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+/*************************************************************************/
+/* rendering_server_scene.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 VISUALSERVERSCENE_H
+#define VISUALSERVERSCENE_H
+
+#include "servers/rendering/rasterizer.h"
+
+#include "core/math/geometry.h"
+#include "core/math/octree.h"
+#include "core/os/semaphore.h"
+#include "core/os/thread.h"
+#include "core/rid_owner.h"
+#include "core/self_list.h"
+#include "servers/arvr/arvr_interface.h"
+
+class RenderingServerScene {
+public:
+ enum {
+
+ MAX_INSTANCE_CULL = 65536,
+ MAX_LIGHTS_CULLED = 4096,
+ MAX_REFLECTION_PROBES_CULLED = 4096,
+ MAX_GI_PROBES_CULLED = 4096,
+ MAX_ROOM_CULL = 32,
+ MAX_EXTERIOR_PORTALS = 128,
+ };
+
+ uint64_t render_pass;
+
+ static RenderingServerScene *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 = 70;
+ type = PERSPECTIVE;
+ znear = 0.05;
+ zfar = 100;
+ size = 1.0;
+ offset = Vector2();
+ vaspect = false;
+ }
+ };
+
+ mutable RID_PtrOwner<Camera> camera_owner;
+
+ virtual RID camera_create();
+ 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);
+
+ /* SCENARIO API */
+
+ struct Instance;
+
+ struct Scenario {
+
+ RS::ScenarioDebugMode debug;
+ RID self;
+
+ Octree<Instance, true> octree;
+
+ List<Instance *> directional_lights;
+ RID environment;
+ RID fallback_environment;
+ RID camera_effects;
+ RID reflection_probe_shadow_atlas;
+ RID reflection_atlas;
+
+ SelfList<Instance>::List instances;
+
+ Scenario() { debug = RS::SCENARIO_DEBUG_DISABLED; }
+ };
+
+ mutable RID_PtrOwner<Scenario> scenario_owner;
+
+ static void *_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int);
+ static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *);
+
+ virtual RID scenario_create();
+
+ 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);
+
+ /* INSTANCING API */
+
+ struct InstanceBaseData {
+
+ virtual ~InstanceBaseData() {}
+ };
+
+ struct Instance : RasterizerScene::InstanceBase {
+
+ RID self;
+ //scenario stuff
+ OctreeElementID octree_id;
+ 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;
+
+ uint64_t last_render_pass;
+ uint64_t last_frame_pass;
+
+ uint64_t version; // changes to this, and changes to base increase version
+
+ InstanceBaseData *base_data;
+
+ virtual void dependency_deleted(RID p_dependency) {
+ if (p_dependency == base) {
+ singleton->instance_set_base(self, RID());
+ } else if (p_dependency == skeleton) {
+ singleton->instance_attach_skeleton(self, RID());
+ } else {
+ singleton->_instance_queue_update(this, false, true);
+ }
+ }
+
+ virtual void dependency_changed(bool p_aabb, bool p_dependencies) {
+ singleton->_instance_queue_update(this, p_aabb, p_dependencies);
+ }
+
+ Instance() :
+ scenario_item(this),
+ update_item(this) {
+
+ octree_id = 0;
+ scenario = NULL;
+
+ 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_render_pass = 0;
+ last_frame_pass = 0;
+ version = 1;
+ base_data = NULL;
+
+ custom_aabb = NULL;
+ }
+
+ ~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 {
+
+ List<Instance *> lighting;
+ bool lighting_dirty;
+ bool can_cast_shadows;
+ bool material_is_animated;
+
+ List<Instance *> reflection_probes;
+ bool reflection_dirty;
+
+ List<Instance *> gi_probes;
+ bool gi_probes_dirty;
+
+ List<Instance *> lightmap_captures;
+
+ InstanceGeometryData() {
+
+ lighting_dirty = false;
+ reflection_dirty = true;
+ can_cast_shadows = true;
+ material_is_animated = true;
+ gi_probes_dirty = true;
+ }
+ };
+
+ struct InstanceReflectionProbeData : public InstanceBaseData {
+
+ Instance *owner;
+
+ struct PairInfo {
+ List<Instance *>::Element *L; //reflection iterator in geometry
+ Instance *geometry;
+ };
+ List<PairInfo> geometries;
+
+ RID instance;
+ bool reflection_dirty;
+ SelfList<InstanceReflectionProbeData> update_list;
+
+ int render_step;
+
+ InstanceReflectionProbeData() :
+ update_list(this) {
+
+ reflection_dirty = true;
+ render_step = -1;
+ }
+ };
+
+ SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
+
+ struct InstanceLightData : public InstanceBaseData {
+
+ struct PairInfo {
+ List<Instance *>::Element *L; //light iterator in geometry
+ Instance *geometry;
+ };
+
+ RID instance;
+ uint64_t last_version;
+ List<Instance *>::Element *D; // directional light in scenario
+
+ bool shadow_dirty;
+
+ List<PairInfo> geometries;
+
+ Instance *baked_light;
+
+ InstanceLightData() {
+
+ shadow_dirty = true;
+ D = NULL;
+ last_version = 0;
+ baked_light = NULL;
+ }
+ };
+
+ struct InstanceGIProbeData : public InstanceBaseData {
+
+ Instance *owner;
+
+ struct PairInfo {
+ List<Instance *>::Element *L; //gi probe iterator in geometry
+ Instance *geometry;
+ };
+
+ List<PairInfo> geometries;
+ List<PairInfo> 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;
+ };
+
+ 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 InstanceLightmapCaptureData : public InstanceBaseData {
+
+ struct PairInfo {
+ List<Instance *>::Element *L; //iterator in geometry
+ Instance *geometry;
+ };
+ List<PairInfo> geometries;
+
+ Set<Instance *> users;
+
+ InstanceLightmapCaptureData() {
+ }
+ };
+
+ int instance_cull_count;
+ Instance *instance_cull_result[MAX_INSTANCE_CULL];
+ Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
+ Instance *light_cull_result[MAX_LIGHTS_CULLED];
+ RID light_instance_cull_result[MAX_LIGHTS_CULLED];
+ int light_cull_count;
+ int directional_light_count;
+ RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
+ int reflection_probe_cull_count;
+ RID gi_probe_instance_cull_result[MAX_GI_PROBES_CULLED];
+ int gi_probe_cull_count;
+
+ RID_PtrOwner<Instance> instance_owner;
+
+ virtual RID instance_create();
+
+ 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_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap);
+
+ 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);
+
+ _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);
+
+ _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario);
+
+ 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, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, 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_force_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
+ 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, RID p_shadow_atlas);
+ void render_camera(RID p_render_buffers, Ref<ARVRInterface> &p_interface, ARVRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
+ void update_dirty_instances();
+
+ void render_probes();
+
+ bool free(RID p_rid);
+
+ RenderingServerScene();
+ virtual ~RenderingServerScene();
+};
+
+#endif // VISUALSERVERSCENE_H