#include "visual_server_scene.h" #include "visual_server_global.h" /* CAMERA API */ RID VisualServerScene::camera_create() { Camera * camera = memnew( Camera ); return camera_owner.make_rid( camera ); } void VisualServerScene::camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far) { Camera *camera = camera_owner.get( p_camera ); ERR_FAIL_COND(!camera); camera->type=Camera::PERSPECTIVE; camera->fov=p_fovy_degrees; camera->znear=p_z_near; camera->zfar=p_z_far; } void VisualServerScene::camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far) { Camera *camera = camera_owner.get( p_camera ); ERR_FAIL_COND(!camera); camera->type=Camera::ORTHOGONAL; camera->size=p_size; camera->znear=p_z_near; camera->zfar=p_z_far; } void VisualServerScene::camera_set_transform(RID p_camera,const Transform& p_transform) { Camera *camera = camera_owner.get( p_camera ); ERR_FAIL_COND(!camera); camera->transform=p_transform.orthonormalized(); } void VisualServerScene::camera_set_cull_mask(RID p_camera,uint32_t p_layers) { Camera *camera = camera_owner.get( p_camera ); ERR_FAIL_COND(!camera); camera->visible_layers=p_layers; } void VisualServerScene::camera_set_environment(RID p_camera,RID p_env) { Camera *camera = camera_owner.get( p_camera ); ERR_FAIL_COND(!camera); camera->env=p_env; } void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera,bool p_enable) { Camera *camera = camera_owner.get( p_camera ); ERR_FAIL_COND(!camera); camera->vaspect=p_enable; } /* SCENARIO API */ void* VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int) { // VisualServerScene *self = (VisualServerScene*)p_self; Instance *A = p_A; Instance *B = p_B; //instance indices are designed so greater always contains lesser if (A->base_type > B->base_type) { SWAP(A,B); //lesser always first } if (B->base_type==VS::INSTANCE_LIGHT && (1<base_type)&VS::INSTANCE_GEOMETRY_MASK) { InstanceLightData * light = static_cast(B->base_data); InstanceGeometryData * geom = static_cast(A->base_data); InstanceLightData::PairInfo pinfo; pinfo.geometry=A; pinfo.L = geom->lighting.push_back(B); List::Element *E = light->geometries.push_back(pinfo); if (geom->can_cast_shadows) { light->shadow_dirty=true; } geom->lighting_dirty=true; return E; //this element should make freeing faster } else if (B->base_type==VS::INSTANCE_REFLECTION_PROBE && (1<base_type)&VS::INSTANCE_GEOMETRY_MASK) { InstanceReflectionProbeData * reflection_probe = static_cast(B->base_data); InstanceGeometryData * geom = static_cast(A->base_data); InstanceReflectionProbeData::PairInfo pinfo; pinfo.geometry=A; pinfo.L = geom->reflection_probes.push_back(B); List::Element *E = reflection_probe->geometries.push_back(pinfo); geom->reflection_dirty=true; return E; //this element should make freeing faster } #if 0 if (A->base_type==INSTANCE_PORTAL) { ERR_FAIL_COND_V( B->base_type!=INSTANCE_PORTAL,NULL ); A->portal_info->candidate_set.insert(B); B->portal_info->candidate_set.insert(A); self->_portal_attempt_connect(A); //attempt to conncet portal A (will go through B anyway) //this is a little hackish, but works fine in practice } else if (A->base_type==INSTANCE_BAKED_LIGHT || B->base_type==INSTANCE_BAKED_LIGHT) { if (B->base_type==INSTANCE_BAKED_LIGHT) { SWAP(A,B); } ERR_FAIL_COND_V(B->base_type!=INSTANCE_BAKED_LIGHT_SAMPLER,NULL); B->baked_light_sampler_info->baked_lights.insert(A); } else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) { if (B->base_type==INSTANCE_ROOM) SWAP(A,B); ERR_FAIL_COND_V(! ((1<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<base_type)&VS::INSTANCE_GEOMETRY_MASK) { InstanceLightData * light = static_cast(B->base_data); InstanceGeometryData * geom = static_cast(A->base_data); List::Element *E = reinterpret_cast::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; } else if (B->base_type==VS::INSTANCE_REFLECTION_PROBE && (1<base_type)&VS::INSTANCE_GEOMETRY_MASK) { InstanceReflectionProbeData * reflection_probe = static_cast(B->base_data); InstanceGeometryData * geom = static_cast(A->base_data); List::Element *E = reinterpret_cast::Element*>(udata); geom->reflection_probes.erase(E->get().L); reflection_probe->geometries.erase(E); geom->reflection_dirty=true; } #if 0 if (A->base_type==INSTANCE_PORTAL) { ERR_FAIL_COND( B->base_type!=INSTANCE_PORTAL ); A->portal_info->candidate_set.erase(B); B->portal_info->candidate_set.erase(A); //after disconnecting them, see if they can connect again self->_portal_attempt_connect(A); self->_portal_attempt_connect(B); } else if (A->base_type==INSTANCE_BAKED_LIGHT || B->base_type==INSTANCE_BAKED_LIGHT) { if (B->base_type==INSTANCE_BAKED_LIGHT) { SWAP(A,B); } ERR_FAIL_COND(B->base_type!=INSTANCE_BAKED_LIGHT_SAMPLER); B->baked_light_sampler_info->baked_lights.erase(A); } else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) { if (B->base_type==INSTANCE_ROOM) SWAP(A,B); ERR_FAIL_COND(! ((1<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); 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; } 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(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; case VS::INSTANCE_REFLECTION_PROBE: { InstanceReflectionProbeData *reflection_probe = static_cast(instance->base_data); VSG::scene_render->free(reflection_probe->instance); if (reflection_probe->update_list.in_list()) { reflection_probe_render_list.remove(&reflection_probe->update_list); } } break; } if (instance->base_data) { memdelete( instance->base_data ); instance->base_data=NULL; } instance->morph_values.clear(); for(int i=0;imaterials.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<base_type)&INSTANCE_GEOMETRY_MASK) instance->room->room_info->owned_geometry_instances.erase(instance->RE); else if (instance->base_type==INSTANCE_PORTAL) { print_line("freeing portal, is it there? "+itos(instance->room->room_info->owned_portal_instances.(instance->RE))); instance->room->room_info->owned_portal_instances.erase(instance->RE); } else if (instance->base_type==INSTANCE_ROOM) instance->room->room_info->owned_room_instances.erase(instance->RE); else if (instance->base_type==INSTANCE_LIGHT) instance->room->room_info->owned_light_instances.erase(instance->RE); instance->RE=NULL;*/ } if (instance->portal_info) { _portal_disconnect(instance,true); memdelete(instance->portal_info); instance->portal_info=NULL; } if (instance->baked_light_info) { while(instance->baked_light_info->owned_instances.size()) { Instance *owned=instance->baked_light_info->owned_instances.front()->get(); owned->baked_light=NULL; owned->data.baked_light=NULL; owned->data.baked_light_octree_xform=NULL; owned->BLE=NULL; instance->baked_light_info->owned_instances.pop_front(); } memdelete(instance->baked_light_info); instance->baked_light_info=NULL; } if (instance->scenario && instance->octree_id) { instance->scenario->octree.erase( instance->octree_id ); instance->octree_id=0; } if (instance->room_info) { for(List::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::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::Element *E=instance->room_info->owned_room_instances.front();E;E=E->next()) { Instance *owned = E->get(); owned->room=NULL; owned->RE=NULL; } if (instance->room_info->disconnected_child_portals.size()) { ERR_PRINT("BUG: Disconnected portals remain!"); } memdelete(instance->room_info); instance->room_info=NULL; } if (instance->particles_info) { rasterizer->free( instance->particles_info->instance ); memdelete(instance->particles_info); instance->particles_info=NULL; } if (instance->baked_light_sampler_info) { while (instance->baked_light_sampler_info->owned_instances.size()) { instance_geometry_set_baked_light_sampler(instance->baked_light_sampler_info->owned_instances.front()->get()->self,RID()); } if (instance->baked_light_sampler_info->sampled_light.is_valid()) { rasterizer->free(instance->baked_light_sampler_info->sampled_light); } memdelete( instance->baked_light_sampler_info ); instance->baked_light_sampler_info=NULL; } #endif } instance->base_type=VS::INSTANCE_NONE; instance->base=RID(); if (p_base.is_valid()) { instance->base_type=VSG::storage->get_base_type(p_base); ERR_FAIL_COND(instance->base_type==VS::INSTANCE_NONE); switch(instance->base_type) { case VS::INSTANCE_LIGHT: { InstanceLightData *light = memnew( InstanceLightData ); if (scenario && VSG::storage->light_get_type(p_base)==VS::LIGHT_DIRECTIONAL) { light->D = scenario->directional_lights.push_back(instance); } light->instance = VSG::scene_render->light_instance_create(p_base); instance->base_data=light; } break; case VS::INSTANCE_MESH: { InstanceGeometryData *geom = memnew( InstanceGeometryData ); instance->base_data=geom; } break; case VS::INSTANCE_MULTIMESH: { InstanceGeometryData *geom = memnew( InstanceGeometryData ); instance->base_data=geom; } break; case VS::INSTANCE_REFLECTION_PROBE: { InstanceReflectionProbeData *reflection_probe = memnew( InstanceReflectionProbeData ); reflection_probe->owner=instance; instance->base_data=reflection_probe; reflection_probe->instance=VSG::scene_render->reflection_probe_instance_create(p_base); } break; } VSG::storage->instance_add_dependency(p_base,instance); instance->base=p_base; if (scenario) _instance_queue_update(instance,true,true); #if 0 if (rasterizer->is_mesh(p_base)) { instance->base_type=INSTANCE_MESH; instance->data.morph_values.resize( rasterizer->mesh_get_morph_target_count(p_base)); instance->data.materials.resize( rasterizer->mesh_get_surface_count(p_base)); } else if (rasterizer->is_multimesh(p_base)) { instance->base_type=INSTANCE_MULTIMESH; } else if (rasterizer->is_immediate(p_base)) { instance->base_type=INSTANCE_IMMEDIATE; } else if (rasterizer->is_particles(p_base)) { instance->base_type=INSTANCE_PARTICLES; instance->particles_info=memnew( Instance::ParticlesInfo ); instance->particles_info->instance = rasterizer->particles_instance_create( p_base ); } else if (rasterizer->is_light(p_base)) { instance->base_type=INSTANCE_LIGHT; instance->light_info = memnew( Instance::LightInfo ); instance->light_info->instance = rasterizer->light_instance_create(p_base); if (instance->scenario && rasterizer->light_get_type(p_base)==LIGHT_DIRECTIONAL) { instance->light_info->D = instance->scenario->directional_lights.push_back(instance->self); } } else if (room_owner.owns(p_base)) { instance->base_type=INSTANCE_ROOM; instance->room_info = memnew( Instance::RoomInfo ); instance->room_info->room=room_owner.get(p_base); } else if (portal_owner.owns(p_base)) { instance->base_type=INSTANCE_PORTAL; instance->portal_info = memnew(Instance::PortalInfo); instance->portal_info->portal=portal_owner.get(p_base); } else if (baked_light_owner.owns(p_base)) { instance->base_type=INSTANCE_BAKED_LIGHT; instance->baked_light_info=memnew(Instance::BakedLightInfo); instance->baked_light_info->baked_light=baked_light_owner.get(p_base); //instance->portal_info = memnew(Instance::PortalInfo); //instance->portal_info->portal=portal_owner.get(p_base); } else if (baked_light_sampler_owner.owns(p_base)) { instance->base_type=INSTANCE_BAKED_LIGHT_SAMPLER; instance->baked_light_sampler_info=memnew( Instance::BakedLightSamplerInfo); instance->baked_light_sampler_info->sampler=baked_light_sampler_owner.get(p_base); //instance->portal_info = memnew(Instance::PortalInfo); //instance->portal_info->portal=portal_owner.get(p_base); } else { ERR_EXPLAIN("Invalid base RID for instance!") ERR_FAIL(); } instance_dependency_map[ p_base ].insert( instance->self ); #endif } } void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario){ Instance *instance = instance_owner.get( p_instance ); ERR_FAIL_COND( !instance ); if (instance->scenario) { instance->scenario->instances.remove( &instance->scenario_item ); if (instance->octree_id) { instance->scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away instance->octree_id=0; } switch(instance->base_type) { case VS::INSTANCE_LIGHT: { InstanceLightData *light = static_cast(instance->base_data); if (light->D) { instance->scenario->directional_lights.erase( light->D ); light->D=NULL; } } break; case VS::INSTANCE_REFLECTION_PROBE: { InstanceReflectionProbeData *reflection_probe = static_cast(instance->base_data); VSG::scene_render->reflection_probe_release_atlas_index(reflection_probe->instance); } break; } instance->scenario=NULL; } if (p_scenario.is_valid()) { Scenario *scenario = scenario_owner.get( p_scenario ); ERR_FAIL_COND(!scenario); instance->scenario=scenario; scenario->instances.add( &instance->scenario_item ); switch(instance->base_type) { case VS::INSTANCE_LIGHT: { InstanceLightData *light = static_cast(instance->base_data); if (VSG::storage->light_get_type(instance->base)==VS::LIGHT_DIRECTIONAL) { light->D = scenario->directional_lights.push_back(instance); } } break; } _instance_queue_update(instance,true,true); } } void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask){ Instance *instance = instance_owner.get( p_instance ); ERR_FAIL_COND( !instance ); instance->layer_mask=p_mask; } void VisualServerScene::instance_set_transform(RID p_instance, const Transform& p_transform){ Instance *instance = instance_owner.get( p_instance ); ERR_FAIL_COND( !instance ); if (instance->transform==p_transform) return; //must be checked to avoid worst evil instance->transform=p_transform; _instance_queue_update(instance,true); } void VisualServerScene::instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID){ Instance *instance = instance_owner.get( p_instance ); ERR_FAIL_COND( !instance ); instance->object_ID=p_ID; } void VisualServerScene::instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight){ } 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 ); _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 ); if (instance->skeleton==p_skeleton) return; if (instance->skeleton.is_valid()) { VSG::storage->instance_remove_dependency(p_skeleton,instance); } instance->skeleton=p_skeleton; if (instance->skeleton.is_valid()) { VSG::storage->instance_add_dependency(p_skeleton,instance); } _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 ){ } Vector VisualServerScene::instances_cull_aabb(const AABB& p_aabb, RID p_scenario) const { Vector instances; Scenario *scenario=scenario_owner.get(p_scenario); ERR_FAIL_COND_V(!scenario,instances); const_cast(this)->update_dirty_instances(); // check dirty instances before culling int culled=0; Instance *cull[1024]; culled=scenario->octree.cull_AABB(p_aabb,cull,1024); for (int i=0;iobject_ID==0) continue; instances.push_back(instance->object_ID); } return instances; } Vector VisualServerScene::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{ Vector instances; Scenario *scenario=scenario_owner.get(p_scenario); ERR_FAIL_COND_V(!scenario,instances); const_cast(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;iobject_ID==0) continue; instances.push_back(instance->object_ID); } return instances; } Vector VisualServerScene::instances_cull_convex(const Vector& p_convex, RID p_scenario) const{ Vector instances; Scenario *scenario=scenario_owner.get(p_scenario); ERR_FAIL_COND_V(!scenario,instances); const_cast(this)->update_dirty_instances(); // check dirty instances before culling int culled=0; Instance *cull[1024]; culled=scenario->octree.cull_convex(p_convex,cull,1024); for (int i=0;iobject_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(p_instance->base_data); VSG::scene_render->light_instance_set_transform( light->instance, p_instance->transform ); light->shadow_dirty=true; } if (p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE) { InstanceReflectionProbeData *reflection_probe = static_cast(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<base_type)&VS::INSTANCE_GEOMETRY_MASK) { InstanceGeometryData *geom = static_cast(p_instance->base_data); //make sure lights are updated if it casts shadow if (geom->can_cast_shadows) { for (List::Element *E=geom->lighting.front();E;E=E->next()) { InstanceLightData *light = static_cast(E->get()->base_data); light->shadow_dirty=true; } } } #if 0 else if (p_instance->base_type == INSTANCE_ROOM) { p_instance->room_info->affine_inverse=p_instance->data.transform.affine_inverse(); } else if (p_instance->base_type == INSTANCE_BAKED_LIGHT) { Transform scale; scale.basis.scale(p_instance->baked_light_info->baked_light->octree_aabb.size); scale.origin=p_instance->baked_light_info->baked_light->octree_aabb.pos; //print_line("scale: "+scale); p_instance->baked_light_info->affine_inverse=(p_instance->data.transform*scale).affine_inverse(); } #endif p_instance->mirror = p_instance->transform.basis.determinant() < 0.0; AABB new_aabb; #if 0 if (p_instance->base_type==INSTANCE_PORTAL) { //portals need to be transformed in a special way, so they don't become too wide if they have scale.. Transform portal_xform = p_instance->data.transform; portal_xform.basis.set_axis(2,portal_xform.basis.get_axis(2).normalized()); p_instance->portal_info->plane_cache=Plane( p_instance->data.transform.origin, portal_xform.basis.get_axis(2)); int point_count=p_instance->portal_info->portal->shape.size(); p_instance->portal_info->transformed_point_cache.resize(point_count); AABB portal_aabb; for(int i=0;iportal_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<base_type; uint32_t pairable_mask=0; bool pairable=false; if (p_instance->base_type == VS::INSTANCE_LIGHT || p_instance->base_type==VS::INSTANCE_REFLECTION_PROBE) { pairable_mask=p_instance->visible?VS::INSTANCE_GEOMETRY_MASK:0; pairable=true; } #if 0 if (p_instance->base_type == VS::INSTANCE_PORTAL) { pairable_mask=(1<base_type == VS::INSTANCE_BAKED_LIGHT_SAMPLER) { pairable_mask=(1<room && (1<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<base_type)&INSTANCE_GEOMETRY_MASK) { _instance_validate_autorooms(p_instance); } if (p_instance->base_type == INSTANCE_ROOM) { for(Set::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; case VisualServer::INSTANCE_MULTIMESH: { new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base); } break; #if 0 case VisualServer::INSTANCE_IMMEDIATE: { new_aabb = rasterizer->immediate_get_aabb(p_instance->base); } break; 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; case VisualServer::INSTANCE_REFLECTION_PROBE: { new_aabb = VSG::storage->reflection_probe_get_aabb(p_instance->base); } break; #if 0 case VisualServer::INSTANCE_ROOM: { Room *room = room_owner.get( p_instance->base ); ERR_FAIL_COND(!room); new_aabb=room->bounds.get_aabb(); } break; case VisualServer::INSTANCE_PORTAL: { Portal *portal = portal_owner.get( p_instance->base ); ERR_FAIL_COND(!portal); for (int i=0;ishape.size();i++) { Vector3 point( portal->shape[i].x, portal->shape[i].y, 0 ); if (i==0) { new_aabb.pos=point; new_aabb.size.z=0.01; // make it not flat for octree } else { new_aabb.expand_to(point); } } } break; case VisualServer::INSTANCE_BAKED_LIGHT: { BakedLight *baked_light = baked_light_owner.get( p_instance->base ); ERR_FAIL_COND(!baked_light); new_aabb=baked_light->octree_aabb; } break; case VisualServer::INSTANCE_BAKED_LIGHT_SAMPLER: { BakedLightSampler *baked_light_sampler = baked_light_sampler_owner.get( p_instance->base ); ERR_FAIL_COND(!baked_light_sampler); float radius = baked_light_sampler->params[VS::BAKED_LIGHT_SAMPLER_RADIUS]; new_aabb=AABB(Vector3(-radius,-radius,-radius),Vector3(radius*2,radius*2,radius*2)); } break; #endif default: {} } if (p_instance->extra_margin) new_aabb.grow_by(p_instance->extra_margin); p_instance->aabb=new_aabb; } 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(p_instance->base_data); switch(VSG::storage->light_get_type(p_instance->base)) { case VS::LIGHT_DIRECTIONAL: { 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); } max_distance=MAX(max_distance,p_cam_projection.get_z_near()+0.001); 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]; distances[0]=p_cam_projection.get_z_near(); for(int i=0;ilight_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;itransform.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_xx_max) x_max=d_x; if (j==0 || d_yy_max) y_max=d_y; if (j==0 || d_zz_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 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;jvisible || !((1<base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast(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 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;jvisible || !((1<base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast(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 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;jvisible || !((1<base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast(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, 1.0, 0.01, radius ); Vector 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;jvisible || !((1<base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast(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; } _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); Vector planes = p_cam_projection.get_projection_planes(p_cam_transform); 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; 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;ilast_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< current_rooms; Set portal_rooms; //add to set for(int i=0;ibase_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;iroom_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::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;ilayer_mask)==0) { //failure } else if (ins->base_type==VS::INSTANCE_LIGHT && ins->visible) { if (ins->visible && light_cull_count(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++; } } } else if (ins->base_type==VS::INSTANCE_REFLECTION_PROBE && ins->visible) { if (ins->visible && reflection_probe_cull_count(ins->base_data); if (p_reflection_probe!=reflection_probe->instance) { //avoid entering The Matrix if (!reflection_probe->geometries.empty()) { //do not add this light if no geometry is affected by it.. if (reflection_probe->reflection_dirty || VSG::scene_render->reflection_probe_instance_needs_redraw(reflection_probe->instance)) { if (!reflection_probe->update_list.in_list()) { reflection_probe->render_step=0; reflection_probe_render_list.add(&reflection_probe->update_list); } reflection_probe->reflection_dirty=false; } if (VSG::scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) { reflection_probe_instance_cull_result[reflection_probe_cull_count]=reflection_probe->instance; reflection_probe_cull_count++; } } } } } else if ((1<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=(ddraw_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::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 (mincull_range.max) cull_range.max=max; if (ins->sampled_light && ins->sampled_light->baked_light_sampler_info->last_pass!=render_pass) { if (light_samplers_culledsampled_light; ins->sampled_light->baked_light_sampler_info->last_pass=render_pass; } } } #endif InstanceGeometryData * geom = static_cast(ins->base_data); 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::Element *E=geom->lighting.front();E;E=E->next()) { InstanceLightData * light = static_cast(E->get()->base_data); ins->light_instances[l++]=light->instance; } geom->lighting_dirty=false; } 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::Element *E=geom->reflection_probes.front();E;E=E->next()) { InstanceReflectionProbeData * reflection_probe = static_cast(E->get()->base_data); ins->reflection_probe_instances[l++]=reflection_probe->instance; } geom->reflection_dirty=false; } ins->depth = near_plane.distance_to(ins->transform.origin); ins->depth_layer=CLAMP(int(ins->depth*8/z_far),0,7); } if (!keep) { // remove, no reason to keep cull_count--; SWAP( instance_cull_result[i], instance_cull_result[ cull_count ] ); i--; ins->last_render_pass=0; // make invalid } else { ins->last_render_pass=render_pass; } } /* STEP 5 - PROCESS LIGHTS */ RID *directional_light_ptr=&light_instance_cull_result[light_cull_count]; int directional_light_count=0; // directional lights { Instance** lights_with_shadow = (Instance**)alloca(sizeof(Instance*)*light_cull_count); int directional_shadow_count=0; for (List::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(E->get()->base_data); //check shadow.. 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 sorter; //sorter.sort(light_cull_result,light_cull_count); for (int i=0;ilight_has_shadow(ins->base)) continue; InstanceLightData * light = static_cast(ins->base_data); float coverage; { //compute coverage 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 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 }; 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 }; if (!p_cam_orthogonal) { //if using perspetive, map them to near plane for(int j=0;j<2;j++) { if (p.distance_to(points[j]) < 0 ) { points[j].z=-zn; //small hack to keep size constant when hitting the screen } p.intersects_segment(cam_xf.origin,points[j],&points[j]); //map to plane } } float screen_diameter = points[0].distance_to(points[1])*2; coverage = screen_diameter / (vp_w+vp_h); } break; default: { ERR_PRINT("Invalid Light Type"); } } } if (light->shadow_dirty) { light->last_version++; light->shadow_dirty=false; } bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas,light->instance,coverage,light->last_version); if (redraw) { //must redraw! _light_instance_update_shadow(ins,p_cam_transform,p_cam_projection,p_cam_orthogonal,p_shadow_atlas,scenario); } } } /* ENVIRONMENT */ RID environment; 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;itransform,light_sampler_cull_result[i],islinear); } #endif /* STEP 7 - PROCESS GEOMETRY AND DRAW SCENE*/ 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); } bool VisualServerScene::_render_probe_step(Instance* p_instance,int p_step) { InstanceReflectionProbeData *reflection_probe = static_cast(p_instance->base_data); Scenario *scenario = p_instance->scenario; ERR_FAIL_COND_V(!scenario,true); if (p_step==0) { if (!VSG::scene_render->reflection_probe_instance_begin_render(reflection_probe->instance,scenario->reflection_atlas)) { return true; //sorry, all full :( } } if (p_step>=0 && p_step<6) { 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; } _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); } return false; } void VisualServerScene::render_probes() { SelfList *probe = reflection_probe_render_list.first(); bool busy=false; while(probe) { SelfList *next=probe->next(); RID base = probe->self()->owner->base; switch(VSG::storage->reflection_probe_get_update_mode(base)) { case VS::REFLECTION_PROBE_UPDATE_ONCE: { if (busy) //already rendering something break; bool done = _render_probe_step(probe->self()->owner,probe->self()->render_step); if (done) { reflection_probe_render_list.remove(probe); } else { probe->self()->render_step++; } busy=true; //do not render another one of this kind } break; case VS::REFLECTION_PROBE_UPDATE_ALWAYS: { int step=0; bool done=false; while(!done) { done = _render_probe_step(probe->self()->owner,step); step++; } reflection_probe_render_list.remove(probe); } break; } probe=next; } } void VisualServerScene::_update_dirty_instance(Instance *p_instance) { if (p_instance->update_aabb) _update_instance_aabb(p_instance); if (p_instance->update_materials) { if (p_instance->base_type==VS::INSTANCE_MESH) { //remove materials no longer used and un-own them int new_mat_count = VSG::storage->mesh_get_surface_count(p_instance->base); for(int i=p_instance->materials.size()-1;i>=new_mat_count;i--) { if (p_instance->materials[i].is_valid()) { VSG::storage->material_remove_instance_owner(p_instance->materials[i],p_instance); } } p_instance->materials.resize(new_mat_count); } if ((1<base_type)&VS::INSTANCE_GEOMETRY_MASK) { InstanceGeometryData *geom = static_cast(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 { if (p_instance->base_type==VS::INSTANCE_MESH) { RID mesh=p_instance->base; if (mesh.is_valid()) { bool cast_shadows=false; for(int i=0;imaterials.size();i++) { RID mat = p_instance->materials[i].is_valid()?p_instance->materials[i]: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_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;imesh_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; } } } } if (can_cast_shadows!=geom->can_cast_shadows) { //ability to cast shadows change, let lights now for (List::Element *E=geom->lighting.front();E;E=E->next()) { InstanceLightData *light = static_cast(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()); } 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()); instance_attach_skeleton(p_rid,RID()); update_dirty_instances(); //in case something changed this instance_owner.free(p_rid); memdelete(instance); } else { return false; } return true; } VisualServerScene *VisualServerScene::singleton=NULL; VisualServerScene::VisualServerScene() { render_pass=1; singleton=this; }