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Diffstat (limited to 'servers/rendering/rendering_server_scene.h')
-rw-r--r-- | servers/rendering/rendering_server_scene.h | 440 |
1 files changed, 440 insertions, 0 deletions
diff --git a/servers/rendering/rendering_server_scene.h b/servers/rendering/rendering_server_scene.h new file mode 100644 index 0000000000..6012a75660 --- /dev/null +++ b/servers/rendering/rendering_server_scene.h @@ -0,0 +1,440 @@ +/*************************************************************************/ +/* 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 |