allow moving meshes without motion vectors

This commit is contained in:
Ansraer
2025-04-17 19:39:53 +02:00
parent e5ccaa79e2
commit a4a5f4ed01
13 changed files with 55 additions and 7 deletions

View File

@@ -2046,6 +2046,13 @@
Sets whether an instance is drawn or not. Equivalent to [member Node3D.visible].
</description>
</method>
<method name="instance_teleport">
<return type="void" />
<param index="0" name="instance" type="RID" />
<description>
Resets motion vectors and other interpolated values. Use this [i]after[/i] teleporting a mesh from one position to another to avoid ghosting artifacts.
</description>
</method>
<method name="instances_cull_aabb" qualifiers="const">
<return type="PackedInt64Array" />
<param index="0" name="aabb" type="AABB" />

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@@ -110,6 +110,7 @@ void VisualInstance3D::_notification(int p_what) {
if (!_is_using_identity_transform()) {
RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform());
}
RenderingServer::get_singleton()->instance_teleport(instance);
RenderingServer::get_singleton()->instance_reset_physics_interpolation(instance);
}

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@@ -49,6 +49,7 @@ public:
virtual void set_surface_materials(const Vector<RID> &p_materials) override {}
virtual void set_mesh_instance(RID p_mesh_instance) override {}
virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override {}
virtual void reset_motion_vectors() override {}
virtual void set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) override {}
virtual void set_lod_bias(float p_lod_bias) override {}
virtual void set_layer_mask(uint32_t p_layer_mask) override {}

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@@ -134,6 +134,9 @@ void RenderGeometryInstanceBase::set_cast_double_sided_shadows(bool p_enable) {
_mark_dirty();
}
void RenderGeometryInstanceBase::reset_motion_vectors() {
}
Transform3D RenderGeometryInstanceBase::get_transform() {
return transform;
}

View File

@@ -61,6 +61,8 @@ public:
virtual void set_instance_shader_uniforms_offset(int32_t p_offset) = 0;
virtual void set_cast_double_sided_shadows(bool p_enable) = 0;
virtual void reset_motion_vectors() = 0;
virtual Transform3D get_transform() = 0;
virtual AABB get_aabb() = 0;
@@ -145,6 +147,8 @@ public:
virtual void set_instance_shader_uniforms_offset(int32_t p_offset) override;
virtual void set_cast_double_sided_shadows(bool p_enable) override;
virtual void reset_motion_vectors() override;
virtual Transform3D get_transform() override;
virtual AABB get_aabb() override;
};

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@@ -1015,7 +1015,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
}
}
if (p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI || p_pass_mode == PASS_MODE_COLOR) {
bool transform_changed = inst->prev_transform_change_frame == frame;
bool transform_changed = inst->transform_status == GeometryInstanceForwardClustered::TransformStatus::MOVED;
bool has_mesh_instance = inst->mesh_instance.is_valid();
bool uses_particles = inst->base_flags & INSTANCE_DATA_FLAG_PARTICLES;
bool is_multimesh_with_motion = !uses_particles && (inst->base_flags & INSTANCE_DATA_FLAG_MULTIMESH) && mesh_storage->_multimesh_uses_motion_vectors_offsets(inst->data->base);
@@ -1044,9 +1044,9 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
lod_distance = surface_distance.length();
}
if (unlikely(inst->prev_transform_dirty && frame > inst->prev_transform_change_frame + 1 && inst->prev_transform_change_frame)) {
if (unlikely(inst->transform_status != GeometryInstanceForwardClustered::TransformStatus::NONE && frame > inst->prev_transform_change_frame + 1 && inst->prev_transform_change_frame)) {
inst->prev_transform = inst->transform;
inst->prev_transform_dirty = false;
inst->transform_status = GeometryInstanceForwardClustered::TransformStatus::NONE;
}
while (surf) {
@@ -4694,12 +4694,19 @@ void RenderForwardClustered::GeometryInstanceForwardClustered::set_transform(con
if (frame != prev_transform_change_frame) {
prev_transform = transform;
prev_transform_change_frame = frame;
prev_transform_dirty = true;
transform_status = TransformStatus::MOVED;
} else if (unlikely(transform_status == TransformStatus::TELEPORTED)) {
prev_transform = transform;
}
RenderGeometryInstanceBase::set_transform(p_transform, p_aabb, p_transformed_aabb);
}
void RenderForwardClustered::GeometryInstanceForwardClustered::reset_motion_vectors() {
prev_transform = transform;
transform_status = TransformStatus::TELEPORTED;
}
void RenderForwardClustered::GeometryInstanceForwardClustered::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
lightmap_instance = p_lightmap_instance;
lightmap_uv_scale = p_lightmap_uv_scale;

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@@ -544,7 +544,11 @@ private:
//used during setup
uint64_t prev_transform_change_frame = 0xFFFFFFFF;
bool prev_transform_dirty = true;
enum TransformStatus {
NONE,
MOVED,
TELEPORTED,
} transform_status = TransformStatus::MOVED;
Transform3D prev_transform;
RID voxel_gi_instances[MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE];
GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
@@ -556,6 +560,7 @@ private:
virtual void _mark_dirty() override;
virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
virtual void reset_motion_vectors() override;
virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
virtual void set_lightmap_capture(const Color *p_sh9) override;

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@@ -1044,6 +1044,8 @@ void RendererSceneCull::instance_reset_physics_interpolation(RID p_instance) {
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_NULL(instance);
instance->teleported = true;
if (_interpolation_data.interpolation_enabled && instance->interpolated) {
instance->transform_prev = instance->transform_curr;
instance->transform_checksum_prev = instance->transform_checksum_curr;
@@ -1156,8 +1158,10 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
}
}
inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES;
void RendererSceneCull::instance_teleport(RID p_instance) {
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_NULL(instance);
instance->teleported = true;
}
void RendererSceneCull::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
@@ -1790,7 +1794,11 @@ void RendererSceneCull::_update_instance(Instance *p_instance) const {
}
ERR_FAIL_NULL(geom->geometry_instance);
geom->geometry_instance->set_transform(*instance_xform, p_instance->aabb, p_instance->transformed_aabb);
if (p_instance->teleported) {
geom->geometry_instance->reset_motion_vectors();
}
}
// 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.
@@ -4204,6 +4212,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) const {
_update_instance(p_instance);
p_instance->teleported = false;
p_instance->update_aabb = false;
p_instance->update_dependencies = false;
}

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@@ -412,6 +412,7 @@ public:
// This will either be the interpolated transform (when using fixed timestep interpolation)
// or the ONLY transform (when not using FTI).
Transform3D transform;
bool teleported = false;
// For interpolation we store the current transform (this physics tick)
// and the transform in the previous tick.
@@ -1054,6 +1055,8 @@ public:
virtual void instance_set_visible(RID p_instance, bool p_visible);
virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency);
virtual void instance_teleport(RID p_instance);
virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);

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@@ -90,6 +90,8 @@ public:
virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0;
virtual void instance_teleport(RID p_instance) = 0;
virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb) = 0;
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;

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@@ -887,6 +887,8 @@ public:
FUNC3(instance_set_surface_override_material, RID, int, RID)
FUNC2(instance_set_visible, RID, bool)
FUNC1(instance_teleport, RID)
FUNC2(instance_set_custom_aabb, RID, AABB)
FUNC2(instance_attach_skeleton, RID, RID)

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@@ -3172,6 +3172,8 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &RenderingServer::instance_set_visible);
ClassDB::bind_method(D_METHOD("instance_geometry_set_transparency", "instance", "transparency"), &RenderingServer::instance_geometry_set_transparency);
ClassDB::bind_method(D_METHOD("instance_teleport", "instance"), &RenderingServer::instance_teleport);
ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &RenderingServer::instance_set_custom_aabb);
ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &RenderingServer::instance_attach_skeleton);

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@@ -1434,6 +1434,8 @@ public:
virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;
virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
virtual void instance_teleport(RID p_instance) = 0;
virtual void instance_set_custom_aabb(RID p_instance, AABB aabb) = 0;
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;