
//add what must be added
for (Map<RID,InstanceGIProbeData::LightCache>::Element *E=probe_data->dynamic.light_cache_changes.front();E;E=E->next()) {
RID rid = E->key();
const InstanceGIProbeData::LightCache& lc = E->get();
if (!probe_data->dynamic.light_cache.has(rid) || !(probe_data->dynamic.light_cache[rid]==lc)) {
//add light data
_bake_gi_probe_light(header,cells,local_data,leaves,leaf_count,lc,1);
}
}
SWAP(probe_data->dynamic.light_cache_changes,probe_data->dynamic.light_cache);
//downscale to lower res levels
_bake_gi_downscale_light(0,0,cells,header,local_data);
//plot result to 3D texture!
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if (probe_data->dynamic.compression==RasterizerStorage::GI_PROBE_UNCOMPRESSED) {
for(int i=0;i<(int)header->cell_subdiv;i++) {
int stage = header->cell_subdiv - i -1;
if (stage >= probe_data->dynamic.mipmaps_3d.size())
continue; //no mipmap for this one
print_line("generating mipmap stage: "+itos(stage));
int level_cell_count = probe_data->dynamic.level_cell_lists[ i ].size();
const uint32_t *level_cells = probe_data->dynamic.level_cell_lists[ i ].ptr();
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DVector<uint8_t>::Write lw = probe_data->dynamic.mipmaps_3d[stage].write();
uint8_t *mipmapw = lw.ptr();
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uint32_t sizes[3]={header->width>>stage,header->height>>stage,header->depth>>stage};
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for(int j=0;j<level_cell_count;j++) {
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uint32_t idx = level_cells[j];
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uint32_t r = (uint32_t(local_data[idx].energy[0])/probe_data->dynamic.bake_dynamic_range)>>2;
uint32_t g = (uint32_t(local_data[idx].energy[1])/probe_data->dynamic.bake_dynamic_range)>>2;
uint32_t b = (uint32_t(local_data[idx].energy[2])/probe_data->dynamic.bake_dynamic_range)>>2;
uint32_t a = (cells[idx].level_alpha>>8)&0xFF;
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uint32_t mm_ofs = sizes[0]*sizes[1]*(local_data[idx].pos[2]) + sizes[0]*(local_data[idx].pos[1]) + (local_data[idx].pos[0]);
mm_ofs*=4; //for RGBA (4 bytes)
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mipmapw[mm_ofs+0]=uint8_t(CLAMP(r,0,255));
mipmapw[mm_ofs+1]=uint8_t(CLAMP(g,0,255));
mipmapw[mm_ofs+2]=uint8_t(CLAMP(b,0,255));
mipmapw[mm_ofs+3]=uint8_t(CLAMP(a,0,255));
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}
}
} else if (probe_data->dynamic.compression==RasterizerStorage::GI_PROBE_S3TC) {
int mipmap_count = probe_data->dynamic.mipmaps_3d.size();
for(int mmi=0;mmi<mipmap_count;mmi++) {
DVector<uint8_t>::Write mmw = probe_data->dynamic.mipmaps_3d[mmi].write();
int block_count = probe_data->dynamic.mipmaps_s3tc[mmi].size();
DVector<InstanceGIProbeData::CompBlockS3TC>::Read mmr = probe_data->dynamic.mipmaps_s3tc[mmi].read();
for(int i=0;i<block_count;i++) {
const InstanceGIProbeData::CompBlockS3TC& b = mmr[i];
uint8_t *blockptr = &mmw[b.offset*16];
copymem(blockptr,b.alpha,8); //copy alpha part, which is precomputed
Vector3 colors[16];
for(int j=0;j<b.source_count;j++) {
colors[j].x=(local_data[b.sources[j]].energy[0]/float(probe_data->dynamic.bake_dynamic_range))/1024.0;
colors[j].y=(local_data[b.sources[j]].energy[1]/float(probe_data->dynamic.bake_dynamic_range))/1024.0;
colors[j].z=(local_data[b.sources[j]].energy[2]/float(probe_data->dynamic.bake_dynamic_range))/1024.0;
}
//super quick and dirty compression
//find 2 most futher apart
float distance=0;
Vector3 from,to;
if (b.source_count==16) {
//all cells are used so, find minmax between them
int further_apart[2]={0,0};
for(int j=0;j<b.source_count;j++) {
for(int k=j+1;k<b.source_count;k++) {
float d = colors[j].distance_squared_to(colors[k]);
if (d>distance) {
distance=d;
further_apart[0]=j;
further_apart[1]=k;
}
}
}
from = colors[further_apart[0]];
to = colors[further_apart[1]];
} else {
//if a block is missing, the priority is that this block remains black,
//otherwise the geometry will appear deformed
//correct shape wins over correct color in this case
//average all colors first
Vector3 average;
for(int j=0;j<b.source_count;j++) {
average+=colors[j];
}
average.normalize();
//find max distance in normal from average
for(int j=0;j<b.source_count;j++) {
float d = average.dot(colors[j]);
distance=MAX(d,distance);
}
from = Vector3(); //from black
to = average * distance;
//find max distance
}
int indices[16];
uint16_t color_0=0;
color_0 = CLAMP(int(from.x*31),0,31)<<11;
color_0 |= CLAMP(int(from.y*63),0,63)<<5;
color_0 |= CLAMP(int(from.z*31),0,31);
uint16_t color_1=0;
color_1 = CLAMP(int(to.x*31),0,31)<<11;
color_1 |= CLAMP(int(to.y*63),0,63)<<5;
color_1 |= CLAMP(int(to.z*31),0,31);
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if (color_1 > color_0) {
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SWAP(color_1,color_0);
SWAP(from,to);
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}
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if (distance>0) {
Vector3 dir = (to-from).normalized();
for(int j=0;j<b.source_count;j++) {
float d = (colors[j]-from).dot(dir) / distance;
indices[j]=int(d*3+0.5);
static const int index_swap[4]={0,3,1,2};
indices[j]=index_swap[CLAMP(indices[j],0,3)];
}
} else {
for(int j=0;j<b.source_count;j++) {
indices[j]=0;
}
}
//by default, 1 is black, otherwise it will be overriden by source
uint32_t index_block[16]={1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1 };
for(int j=0;j<b.source_count;j++) {
int x=local_data[b.sources[j]].pos[0]%4;
int y=local_data[b.sources[j]].pos[1]%4;
index_block[y*4+x]=indices[j];
}
uint32_t encode=0;
for(int j=0;j<16;j++) {
encode|=index_block[j]<<(j*2);
}
blockptr[8]=color_0&0xFF;
blockptr[9]=(color_0>>8)&0xFF;
blockptr[10]=color_1&0xFF;
blockptr[11]=(color_1>>8)&0xFF;
blockptr[12]=encode&0xFF;
blockptr[13]=(encode>>8)&0xFF;
blockptr[14]=(encode>>16)&0xFF;
blockptr[15]=(encode>>24)&0xFF;
}
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}
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}
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//send back to main thread to update un little chunks
probe_data->dynamic.updating_stage=GI_UPDATE_STAGE_UPLOADING;
}
bool VisualServerScene::_check_gi_probe(Instance *p_gi_probe) {
InstanceGIProbeData * probe_data = static_cast<InstanceGIProbeData*>(p_gi_probe->base_data);
probe_data->dynamic.light_cache_changes.clear();
bool all_equal=true;
for (List<Instance*>::Element *E=p_gi_probe->scenario->directional_lights.front();E;E=E->next()) {
InstanceGIProbeData::LightCache lc;
lc.type=VSG::storage->light_get_type(E->get()->base);
lc.color=VSG::storage->light_get_color(E->get()->base);
lc.energy=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_ENERGY);
lc.radius=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_RANGE);
lc.attenuation=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_ATTENUATION);
lc.spot_angle=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_SPOT_ANGLE);
lc.spot_attenuation=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_SPOT_ATTENUATION);
lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform;
if (!probe_data->dynamic.light_cache.has(E->get()->self) || !(probe_data->dynamic.light_cache[E->get()->self]==lc)) {
all_equal=false;
}
probe_data->dynamic.light_cache_changes[E->get()->self]=lc;
}
for (Set<Instance*>::Element *E=probe_data->lights.front();E;E=E->next()) {
InstanceGIProbeData::LightCache lc;
lc.type=VSG::storage->light_get_type(E->get()->base);
lc.color=VSG::storage->light_get_color(E->get()->base);
lc.energy=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_ENERGY);
lc.radius=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_RANGE);
lc.attenuation=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_ATTENUATION);
lc.spot_angle=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_SPOT_ANGLE);
lc.spot_attenuation=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_SPOT_ATTENUATION);
lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform;
if (!probe_data->dynamic.light_cache.has(E->get()->self) || !(probe_data->dynamic.light_cache[E->get()->self]==lc)) {
all_equal=false;
}
probe_data->dynamic.light_cache_changes[E->get()->self]=lc;
}
//lighting changed from after to before, must do some updating
return !all_equal || probe_data->dynamic.light_cache_changes.size()!=probe_data->dynamic.light_cache.size();
}
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void VisualServerScene::render_probes() {
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/* REFLECTION PROBES */
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SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
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bool busy=false;
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while(ref_probe) {
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SelfList<InstanceReflectionProbeData> *next=ref_probe->next();
RID base = ref_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;
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bool done = _render_reflection_probe_step(ref_probe->self()->owner,ref_probe->self()->render_step);
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if (done) {
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reflection_probe_render_list.remove(ref_probe);
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} else {
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ref_probe->self()->render_step++;
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}
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) {
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done = _render_reflection_probe_step(ref_probe->self()->owner,step);
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step++;
}
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reflection_probe_render_list.remove(ref_probe);
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} break;
}
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ref_probe=next;
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}
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/* GI PROBES */
SelfList<InstanceGIProbeData> *gi_probe = gi_probe_update_list.first();
while(gi_probe) {
SelfList<InstanceGIProbeData> *next=gi_probe->next();
InstanceGIProbeData *probe = gi_probe->self();
Instance *instance_probe = probe->owner;
//check if probe must be setup, but don't do if on the lighting thread
bool force_lighting=false;
if (probe->invalid || (probe->dynamic.updating_stage==GI_UPDATE_STAGE_CHECK && probe->base_version!=VSG::storage->gi_probe_get_version(instance_probe->base))) {
_setup_gi_probe(instance_probe);
force_lighting=true;
}
if (probe->invalid==false && probe->dynamic.enabled) {
switch(probe->dynamic.updating_stage) {
case GI_UPDATE_STAGE_CHECK: {
if (_check_gi_probe(instance_probe) || force_lighting) {
//send to lighting thread
probe->dynamic.updating_stage=GI_UPDATE_STAGE_LIGHTING;
#ifndef NO_THREADS
probe_bake_mutex->lock();
probe_bake_list.push_back(instance_probe);
probe_bake_mutex->unlock();
probe_bake_sem->post();
#else
_bake_gi_probe(instance_probe);
#endif
}
} break;
case GI_UPDATE_STAGE_LIGHTING: {
//do none, wait til done!
} break;
case GI_UPDATE_STAGE_UPLOADING: {
uint64_t us = OS::get_singleton()->get_ticks_usec();
for(int i=0;i<(int)probe->dynamic.mipmaps_3d.size();i++) {
int mmsize = probe->dynamic.mipmaps_3d[i].size();
DVector<uint8_t>::Read r = probe->dynamic.mipmaps_3d[i].read();
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VSG::storage->gi_probe_dynamic_data_update(probe->dynamic.probe_data,0,probe->dynamic.grid_size[2]>>i,i,r.ptr());
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}
probe->dynamic.updating_stage=GI_UPDATE_STAGE_CHECK;
// print_line("UPLOAD TIME: "+rtos((OS::get_singleton()->get_ticks_usec()-us)/1000000.0));
} break;
}
}
//_update_gi_probe(gi_probe->self()->owner);
gi_probe=next;
}
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}
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;
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VisualServerScene::VisualServerScene() {
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#ifndef NO_THREADS
probe_bake_sem = Semaphore::create();
probe_bake_mutex = Mutex::create();
probe_bake_thread = Thread::create(_gi_probe_bake_threads,this);
probe_bake_thread_exit=false;
#endif
render_pass=1;
singleton=this;
}
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VisualServerScene::~VisualServerScene() {
#ifndef NO_THREADS
probe_bake_thread_exit=true;
Thread::wait_to_finish(probe_bake_thread);
memdelete(probe_bake_thread);
memdelete(probe_bake_sem);
memdelete(probe_bake_mutex);
#endif
}