diff options
Diffstat (limited to 'servers/rendering/renderer_scene_cull.cpp')
-rw-r--r-- | servers/rendering/renderer_scene_cull.cpp | 281 |
1 files changed, 265 insertions, 16 deletions
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index b02d3def88..c576c70029 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -34,10 +34,16 @@ #include "core/object/worker_thread_pool.h" #include "core/os/os.h" #include "rendering_light_culler.h" +#include "rendering_server_constants.h" #include "rendering_server_default.h" #include <new> +#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED) +// This is used only to obtain node paths for user-friendly physics interpolation warnings. +#include "scene/main/node.h" +#endif + /* HALTON SEQUENCE */ #ifndef _3D_DISABLED @@ -53,6 +59,20 @@ static float get_halton_value(int p_index, int p_base) { } #endif // _3D_DISABLED +/* EVENT QUEUING */ + +void RendererSceneCull::tick() { + if (_interpolation_data.interpolation_enabled) { + update_interpolation_tick(true); + } +} + +void RendererSceneCull::pre_draw(bool p_will_draw) { + if (_interpolation_data.interpolation_enabled) { + update_interpolation_frame(p_will_draw); + } +} + /* CAMERA API */ RID RendererSceneCull::camera_allocate() { @@ -93,6 +113,7 @@ void RendererSceneCull::camera_set_frustum(RID p_camera, float p_size, Vector2 p void RendererSceneCull::camera_set_transform(RID p_camera, const Transform3D &p_transform) { Camera *camera = camera_owner.get_or_null(p_camera); ERR_FAIL_NULL(camera); + camera->transform = p_transform.orthonormalized(); } @@ -924,8 +945,45 @@ void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D Instance *instance = instance_owner.get_or_null(p_instance); ERR_FAIL_NULL(instance); - if (instance->transform == p_transform) { - return; //must be checked to avoid worst evil +#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION + print_line("instance_set_transform " + rtos(p_transform.origin.x) + " .. tick " + itos(Engine::get_singleton()->get_physics_frames())); +#endif + + if (!_interpolation_data.interpolation_enabled || !instance->interpolated || !instance->scenario) { + if (instance->transform == p_transform) { + return; // Must be checked to avoid worst evil. + } + +#ifdef DEBUG_ENABLED + + for (int i = 0; i < 4; i++) { + const Vector3 &v = i < 3 ? p_transform.basis.rows[i] : p_transform.origin; + ERR_FAIL_COND(!v.is_finite()); + } + +#endif + instance->transform = p_transform; + _instance_queue_update(instance, true); + +#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED) + if (_interpolation_data.interpolation_enabled && !instance->interpolated && Engine::get_singleton()->is_in_physics_frame()) { + PHYSICS_INTERPOLATION_NODE_WARNING(instance->object_id, "Non-interpolated instance triggered from physics process"); + } +#endif + + return; + } + + float new_checksum = TransformInterpolator::checksum_transform_3d(p_transform); + bool checksums_match = (instance->transform_checksum_curr == new_checksum) && (instance->transform_checksum_prev == new_checksum); + + // We can't entirely reject no changes because we need the interpolation + // system to keep on stewing. + + // Optimized check. First checks the checksums. If they pass it does the slow check at the end. + // Alternatively we can do this non-optimized and ignore the checksum... if no change. + if (checksums_match && (instance->transform_curr == p_transform) && (instance->transform_prev == p_transform)) { + return; } #ifdef DEBUG_ENABLED @@ -936,8 +994,69 @@ void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D } #endif - instance->transform = p_transform; + + instance->transform_curr = p_transform; + +#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION + print_line("\tprev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x)); +#endif + + // Keep checksums up to date. + instance->transform_checksum_curr = new_checksum; + + if (!instance->on_interpolate_transform_list) { + _interpolation_data.instance_transform_update_list_curr->push_back(p_instance); + instance->on_interpolate_transform_list = true; + } else { + DEV_ASSERT(_interpolation_data.instance_transform_update_list_curr->size()); + } + + // If the instance is invisible, then we are simply updating the data flow, there is no need to calculate the interpolated + // transform or anything else. + // Ideally we would not even call the VisualServer::set_transform() when invisible but that would entail having logic + // to keep track of the previous transform on the SceneTree side. The "early out" below is less efficient but a lot cleaner codewise. + if (!instance->visible) { + return; + } + + // Decide on the interpolation method... slerp if possible. + instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis); + + if (!instance->on_interpolate_list) { + _interpolation_data.instance_interpolate_update_list.push_back(p_instance); + instance->on_interpolate_list = true; + } else { + DEV_ASSERT(_interpolation_data.instance_interpolate_update_list.size()); + } + _instance_queue_update(instance, true); + +#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED) + if (!Engine::get_singleton()->is_in_physics_frame()) { + PHYSICS_INTERPOLATION_NODE_WARNING(instance->object_id, "Interpolated instance triggered from outside physics process"); + } +#endif +} + +void RendererSceneCull::instance_set_interpolated(RID p_instance, bool p_interpolated) { + Instance *instance = instance_owner.get_or_null(p_instance); + ERR_FAIL_NULL(instance); + instance->interpolated = p_interpolated; +} + +void RendererSceneCull::instance_reset_physics_interpolation(RID p_instance) { + Instance *instance = instance_owner.get_or_null(p_instance); + ERR_FAIL_NULL(instance); + + if (_interpolation_data.interpolation_enabled && instance->interpolated) { + instance->transform_prev = instance->transform_curr; + instance->transform_checksum_prev = instance->transform_checksum_curr; + +#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION + print_line("instance_reset_physics_interpolation .. tick " + itos(Engine::get_singleton()->get_physics_frames())); + print_line("\tprev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x)); +#endif + } } void RendererSceneCull::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) { @@ -990,6 +1109,23 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) { if (p_visible) { if (instance->scenario != nullptr) { + // Special case for physics interpolation, we want to ensure the interpolated data is up to date + if (_interpolation_data.interpolation_enabled && instance->interpolated && !instance->on_interpolate_list) { + // Do all the extra work we normally do on instance_set_transform(), because this is optimized out for hidden instances. + // This prevents a glitch of stale interpolation transform data when unhiding before the next physics tick. + instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis); + _interpolation_data.instance_interpolate_update_list.push_back(p_instance); + instance->on_interpolate_list = true; + + // We must also place on the transform update list for a tick, so the system + // can auto-detect if the instance is no longer moving, and remove from the interpolate lists again. + // If this step is ignored, an unmoving instance could remain on the interpolate lists indefinitely + // (or rather until the object is deleted) and cause unnecessary updates and drawcalls. + if (!instance->on_interpolate_transform_list) { + _interpolation_data.instance_transform_update_list_curr->push_back(p_instance); + instance->on_interpolate_transform_list = true; + } + } _instance_queue_update(instance, true, false); } } else if (instance->indexer_id.is_valid()) { @@ -1574,11 +1710,22 @@ void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instan void RendererSceneCull::_update_instance(Instance *p_instance) { p_instance->version++; + // When not using interpolation the transform is used straight. + const Transform3D *instance_xform = &p_instance->transform; + + // Can possibly use the most up to date current transform here when using physics interpolation ... + // uncomment the next line for this.. + //if (_interpolation_data.interpolation_enabled && p_instance->interpolated) { + // instance_xform = &p_instance->transform_curr; + //} + // However it does seem that using the interpolated transform (transform) works for keeping AABBs + // up to date to avoid culling errors. + if (p_instance->base_type == RS::INSTANCE_LIGHT) { InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data); - RSG::light_storage->light_instance_set_transform(light->instance, p_instance->transform); - RSG::light_storage->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb)); + RSG::light_storage->light_instance_set_transform(light->instance, *instance_xform); + RSG::light_storage->light_instance_set_aabb(light->instance, instance_xform->xform(p_instance->aabb)); light->make_shadow_dirty(); RS::LightBakeMode bake_mode = RSG::light_storage->light_get_bake_mode(p_instance->base); @@ -1601,7 +1748,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { } else if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) { InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data); - RSG::light_storage->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform); + RSG::light_storage->reflection_probe_instance_set_transform(reflection_probe->instance, *instance_xform); if (p_instance->scenario && p_instance->array_index >= 0) { InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index]; @@ -1610,17 +1757,17 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { } else if (p_instance->base_type == RS::INSTANCE_DECAL) { InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data); - RSG::texture_storage->decal_instance_set_transform(decal->instance, p_instance->transform); + RSG::texture_storage->decal_instance_set_transform(decal->instance, *instance_xform); } else if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) { InstanceLightmapData *lightmap = static_cast<InstanceLightmapData *>(p_instance->base_data); - RSG::light_storage->lightmap_instance_set_transform(lightmap->instance, p_instance->transform); + RSG::light_storage->lightmap_instance_set_transform(lightmap->instance, *instance_xform); } else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) { InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(p_instance->base_data); - scene_render->voxel_gi_instance_set_transform_to_data(voxel_gi->probe_instance, p_instance->transform); + scene_render->voxel_gi_instance_set_transform_to_data(voxel_gi->probe_instance, *instance_xform); } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) { - RSG::particles_storage->particles_set_emission_transform(p_instance->base, p_instance->transform); + RSG::particles_storage->particles_set_emission_transform(p_instance->base, *instance_xform); } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) { InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(p_instance->base_data); @@ -1628,13 +1775,13 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { if (RSG::particles_storage->particles_collision_is_heightfield(p_instance->base)) { heightfield_particle_colliders_update_list.insert(p_instance); } - RSG::particles_storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform); + RSG::particles_storage->particles_collision_instance_set_transform(collision->instance, *instance_xform); } else if (p_instance->base_type == RS::INSTANCE_FOG_VOLUME) { InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(p_instance->base_data); - scene_render->fog_volume_instance_set_transform(volume->instance, p_instance->transform); + scene_render->fog_volume_instance_set_transform(volume->instance, *instance_xform); } else if (p_instance->base_type == RS::INSTANCE_OCCLUDER) { if (p_instance->scenario) { - RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(p_instance->scenario->self, p_instance->self, p_instance->base, p_instance->transform, p_instance->visible); + RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(p_instance->scenario->self, p_instance->self, p_instance->base, *instance_xform, p_instance->visible); } } @@ -1654,7 +1801,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { } AABB new_aabb; - new_aabb = p_instance->transform.xform(p_instance->aabb); + new_aabb = instance_xform->xform(p_instance->aabb); p_instance->transformed_aabb = new_aabb; if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) { @@ -1681,11 +1828,11 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { } ERR_FAIL_NULL(geom->geometry_instance); - geom->geometry_instance->set_transform(p_instance->transform, p_instance->aabb, p_instance->transformed_aabb); + geom->geometry_instance->set_transform(*instance_xform, p_instance->aabb, p_instance->transformed_aabb); } // note: we had to remove is equal approx check here, it meant that det == 0.000004 won't work, which is the case for some of our scenes. - if (p_instance->scenario == nullptr || !p_instance->visible || p_instance->transform.basis.determinant() == 0) { + if (p_instance->scenario == nullptr || !p_instance->visible || instance_xform->basis.determinant() == 0) { p_instance->prev_transformed_aabb = p_instance->transformed_aabb; return; } @@ -4180,6 +4327,8 @@ bool RendererSceneCull::free(RID p_rid) { Instance *instance = instance_owner.get_or_null(p_rid); + _interpolation_data.notify_free_instance(p_rid, *instance); + instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0); instance_set_scenario(p_rid, RID()); instance_set_base(p_rid, RID()); @@ -4240,6 +4389,106 @@ void RendererSceneCull::set_scene_render(RendererSceneRender *p_scene_render) { geometry_instance_pair_mask = scene_render->geometry_instance_get_pair_mask(); } +/* INTERPOLATION API */ + +void RendererSceneCull::update_interpolation_tick(bool p_process) { + // TODO (MultiMesh): Update interpolation in storage. + + // INSTANCES + + // Detect any that were on the previous transform list that are no longer active; + // we should remove them from the interpolate list. + + for (const RID &rid : *_interpolation_data.instance_transform_update_list_prev) { + Instance *instance = instance_owner.get_or_null(rid); + + bool active = true; + + // No longer active? (Either the instance deleted or no longer being transformed.) + if (instance && !instance->on_interpolate_transform_list) { + active = false; + instance->on_interpolate_list = false; + + // Make sure the most recent transform is set... + instance->transform = instance->transform_curr; + + // ... and that both prev and current are the same, just in case of any interpolations. + instance->transform_prev = instance->transform_curr; + + // Make sure instances are updated one more time to ensure the AABBs are correct. + _instance_queue_update(instance, true); + } + + if (!instance) { + active = false; + } + + if (!active) { + _interpolation_data.instance_interpolate_update_list.erase(rid); + } + } + + // Now for any in the transform list (being actively interpolated), keep the previous transform + // value up to date, ready for the next tick. + if (p_process) { + for (const RID &rid : *_interpolation_data.instance_transform_update_list_curr) { + Instance *instance = instance_owner.get_or_null(rid); + if (instance) { + instance->transform_prev = instance->transform_curr; + instance->transform_checksum_prev = instance->transform_checksum_curr; + instance->on_interpolate_transform_list = false; + } + } + } + + // We maintain a mirror list for the transform updates, so we can detect when an instance + // is no longer being transformed, and remove it from the interpolate list. + SWAP(_interpolation_data.instance_transform_update_list_curr, _interpolation_data.instance_transform_update_list_prev); + + // Prepare for the next iteration. + _interpolation_data.instance_transform_update_list_curr->clear(); +} + +void RendererSceneCull::update_interpolation_frame(bool p_process) { + // TODO (MultiMesh): Update interpolation in storage. + + if (p_process) { + real_t f = Engine::get_singleton()->get_physics_interpolation_fraction(); + + for (const RID &rid : _interpolation_data.instance_interpolate_update_list) { + Instance *instance = instance_owner.get_or_null(rid); + if (instance) { + TransformInterpolator::interpolate_transform_3d_via_method(instance->transform_prev, instance->transform_curr, instance->transform, f, instance->interpolation_method); + +#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION + print_line("\t\tinterpolated: " + rtos(instance->transform.origin.x) + "\t( prev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x) + " ) on tick " + itos(Engine::get_singleton()->get_physics_frames())); +#endif + + // Make sure AABBs are constantly up to date through the interpolation. + _instance_queue_update(instance, true); + } + } + } +} + +void RendererSceneCull::set_physics_interpolation_enabled(bool p_enabled) { + _interpolation_data.interpolation_enabled = p_enabled; +} + +void RendererSceneCull::InterpolationData::notify_free_instance(RID p_rid, Instance &r_instance) { + r_instance.on_interpolate_list = false; + r_instance.on_interpolate_transform_list = false; + + if (!interpolation_enabled) { + return; + } + + // If the instance was on any of the lists, remove. + instance_interpolate_update_list.erase_multiple_unordered(p_rid); + instance_transform_update_list_curr->erase_multiple_unordered(p_rid); + instance_transform_update_list_prev->erase_multiple_unordered(p_rid); +} + RendererSceneCull::RendererSceneCull() { render_pass = 1; singleton = this; |