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Diffstat (limited to 'servers/visual/visual_server_scene.h')
-rw-r--r-- | servers/visual/visual_server_scene.h | 440 |
1 files changed, 0 insertions, 440 deletions
diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h deleted file mode 100644 index 8dbd60d3ff..0000000000 --- a/servers/visual/visual_server_scene.h +++ /dev/null @@ -1,440 +0,0 @@ -/*************************************************************************/ -/* visual_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/visual/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 VisualServerScene { -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 VisualServerScene *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 { - - VS::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 = VS::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, VS::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 { - - VS::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, VS::InstanceFlags p_flags, bool p_enabled); - virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, VS::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); - - VisualServerScene(); - virtual ~VisualServerScene(); -}; - -#endif // VISUALSERVERSCENE_H |