godot/servers/rendering/renderer_scene_cull.h
reduz 8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00

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34 KiB
C++

/*************************************************************************/
/* renderer_scene_cull.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RENDERING_SERVER_SCENE_CULL_H
#define RENDERING_SERVER_SCENE_CULL_H
#include "core/templates/pass_func.h"
#include "servers/rendering/renderer_compositor.h"
#include "core/math/dynamic_bvh.h"
#include "core/math/geometry_3d.h"
#include "core/math/octree.h"
#include "core/os/semaphore.h"
#include "core/os/thread.h"
#include "core/templates/local_vector.h"
#include "core/templates/paged_allocator.h"
#include "core/templates/paged_array.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/xr/xr_interface.h"
class RendererSceneCull : public RendererScene {
public:
RendererSceneRender *scene_render;
enum {
SDFGI_MAX_CASCADES = 8,
SDFGI_MAX_REGIONS_PER_CASCADE = 3,
MAX_INSTANCE_PAIRS = 32,
MAX_UPDATE_SHADOWS = 512
};
uint64_t render_pass;
static RendererSceneCull *singleton;
/* CAMERA API */
struct Camera {
enum Type {
PERSPECTIVE,
ORTHOGONAL,
FRUSTUM
};
Type type;
float fov;
float znear, zfar;
float size;
Vector2 offset;
uint32_t visible_layers;
bool vaspect;
RID env;
RID effects;
Transform transform;
Camera() {
visible_layers = 0xFFFFFFFF;
fov = 75;
type = PERSPECTIVE;
znear = 0.05;
zfar = 4000;
size = 1.0;
offset = Vector2();
vaspect = false;
}
};
mutable RID_PtrOwner<Camera, true> camera_owner;
virtual RID camera_allocate();
virtual void camera_initialize(RID p_rid);
virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
virtual void camera_set_environment(RID p_camera, RID p_env);
virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
virtual bool is_camera(RID p_camera) const;
/* SCENARIO API */
struct Instance;
struct PlaneSign {
_ALWAYS_INLINE_ PlaneSign() {}
_ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
if (p_plane.normal.x > 0) {
signs[0] = 0;
} else {
signs[0] = 3;
}
if (p_plane.normal.y > 0) {
signs[1] = 1;
} else {
signs[1] = 4;
}
if (p_plane.normal.z > 0) {
signs[2] = 2;
} else {
signs[2] = 5;
}
}
uint32_t signs[3];
};
struct Frustum {
Vector<Plane> planes;
Vector<PlaneSign> plane_signs;
const Plane *planes_ptr;
const PlaneSign *plane_signs_ptr;
uint32_t plane_count;
_ALWAYS_INLINE_ Frustum() {}
_ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
planes = p_frustum.planes;
plane_signs = p_frustum.plane_signs;
planes_ptr = planes.ptr();
plane_signs_ptr = plane_signs.ptr();
plane_count = p_frustum.plane_count;
}
_ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
planes = p_frustum.planes;
plane_signs = p_frustum.plane_signs;
planes_ptr = planes.ptr();
plane_signs_ptr = plane_signs.ptr();
plane_count = p_frustum.plane_count;
}
_ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
planes = p_planes;
planes_ptr = planes.ptrw();
plane_count = planes.size();
for (int i = 0; i < planes.size(); i++) {
PlaneSign ps(p_planes[i]);
plane_signs.push_back(ps);
}
plane_signs_ptr = plane_signs.ptr();
}
};
struct InstanceBounds {
// Efficiently store instance bounds.
// Because bounds checking is performed first,
// keep it separated from data.
real_t bounds[6];
_ALWAYS_INLINE_ InstanceBounds() {}
_ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
bounds[0] = p_aabb.position.x;
bounds[1] = p_aabb.position.y;
bounds[2] = p_aabb.position.z;
bounds[3] = p_aabb.position.x + p_aabb.size.x;
bounds[4] = p_aabb.position.y + p_aabb.size.y;
bounds[5] = p_aabb.position.z + p_aabb.size.z;
}
_ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
// This is not a full SAT check and the possibility of false positives exist,
// but the tradeoff vs performance is still very good.
for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
Vector3 min(
bounds[p_frustum.plane_signs_ptr[i].signs[0]],
bounds[p_frustum.plane_signs_ptr[i].signs[1]],
bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
return false;
}
}
return true;
}
_ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
Vector3 end = p_aabb.position + p_aabb.size;
if (bounds[0] >= end.x) {
return false;
}
if (bounds[3] <= p_aabb.position.x) {
return false;
}
if (bounds[1] >= end.y) {
return false;
}
if (bounds[4] <= p_aabb.position.y) {
return false;
}
if (bounds[2] >= end.z) {
return false;
}
if (bounds[5] <= p_aabb.position.z) {
return false;
}
return true;
}
};
struct InstanceData {
// Store instance pointer as well as common instance processing information,
// to make processing more cache friendly.
enum Flags {
FLAG_BASE_TYPE_MASK = 0xFF,
FLAG_CAST_SHADOWS = (1 << 8),
FLAG_CAST_SHADOWS_ONLY = (1 << 9),
FLAG_REDRAW_IF_VISIBLE = (1 << 10),
FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
FLAG_GEOM_DECAL_DIRTY = (1 << 13),
FLAG_GEOM_GI_PROBE_DIRTY = (1 << 14),
FLAG_LIGHTMAP_CAPTURE = (1 << 15),
FLAG_USES_BAKED_LIGHT = (1 << 16),
FLAG_USES_MESH_INSTANCE = (1 << 17),
FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
};
uint32_t flags = 0;
uint32_t layer_mask = 0; //for fast layer-mask discard
RID base_rid;
union {
uint64_t instance_data_rid;
RendererSceneRender::GeometryInstance *instance_geometry;
};
Instance *instance = nullptr;
};
PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
PagedArrayPool<InstanceData> instance_data_page_pool;
struct Scenario {
enum IndexerType {
INDEXER_GEOMETRY, //for geometry
INDEXER_VOLUMES, //for everything else
INDEXER_MAX
};
DynamicBVH indexers[INDEXER_MAX];
RS::ScenarioDebugMode debug;
RID self;
List<Instance *> directional_lights;
RID environment;
RID fallback_environment;
RID camera_effects;
RID reflection_probe_shadow_atlas;
RID reflection_atlas;
SelfList<Instance>::List instances;
LocalVector<RID> dynamic_lights;
PagedArray<InstanceBounds> instance_aabbs;
PagedArray<InstanceData> instance_data;
Scenario() {
indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
debug = RS::SCENARIO_DEBUG_DISABLED;
}
};
int indexer_update_iterations = 0;
mutable RID_PtrOwner<Scenario, true> scenario_owner;
static void _instance_pair(Instance *p_A, Instance *p_B);
static void _instance_unpair(Instance *p_A, Instance *p_B);
void _instance_update_mesh_instance(Instance *p_instance);
virtual RID scenario_allocate();
virtual void scenario_initialize(RID p_rid);
virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
virtual bool is_scenario(RID p_scenario) const;
virtual RID scenario_get_environment(RID p_scenario);
/* INSTANCING API */
struct InstancePair {
Instance *a;
Instance *b;
SelfList<InstancePair> list_a;
SelfList<InstancePair> list_b;
InstancePair() :
list_a(this), list_b(this) {}
};
PagedAllocator<InstancePair> pair_allocator;
struct InstanceBaseData {
virtual ~InstanceBaseData() {}
};
struct Instance {
RS::InstanceType base_type;
RID base;
RID skeleton;
RID material_override;
RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
Transform transform;
float lod_bias;
Vector<RID> materials;
RS::ShadowCastingSetting cast_shadows;
uint32_t layer_mask;
//fit in 32 bits
bool mirror : 8;
bool receive_shadows : 8;
bool visible : 8;
bool baked_light : 2; //this flag is only to know if it actually did use baked light
bool dynamic_gi : 2; //same above for dynamic objects
bool redraw_if_visible : 4;
Instance *lightmap;
Rect2 lightmap_uv_scale;
int lightmap_slice_index;
uint32_t lightmap_cull_index;
Vector<Color> lightmap_sh; //spherical harmonic
AABB aabb;
AABB transformed_aabb;
AABB prev_transformed_aabb;
struct InstanceShaderParameter {
int32_t index = -1;
Variant value;
Variant default_value;
PropertyInfo info;
};
Map<StringName, InstanceShaderParameter> instance_shader_parameters;
bool instance_allocated_shader_parameters = false;
int32_t instance_allocated_shader_parameters_offset = -1;
//
RID self;
//scenario stuff
DynamicBVH::ID indexer_id;
int32_t array_index;
Scenario *scenario;
SelfList<Instance> scenario_item;
//aabb stuff
bool update_aabb;
bool update_dependencies;
SelfList<Instance> update_item;
AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
float extra_margin;
ObjectID object_id;
float lod_begin;
float lod_end;
float lod_begin_hysteresis;
float lod_end_hysteresis;
RID lod_instance;
Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
uint64_t last_frame_pass;
uint64_t version; // changes to this, and changes to base increase version
InstanceBaseData *base_data;
SelfList<InstancePair>::List pairs;
uint64_t pair_check;
RendererStorage::DependencyTracker dependency_tracker;
static void dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *tracker) {
Instance *instance = (Instance *)tracker->userdata;
switch (p_notification) {
case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA:
case RendererStorage::DEPENDENCY_CHANGED_AABB: {
singleton->_instance_queue_update(instance, true, false);
} break;
case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: {
singleton->_instance_queue_update(instance, false, true);
} break;
case RendererStorage::DEPENDENCY_CHANGED_MESH:
case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
case RendererStorage::DEPENDENCY_CHANGED_DECAL:
case RendererStorage::DEPENDENCY_CHANGED_LIGHT:
case RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
singleton->_instance_queue_update(instance, true, true);
} break;
case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
case RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES: {
//ignored
} break;
}
}
static void dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *tracker) {
Instance *instance = (Instance *)tracker->userdata;
if (p_dependency == instance->base) {
singleton->instance_set_base(instance->self, RID());
} else if (p_dependency == instance->skeleton) {
singleton->instance_attach_skeleton(instance->self, RID());
} else {
singleton->_instance_queue_update(instance, false, true);
}
}
Instance() :
scenario_item(this),
update_item(this) {
base_type = RS::INSTANCE_NONE;
cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
receive_shadows = true;
visible = true;
layer_mask = 1;
baked_light = false;
dynamic_gi = false;
redraw_if_visible = false;
lightmap_slice_index = 0;
lightmap = nullptr;
lightmap_cull_index = 0;
lod_bias = 1.0;
scenario = nullptr;
update_aabb = false;
update_dependencies = false;
extra_margin = 0;
visible = true;
lod_begin = 0;
lod_end = 0;
lod_begin_hysteresis = 0;
lod_end_hysteresis = 0;
last_frame_pass = 0;
version = 1;
base_data = nullptr;
custom_aabb = nullptr;
pair_check = 0;
array_index = -1;
dependency_tracker.userdata = this;
dependency_tracker.changed_callback = dependency_changed;
dependency_tracker.deleted_callback = dependency_deleted;
}
~Instance() {
if (base_data) {
memdelete(base_data);
}
if (custom_aabb) {
memdelete(custom_aabb);
}
}
};
SelfList<Instance>::List _instance_update_list;
void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
struct InstanceGeometryData : public InstanceBaseData {
RendererSceneRender::GeometryInstance *geometry_instance = nullptr;
Set<Instance *> lights;
bool can_cast_shadows;
bool material_is_animated;
Set<Instance *> decals;
Set<Instance *> reflection_probes;
Set<Instance *> gi_probes;
Set<Instance *> lightmap_captures;
InstanceGeometryData() {
can_cast_shadows = true;
material_is_animated = true;
}
};
struct InstanceReflectionProbeData : public InstanceBaseData {
Instance *owner;
Set<Instance *> geometries;
RID instance;
SelfList<InstanceReflectionProbeData> update_list;
int render_step;
InstanceReflectionProbeData() :
update_list(this) {
render_step = -1;
}
};
struct InstanceDecalData : public InstanceBaseData {
Instance *owner;
RID instance;
Set<Instance *> geometries;
InstanceDecalData() {
}
};
SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
struct InstanceParticlesCollisionData : public InstanceBaseData {
RID instance;
};
struct InstanceLightData : public InstanceBaseData {
RID instance;
uint64_t last_version;
List<Instance *>::Element *D; // directional light in scenario
bool shadow_dirty;
Set<Instance *> geometries;
Instance *baked_light;
RS::LightBakeMode bake_mode;
uint32_t max_sdfgi_cascade = 2;
InstanceLightData() {
bake_mode = RS::LIGHT_BAKE_DISABLED;
shadow_dirty = true;
D = nullptr;
last_version = 0;
baked_light = nullptr;
}
};
struct InstanceGIProbeData : public InstanceBaseData {
Instance *owner;
Set<Instance *> geometries;
Set<Instance *> dynamic_geometries;
Set<Instance *> lights;
struct LightCache {
RS::LightType type;
Transform transform;
Color color;
float energy;
float bake_energy;
float radius;
float attenuation;
float spot_angle;
float spot_attenuation;
bool has_shadow;
bool sky_only;
};
Vector<LightCache> light_cache;
Vector<RID> light_instances;
RID probe_instance;
bool invalid;
uint32_t base_version;
SelfList<InstanceGIProbeData> update_element;
InstanceGIProbeData() :
update_element(this) {
invalid = true;
base_version = 0;
}
};
SelfList<InstanceGIProbeData>::List gi_probe_update_list;
struct InstanceLightmapData : public InstanceBaseData {
RID instance;
Set<Instance *> geometries;
Set<Instance *> users;
InstanceLightmapData() {
}
};
uint64_t pair_pass = 1;
struct PairInstances {
Instance *instance = nullptr;
PagedAllocator<InstancePair> *pair_allocator = nullptr;
SelfList<InstancePair>::List pairs_found;
DynamicBVH *bvh = nullptr;
DynamicBVH *bvh2 = nullptr; //some may need to cull in two
uint32_t pair_mask;
uint64_t pair_pass;
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) {
//test is more coarse in indexer
p_instance->pair_check = pair_pass;
InstancePair *pair = pair_allocator->alloc();
pair->a = instance;
pair->b = p_instance;
pairs_found.add(&pair->list_a);
}
return false;
}
void pair() {
if (bvh) {
bvh->aabb_query(instance->transformed_aabb, *this);
}
if (bvh2) {
bvh2->aabb_query(instance->transformed_aabb, *this);
}
while (instance->pairs.first()) {
InstancePair *pair = instance->pairs.first()->self();
Instance *other_instance = instance == pair->a ? pair->b : pair->a;
if (other_instance->pair_check != pair_pass) {
//unpaired
_instance_unpair(instance, other_instance);
} else {
//kept
other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones
}
pair_allocator->free(pair);
}
while (pairs_found.first()) {
InstancePair *pair = pairs_found.first()->self();
pairs_found.remove(pairs_found.first());
if (pair->b->pair_check == pair_pass) {
//paired
_instance_pair(instance, pair->b);
}
pair->a->pairs.add(&pair->list_a);
pair->b->pairs.add(&pair->list_b);
}
}
};
Set<Instance *> heightfield_particle_colliders_update_list;
PagedArrayPool<Instance *> instance_cull_page_pool;
PagedArrayPool<RendererSceneRender::GeometryInstance *> geometry_instance_cull_page_pool;
PagedArrayPool<RID> rid_cull_page_pool;
PagedArray<Instance *> instance_cull_result;
PagedArray<Instance *> instance_shadow_cull_result;
struct FrustumCullResult {
PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances;
PagedArray<Instance *> lights;
PagedArray<RID> light_instances;
PagedArray<RID> lightmaps;
PagedArray<RID> reflections;
PagedArray<RID> decals;
PagedArray<RID> gi_probes;
PagedArray<RID> mesh_instances;
struct DirectionalShadow {
PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
} directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
void clear() {
geometry_instances.clear();
lights.clear();
light_instances.clear();
lightmaps.clear();
reflections.clear();
decals.clear();
gi_probes.clear();
mesh_instances.clear();
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
directional_shadows[i].cascade_geometry_instances[j].clear();
}
}
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
sdfgi_region_geometry_instances[i].clear();
}
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
sdfgi_cascade_lights[i].clear();
}
}
void reset() {
geometry_instances.reset();
lights.reset();
light_instances.reset();
lightmaps.reset();
reflections.reset();
decals.reset();
gi_probes.reset();
mesh_instances.reset();
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
directional_shadows[i].cascade_geometry_instances[j].reset();
}
}
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
sdfgi_region_geometry_instances[i].reset();
}
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
sdfgi_cascade_lights[i].reset();
}
}
void append_from(FrustumCullResult &p_cull_result) {
geometry_instances.merge_unordered(p_cull_result.geometry_instances);
lights.merge_unordered(p_cull_result.lights);
light_instances.merge_unordered(p_cull_result.light_instances);
lightmaps.merge_unordered(p_cull_result.lightmaps);
reflections.merge_unordered(p_cull_result.reflections);
decals.merge_unordered(p_cull_result.decals);
gi_probes.merge_unordered(p_cull_result.gi_probes);
mesh_instances.merge_unordered(p_cull_result.mesh_instances);
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
}
}
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
}
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
}
}
void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
geometry_instances.set_page_pool(p_geometry_instance_pool);
light_instances.set_page_pool(p_rid_pool);
lights.set_page_pool(p_instance_pool);
lightmaps.set_page_pool(p_rid_pool);
reflections.set_page_pool(p_rid_pool);
decals.set_page_pool(p_rid_pool);
gi_probes.set_page_pool(p_rid_pool);
mesh_instances.set_page_pool(p_rid_pool);
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
}
}
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
}
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
}
}
};
FrustumCullResult frustum_cull_result;
LocalVector<FrustumCullResult> frustum_cull_result_threads;
RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
uint32_t max_shadows_used = 0;
RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data;
uint32_t thread_cull_threshold = 200;
RID_PtrOwner<Instance, true> instance_owner;
uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecesary on clustered
virtual RID instance_allocate();
virtual void instance_initialize(RID p_rid);
virtual void instance_set_base(RID p_instance, RID p_base);
virtual void instance_set_scenario(RID p_instance, RID p_scenario);
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
virtual void instance_set_visible(RID p_instance, bool p_visible);
virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
virtual void instance_set_exterior(RID p_instance, bool p_enabled);
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
// don't use these in a game!
virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance);
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
void _update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
_FORCE_INLINE_ void _update_instance(Instance *p_instance);
_FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
_FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
void _unpair_instance(Instance *p_instance);
void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold);
RID _render_get_environment(RID p_camera, RID p_scenario);
struct Cull {
struct Shadow {
RID light_instance;
struct Cascade {
Frustum frustum;
CameraMatrix projection;
Transform transform;
real_t zfar;
real_t split;
real_t shadow_texel_size;
real_t bias_scale;
real_t range_begin;
Vector2 uv_scale;
} cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
uint32_t cascade_count;
} shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
uint32_t shadow_count;
struct SDFGI {
//have arrays here because SDFGI functions expects this, plus regions can have areas
AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
uint32_t region_count = 0;
uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
uint32_t cascade_light_count = 0;
} sdfgi;
SpinLock lock;
Frustum frustum;
} cull;
struct FrustumCullData {
Cull *cull;
Scenario *scenario;
RID shadow_atlas;
Transform cam_transform;
uint32_t visible_layers;
Instance *render_reflection_probe;
};
void _frustum_cull_threaded(uint32_t p_thread, FrustumCullData *cull_data);
void _frustum_cull(FrustumCullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true);
void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
void update_dirty_instances();
void render_particle_colliders();
virtual void render_probes();
TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
//pass to scene render
/* ENVIRONMENT API */
#ifdef PASSBASE
#undef PASSBASE
#endif
#define PASSBASE scene_render
PASS2(directional_shadow_atlas_set_size, int, bool)
PASS1(gi_probe_set_quality, RS::GIProbeQuality)
/* SKY API */
PASS0R(RID, sky_allocate)
PASS1(sky_initialize, RID)
PASS2(sky_set_radiance_size, RID, int)
PASS2(sky_set_mode, RID, RS::SkyMode)
PASS2(sky_set_material, RID, RID)
PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
PASS0R(RID, environment_allocate)
PASS1(environment_initialize, RID)
PASS1RC(bool, is_environment, RID)
PASS2(environment_set_background, RID, RS::EnvironmentBG)
PASS2(environment_set_sky, RID, RID)
PASS2(environment_set_sky_custom_fov, RID, float)
PASS2(environment_set_sky_orientation, RID, const Basis &)
PASS2(environment_set_bg_color, RID, const Color &)
PASS2(environment_set_bg_energy, RID, float)
PASS2(environment_set_canvas_max_layer, RID, int)
PASS7(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource, const Color &)
PASS6(environment_set_ssr, RID, bool, int, float, float, float)
PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)
PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float)
PASS1(environment_glow_set_use_bicubic_upscale, bool)
PASS1(environment_glow_set_use_high_quality, bool)
PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float)
PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
PASS10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
PASS2(environment_set_volumetric_fog_volume_size, int, int)
PASS1(environment_set_volumetric_fog_filter_active, bool)
PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)
PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
PASS1RC(int, environment_get_canvas_max_layer, RID)
PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
PASS2(sub_surface_scattering_set_scale, float, float)
/* CAMERA EFFECTS */
PASS0R(RID, camera_effects_allocate)
PASS1(camera_effects_initialize, RID)
PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)
PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
PASS3(camera_effects_set_custom_exposure, RID, bool, float)
PASS1(shadows_quality_set, RS::ShadowQuality)
PASS1(directional_shadow_quality_set, RS::ShadowQuality)
PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
/* Render Buffers */
PASS0R(RID, render_buffers_create)
PASS7(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool)
PASS1(gi_set_use_half_resolution, bool)
/* Shadow Atlas */
PASS0R(RID, shadow_atlas_create)
PASS3(shadow_atlas_set_size, RID, int, bool)
PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
virtual void update();
bool free(RID p_rid);
void set_scene_render(RendererSceneRender *p_scene_render);
RendererSceneCull();
virtual ~RendererSceneCull();
};
#endif // VISUALSERVERSCENE_H