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Merge pull request #44699 from reduz/cache-thread-friendly-culling
Rewrite culling to be more cache/thread friendly.
This commit is contained in:
commit
3dc52c2b6a
@ -206,6 +206,24 @@ public:
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count++;
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}
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_FORCE_INLINE_ void pop_back() {
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ERR_FAIL_COND(count == 0);
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if (!__has_trivial_destructor(T)) {
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uint32_t page = (count - 1) >> page_size_shift;
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uint32_t offset = (count - 1) & page_size_mask;
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page_data[page][offset].~T();
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}
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uint32_t remainder = count & page_size_mask;
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if (unlikely(remainder == 1)) {
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// one element remained, so page must be freed.
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uint32_t last_page = _get_pages_in_use() - 1;
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page_pool->free_page(page_ids[last_page]);
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}
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count--;
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}
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void clear() {
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//destruct if needed
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if (!__has_trivial_destructor(T)) {
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@ -1532,7 +1532,7 @@ void RendererSceneRenderForward::_add_geometry_with_material(InstanceBase *p_ins
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}
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}
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void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, bool p_using_sdfgi) {
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void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi) {
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scene_state.current_shader_index = 0;
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scene_state.current_material_index = 0;
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scene_state.used_sss = false;
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@ -1540,6 +1540,10 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase
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scene_state.used_normal_texture = false;
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scene_state.used_depth_texture = false;
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Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
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near_plane.d += p_cam_projection.get_z_near();
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float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near();
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uint32_t geometry_index = 0;
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//fill list
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@ -1547,6 +1551,9 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase
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for (int i = 0; i < (int)p_instances.size(); i++) {
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InstanceBase *inst = p_instances[i];
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inst->depth = near_plane.distance_to(inst->transform.origin);
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inst->depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
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//add geometry for drawing
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switch (inst->base_type) {
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case RS::INSTANCE_MESH: {
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@ -1782,7 +1789,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
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_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
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render_list.clear();
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_fill_render_list(p_instances, PASS_MODE_COLOR, using_sdfgi);
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_fill_render_list(p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi);
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bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
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@ -2046,7 +2053,7 @@ void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedAr
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PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
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_fill_render_list(p_instances, pass_mode);
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_fill_render_list(p_instances, pass_mode, p_projection, p_transform);
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RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
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@ -2079,7 +2086,7 @@ void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb,
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PassMode pass_mode = PASS_MODE_SHADOW;
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_fill_render_list(p_instances, pass_mode);
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_fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
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RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
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@ -2112,7 +2119,7 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo
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render_list.clear();
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PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
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_fill_render_list(p_instances, pass_mode);
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_fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
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RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
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@ -2151,7 +2158,7 @@ void RendererSceneRenderForward::_render_uv2(const PagedArray<InstanceBase *> &p
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render_list.clear();
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PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
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_fill_render_list(p_instances, pass_mode);
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_fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
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RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
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@ -2209,7 +2216,7 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto
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render_list.clear();
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PassMode pass_mode = PASS_MODE_SDF;
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_fill_render_list(p_instances, pass_mode);
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_fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
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render_list.sort_by_key(false);
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_fill_instances(render_list.elements, render_list.element_count, true);
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@ -574,7 +574,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
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_FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
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_FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
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void _fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, bool p_using_sdfgi = false);
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void _fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false);
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Map<Size2i, RID> sdfgi_framebuffer_size_cache;
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@ -1153,7 +1153,7 @@ void RendererSceneRenderRD::_sdfgi_update_cascades(RID p_render_buffers) {
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RD::get_singleton()->buffer_update(rb->sdfgi->cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, true);
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}
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void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_environment, const PagedArray<RID> &p_directional_light_instances, const RID *p_positional_light_instances, uint32_t p_positional_light_count) {
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void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count) {
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RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
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ERR_FAIL_COND(rb == nullptr);
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if (rb->sdfgi == nullptr) {
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@ -1179,12 +1179,12 @@ void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_envi
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SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
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uint32_t idx = 0;
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for (uint32_t j = 0; j < (uint32_t)p_directional_light_instances.size(); j++) {
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for (uint32_t j = 0; j < (uint32_t)p_directional_lights.size(); j++) {
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if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
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break;
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}
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LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
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LightInstance *li = light_instance_owner.getornull(p_directional_lights[j]);
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ERR_CONTINUE(!li);
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if (storage->light_directional_is_sky_only(li->light)) {
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@ -8485,7 +8485,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
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cluster.lights_instances = memnew_arr(RID, cluster.max_lights);
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cluster.lights_shadow_rect_cache = memnew_arr(Rect2i, cluster.max_lights);
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cluster.max_directional_lights = 8;
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cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
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uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
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cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
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cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
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@ -1516,7 +1516,7 @@ public:
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virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const;
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virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const;
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virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const;
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virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const PagedArray<RID> &p_directional_light_instances, const RID *p_positional_light_instances, uint32_t p_positional_light_count);
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virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count);
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RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
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/* SKY API */
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File diff suppressed because it is too large
Load Diff
@ -52,7 +52,8 @@ public:
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RendererSceneRender *scene_render;
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enum {
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SDFGI_MAX_CASCADES = 8
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SDFGI_MAX_CASCADES = 8,
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SDFGI_MAX_REGIONS_PER_CASCADE = 3
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};
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uint64_t render_pass;
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@ -108,6 +109,153 @@ public:
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struct Instance;
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struct PlaneSign {
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_ALWAYS_INLINE_ PlaneSign() {}
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_ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
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if (p_plane.normal.x > 0) {
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signs[0] = 0;
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} else {
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signs[0] = 3;
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}
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if (p_plane.normal.y > 0) {
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signs[1] = 1;
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} else {
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signs[1] = 4;
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}
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if (p_plane.normal.z > 0) {
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signs[2] = 2;
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} else {
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signs[2] = 5;
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}
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}
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uint32_t signs[3];
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};
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struct Frustum {
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Vector<Plane> planes;
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Vector<PlaneSign> plane_signs;
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const Plane *planes_ptr;
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const PlaneSign *plane_signs_ptr;
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uint32_t plane_count;
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_ALWAYS_INLINE_ Frustum() {}
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_ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
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planes = p_frustum.planes;
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plane_signs = p_frustum.plane_signs;
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planes_ptr = planes.ptr();
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plane_signs_ptr = plane_signs.ptr();
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plane_count = p_frustum.plane_count;
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}
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_ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
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planes = p_frustum.planes;
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plane_signs = p_frustum.plane_signs;
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planes_ptr = planes.ptr();
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plane_signs_ptr = plane_signs.ptr();
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plane_count = p_frustum.plane_count;
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}
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_ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
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planes = p_planes;
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planes_ptr = planes.ptrw();
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plane_count = planes.size();
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for (int i = 0; i < planes.size(); i++) {
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PlaneSign ps(p_planes[i]);
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plane_signs.push_back(ps);
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}
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plane_signs_ptr = plane_signs.ptr();
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}
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};
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struct InstanceBounds {
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// Efficiently store instance bounds.
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// Because bounds checking is performed first,
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// keep it separated from data.
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real_t bounds[6];
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_ALWAYS_INLINE_ InstanceBounds() {}
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_ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
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bounds[0] = p_aabb.position.x;
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bounds[1] = p_aabb.position.y;
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bounds[2] = p_aabb.position.z;
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bounds[3] = p_aabb.position.x + p_aabb.size.x;
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bounds[4] = p_aabb.position.y + p_aabb.size.y;
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bounds[5] = p_aabb.position.z + p_aabb.size.z;
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}
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_ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
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// This is not a full SAT check and the possibility of false positives exist,
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// but the tradeoff vs performance is still very good.
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for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
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Vector3 min(
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bounds[p_frustum.plane_signs_ptr[i].signs[0]],
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bounds[p_frustum.plane_signs_ptr[i].signs[1]],
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bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
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if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
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return false;
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}
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}
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return true;
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}
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_ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
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Vector3 end = p_aabb.position + p_aabb.size;
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if (bounds[0] >= end.x) {
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return false;
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}
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if (bounds[3] <= p_aabb.position.x) {
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return false;
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}
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if (bounds[1] >= end.y) {
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return false;
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}
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if (bounds[4] <= p_aabb.position.y) {
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return false;
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}
|
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if (bounds[2] >= end.z) {
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return false;
|
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}
|
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if (bounds[5] <= p_aabb.position.z) {
|
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return false;
|
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}
|
||||
|
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return true;
|
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}
|
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};
|
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|
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struct InstanceData {
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// Store instance pointer as well as common instance processing information,
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// to make processing more cache friendly.
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enum Flags {
|
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FLAG_BASE_TYPE_MASK = 0xFF,
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FLAG_CAST_SHADOWS = (1 << 8),
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FLAG_CAST_SHADOWS_ONLY = (1 << 9),
|
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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),
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||||
FLAG_LIGHTMAP_CAPTURE = (1 << 15),
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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;
|
||||
RID instance_data_rid;
|
||||
Instance *instance = nullptr;
|
||||
};
|
||||
|
||||
PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
|
||||
PagedArrayPool<InstanceData> instance_data_page_pool;
|
||||
|
||||
struct Scenario {
|
||||
enum IndexerType {
|
||||
INDEXER_GEOMETRY, //for geometry
|
||||
@ -131,6 +279,9 @@ public:
|
||||
|
||||
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);
|
||||
@ -178,6 +329,7 @@ public:
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||||
RID self;
|
||||
//scenario stuff
|
||||
DynamicBVH::ID indexer_id;
|
||||
int32_t array_index;
|
||||
Scenario *scenario;
|
||||
SelfList<Instance> scenario_item;
|
||||
|
||||
@ -199,7 +351,6 @@ public:
|
||||
|
||||
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_render_pass;
|
||||
uint64_t last_frame_pass;
|
||||
|
||||
uint64_t version; // changes to this, and changes to base increase version
|
||||
@ -240,7 +391,6 @@ public:
|
||||
lod_begin_hysteresis = 0;
|
||||
lod_end_hysteresis = 0;
|
||||
|
||||
last_render_pass = 0;
|
||||
last_frame_pass = 0;
|
||||
version = 1;
|
||||
base_data = nullptr;
|
||||
@ -248,6 +398,7 @@ public:
|
||||
custom_aabb = nullptr;
|
||||
|
||||
pair_check = 0;
|
||||
array_index = -1;
|
||||
}
|
||||
|
||||
~Instance() {
|
||||
@ -265,28 +416,17 @@ public:
|
||||
|
||||
struct InstanceGeometryData : public InstanceBaseData {
|
||||
Set<Instance *> lights;
|
||||
bool lighting_dirty;
|
||||
bool can_cast_shadows;
|
||||
bool material_is_animated;
|
||||
|
||||
Set<Instance *> decals;
|
||||
bool decal_dirty;
|
||||
|
||||
Set<Instance *> reflection_probes;
|
||||
bool reflection_dirty;
|
||||
|
||||
Set<Instance *> gi_probes;
|
||||
bool gi_probes_dirty;
|
||||
|
||||
Set<Instance *> lightmap_captures;
|
||||
|
||||
InstanceGeometryData() {
|
||||
lighting_dirty = false;
|
||||
reflection_dirty = true;
|
||||
can_cast_shadows = true;
|
||||
material_is_animated = true;
|
||||
gi_probes_dirty = true;
|
||||
decal_dirty = true;
|
||||
}
|
||||
};
|
||||
|
||||
@ -296,14 +436,12 @@ public:
|
||||
Set<Instance *> geometries;
|
||||
|
||||
RID instance;
|
||||
bool reflection_dirty;
|
||||
SelfList<InstanceReflectionProbeData> update_list;
|
||||
|
||||
int render_step;
|
||||
|
||||
InstanceReflectionProbeData() :
|
||||
update_list(this) {
|
||||
reflection_dirty = true;
|
||||
render_step = -1;
|
||||
}
|
||||
};
|
||||
@ -334,8 +472,6 @@ public:
|
||||
RS::LightBakeMode bake_mode;
|
||||
uint32_t max_sdfgi_cascade = 2;
|
||||
|
||||
uint64_t sdfgi_cascade_light_pass = 0;
|
||||
|
||||
InstanceLightData() {
|
||||
bake_mode = RS::LIGHT_BAKE_DISABLED;
|
||||
shadow_dirty = true;
|
||||
@ -468,25 +604,19 @@ public:
|
||||
PagedArrayPool<RID> rid_cull_page_pool;
|
||||
|
||||
PagedArray<Instance *> instance_cull_result;
|
||||
PagedArray<RID> mesh_instance_cull_result;
|
||||
PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_render;
|
||||
PagedArray<Instance *> instance_shadow_cull_result;
|
||||
PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_shadow_render;
|
||||
PagedArray<Instance *> instance_sdfgi_cull_result;
|
||||
PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_sdfgi_render;
|
||||
PagedArray<Instance *> light_cull_result;
|
||||
PagedArray<RendererSceneRender::InstanceBase *> lightmap_cull_result;
|
||||
PagedArray<Instance *> directional_shadow_cull_result;
|
||||
PagedArray<RID> reflection_probe_instance_cull_result;
|
||||
PagedArray<RID> light_instance_cull_result;
|
||||
PagedArray<RID> directional_light_cull_result;
|
||||
|
||||
PagedArray<RID> gi_probe_instance_cull_result;
|
||||
PagedArray<RID> decal_instance_cull_result;
|
||||
|
||||
PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
|
||||
|
||||
uint64_t sdfgi_light_cull_pass = 0;
|
||||
int directional_light_count;
|
||||
|
||||
RID_PtrOwner<Instance> instance_owner;
|
||||
|
||||
bool pair_volumes_to_mesh; // used in traditional forward, unnecesary on clustered
|
||||
@ -536,10 +666,54 @@ public:
|
||||
_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;
|
||||
|
||||
PagedArray<RendererSceneRender::InstanceBase *> cull_result;
|
||||
|
||||
} 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
|
||||
PagedArray<RendererSceneRender::InstanceBase *> region_cull_result[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
|
||||
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;
|
||||
|
||||
PagedArray<RID> cascade_lights[SDFGI_MAX_CASCADES];
|
||||
uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
|
||||
uint32_t cascade_light_count = 0;
|
||||
|
||||
} sdfgi;
|
||||
|
||||
SpinLock lock;
|
||||
|
||||
Frustum frustum;
|
||||
} cull;
|
||||
|
||||
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
|
||||
void _prepare_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, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows = true);
|
||||
void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
|
||||
|
@ -37,9 +37,14 @@
|
||||
|
||||
class RendererSceneRender {
|
||||
public:
|
||||
enum {
|
||||
MAX_DIRECTIONAL_LIGHTS = 8,
|
||||
MAX_DIRECTIONAL_LIGHT_CASCADES = 4
|
||||
};
|
||||
/* SHADOW ATLAS API */
|
||||
|
||||
virtual RID shadow_atlas_create() = 0;
|
||||
virtual RID
|
||||
shadow_atlas_create() = 0;
|
||||
virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
|
||||
virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
|
||||
virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
|
||||
@ -56,7 +61,7 @@ public:
|
||||
virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const = 0;
|
||||
virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const = 0;
|
||||
virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const = 0;
|
||||
virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const PagedArray<RID> &p_directionals, const RID *p_positional_light_instances, uint32_t p_positional_light_count) = 0;
|
||||
virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count) = 0;
|
||||
|
||||
/* SKY API */
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user