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diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h
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+#ifndef VISUALSERVERSCENE_H
+#define VISUALSERVERSCENE_H
+
+#include "servers/visual/rasterizer.h"
+
+#include "geometry.h"
+#include "allocators.h"
+#include "octree.h"
+#include "self_list.h"
+#include "os/thread.h"
+#include "os/semaphore.h"
+#include "os/semaphore.h"
+
+class VisualServerScene {
+public:
+
+
+ enum {
+
+ MAX_INSTANCE_CULL=65536,
+ MAX_LIGHTS_CULLED=4096,
+ MAX_REFLECTION_PROBES_CULLED=4096,
+ MAX_ROOM_CULL=32,
+ MAX_EXTERIOR_PORTALS=128,
+ };
+
+ uint64_t render_pass;
+
+
+ static VisualServerScene *singleton;
+#if 0
+ struct Portal {
+
+ bool enabled;
+ float disable_distance;
+ Color disable_color;
+ float connect_range;
+ Vector<Point2> shape;
+ Rect2 bounds;
+
+
+ Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
+ };
+
+ struct BakedLight {
+
+ Rasterizer::BakedLightData data;
+ PoolVector<int> sampler;
+ AABB octree_aabb;
+ Size2i octree_tex_size;
+ Size2i light_tex_size;
+
+ };
+
+ struct BakedLightSampler {
+
+ float params[BAKED_LIGHT_SAMPLER_MAX];
+ int resolution;
+ Vector<Vector3> dp_cache;
+
+ BakedLightSampler() {
+ params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
+ params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
+ params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
+ params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
+ resolution=16;
+ }
+ };
+
+ void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
+
+#endif
+
+
+ /* CAMERA API */
+
+ struct Camera : public RID_Data {
+
+ enum Type {
+ PERSPECTIVE,
+ ORTHOGONAL
+ };
+ Type type;
+ float fov;
+ float znear,zfar;
+ float size;
+ uint32_t visible_layers;
+ bool vaspect;
+ RID env;
+
+ Transform transform;
+
+ Camera() {
+
+ visible_layers=0xFFFFFFFF;
+ fov=60;
+ type=PERSPECTIVE;
+ znear=0.1; zfar=100;
+ size=1.0;
+ vaspect=false;
+
+ }
+ };
+
+ mutable RID_Owner<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_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_use_vertical_aspect(RID p_camera,bool p_enable);
+
+
+ /*
+
+ struct RoomInfo {
+
+ Transform affine_inverse;
+ Room *room;
+ List<Instance*> owned_geometry_instances;
+ List<Instance*> owned_portal_instances;
+ List<Instance*> owned_room_instances;
+ List<Instance*> owned_light_instances; //not used, but just for the sake of it
+ Set<Instance*> disconnected_child_portals;
+ Set<Instance*> owned_autoroom_geometry;
+ uint64_t last_visited_pass;
+ RoomInfo() { last_visited_pass=0; }
+
+ };
+
+ struct InstancePortal {
+
+ Portal *portal;
+ Set<Instance*> candidate_set;
+ Instance *connected;
+ uint64_t last_visited_pass;
+
+ Plane plane_cache;
+ Vector<Vector3> transformed_point_cache;
+
+
+ PortalInfo() { connected=NULL; last_visited_pass=0;}
+ };
+*/
+
+
+
+ /* SCENARIO API */
+
+ struct Instance;
+
+ struct Scenario : RID_Data {
+
+
+ VS::ScenarioDebugMode debug;
+ RID self;
+ // well wtf, balloon allocator is slower?
+
+ Octree<Instance,true> octree;
+
+ List<Instance*> directional_lights;
+ RID environment;
+ RID fallback_environment;
+ RID reflection_probe_shadow_atlas;
+ RID reflection_atlas;
+
+
+ SelfList<Instance>::List instances;
+
+ Scenario() { debug=VS::SCENARIO_DEBUG_DISABLED; }
+ };
+
+ mutable RID_Owner<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_fallback_environment(RID p_scenario, RID p_environment);
+ virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_size,int p_subdiv);
+
+
+ /* 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_materials;
+
+ SelfList<Instance> update_item;
+
+
+ Rect3 aabb;
+ Rect3 transformed_aabb;
+ float extra_margin;
+ uint32_t object_ID;
+
+ float lod_begin;
+ float lod_end;
+ float lod_begin_hysteresis;
+ float lod_end_hysteresis;
+ RID lod_instance;
+
+ Instance *room;
+ SelfList<Instance> room_item;
+ bool visible_in_all_rooms;
+
+ 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 base_removed() {
+
+ singleton->instance_set_base(self,RID());
+ }
+
+ virtual void base_changed() {
+
+ singleton->_instance_queue_update(this,true,true);
+ }
+
+ virtual void base_material_changed() {
+
+ singleton->_instance_queue_update(this,false,true);
+ }
+
+
+ Instance() : scenario_item(this), update_item(this), room_item(this) {
+
+ octree_id=0;
+ scenario=NULL;
+
+
+ update_aabb=false;
+ update_materials=false;
+
+ extra_margin=0;
+
+
+ object_ID=0;
+ visible=true;
+
+ lod_begin=0;
+ lod_end=0;
+ lod_begin_hysteresis=0;
+ lod_end_hysteresis=0;
+
+ room=NULL;
+ visible_in_all_rooms=false;
+
+
+
+ last_render_pass=0;
+ last_frame_pass=0;
+ version=1;
+ base_data=NULL;
+
+ }
+
+ ~Instance() {
+
+ if (base_data)
+ memdelete(base_data);
+
+ }
+ };
+
+ SelfList<Instance>::List _instance_update_list;
+ void _instance_queue_update(Instance *p_instance,bool p_update_aabb,bool p_update_materials=false);
+
+
+ struct InstanceGeometryData : public InstanceBaseData {
+
+ List<Instance*> lighting;
+ bool lighting_dirty;
+ bool can_cast_shadows;
+
+ List<Instance*> reflection_probes;
+ bool reflection_dirty;
+
+ List<Instance*> gi_probes;
+ bool gi_probes_dirty;
+
+ InstanceGeometryData() {
+
+ lighting_dirty=false;
+ reflection_dirty=true;
+ can_cast_shadows=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;
+
+ Set<Instance*> lights;
+
+ struct LightCache {
+
+ VS::LightType type;
+ Transform transform;
+ Color color;
+ float energy;
+ float radius;
+ float attenuation;
+ float spot_angle;
+ float spot_attenuation;
+
+ bool operator==(const LightCache& p_cache) {
+
+ return (type==p_cache.type &&
+ transform==p_cache.transform &&
+ color==p_cache.color &&
+ energy==p_cache.energy &&
+ radius==p_cache.radius &&
+ attenuation==p_cache.attenuation &&
+ spot_angle==p_cache.spot_angle &&
+ spot_attenuation==p_cache.spot_attenuation);
+ }
+
+ LightCache() {
+
+ type=VS::LIGHT_DIRECTIONAL;
+ energy=1.0;
+ radius=1.0;
+ attenuation=1.0;
+ spot_angle=1.0;
+ spot_attenuation=1.0;
+
+ }
+
+ };
+
+ struct LocalData {
+ uint16_t pos[3];
+ uint16_t energy[3]; //using 0..1024 for float range 0..1. integer is needed for deterministic add/remove of lights
+ };
+
+ struct CompBlockS3TC {
+ uint32_t offset; //offset in mipmap
+ uint32_t source_count; //sources
+ uint32_t sources[16]; //id for each source
+ uint8_t alpha[8]; //alpha block is pre-computed
+ };
+
+
+ struct Dynamic {
+
+ Map<RID,LightCache> light_cache;
+ Map<RID,LightCache> light_cache_changes;
+ PoolVector<int> light_data;
+ PoolVector<LocalData> local_data;
+ Vector<Vector<uint32_t> > level_cell_lists;
+ RID probe_data;
+ bool enabled;
+ int bake_dynamic_range;
+ RasterizerStorage::GIProbeCompression compression;
+
+ Vector< PoolVector<uint8_t> > mipmaps_3d;
+ Vector< PoolVector<CompBlockS3TC> > mipmaps_s3tc; //for s3tc
+
+ int updating_stage;
+ float propagate;
+
+ int grid_size[3];
+
+ Transform light_to_cell_xform;
+
+ } dynamic;
+
+
+ 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;
+
+
+ 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;
+ RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
+ int reflection_probe_cull_count;
+
+
+ RID_Owner<Instance> instance_owner;
+
+ // from can be mesh, light, area and portal so far.
+ virtual RID instance_create(); // from can be mesh, light, poly, area and portal so far.
+
+ virtual void instance_set_base(RID p_instance, RID p_base); // from can be mesh, light, poly, area and portal so far.
+ virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far.
+ 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_attach_skeleton(RID p_instance,RID p_skeleton);
+ virtual void instance_set_exterior( RID p_instance, bool p_enabled );
+ virtual void instance_set_room( RID p_instance, RID p_room );
+
+ 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 Rect3& 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 _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);
+
+ void _render_scene(const Transform p_cam_transform, const CameraMatrix& p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
+
+ void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
+ void update_dirty_instances();
+
+ //probes
+ struct GIProbeDataHeader {
+
+ uint32_t version;
+ uint32_t cell_subdiv;
+ uint32_t width;
+ uint32_t height;
+ uint32_t depth;
+ uint32_t cell_count;
+ uint32_t leaf_cell_count;
+ };
+
+
+ struct GIProbeDataCell {
+
+ uint32_t children[8];
+ uint32_t albedo;
+ uint32_t emission;
+ uint32_t normal;
+ uint32_t level_alpha;
+ };
+
+ enum {
+ GI_UPDATE_STAGE_CHECK,
+ GI_UPDATE_STAGE_LIGHTING,
+ GI_UPDATE_STAGE_UPLOADING,
+ };
+
+ void _gi_probe_bake_thread();
+ static void _gi_probe_bake_threads(void*);
+
+ volatile bool probe_bake_thread_exit;
+ Thread *probe_bake_thread;
+ Semaphore *probe_bake_sem;
+ Mutex *probe_bake_mutex;
+ List<Instance*> probe_bake_list;
+
+ bool _render_reflection_probe_step(Instance* p_instance,int p_step);
+ void _gi_probe_fill_local_data(int p_idx,int p_level,int p_x,int p_y,int p_z,const GIProbeDataCell* p_cell,const GIProbeDataHeader *p_header,InstanceGIProbeData::LocalData *p_local_data,Vector<uint32_t> *prev_cell);
+
+ _FORCE_INLINE_ uint32_t _gi_bake_find_cell(const GIProbeDataCell *cells,int x,int y, int z,int p_cell_subdiv);
+ void _bake_gi_downscale_light(int p_idx, int p_level, const GIProbeDataCell* p_cells, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data, float p_propagate);
+ void _bake_gi_probe_light(const GIProbeDataHeader *header,const GIProbeDataCell *cells,InstanceGIProbeData::LocalData *local_data,const uint32_t *leaves,int p_leaf_count, const InstanceGIProbeData::LightCache& light_cache,int p_sign);
+ void _bake_gi_probe(Instance *p_probe);
+ bool _check_gi_probe(Instance *p_gi_probe);
+ void _setup_gi_probe(Instance *p_instance);
+
+ void render_probes();
+
+
+ bool free(RID p_rid);
+
+ VisualServerScene();
+ ~VisualServerScene();
+};
+
+#endif // VISUALSERVERSCENE_H