/*************************************************************************/ /* 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_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 octree; List directional_lights; RID environment; RID fallback_environment; RID camera_effects; RID reflection_probe_shadow_atlas; RID reflection_atlas; SelfList::List instances; Scenario() { debug = VS::SCENARIO_DEBUG_DISABLED; } }; mutable RID_PtrOwner 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 scenario_item; //aabb stuff bool update_aabb; bool update_dependencies; SelfList update_item; AABB *custom_aabb; // would using aabb directly with a bool be better? float extra_margin; uint32_t 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; object_id = 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::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 lighting; bool lighting_dirty; bool can_cast_shadows; bool material_is_animated; List reflection_probes; bool reflection_dirty; List gi_probes; bool gi_probes_dirty; List 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::Element *L; //reflection iterator in geometry Instance *geometry; }; List geometries; RID instance; bool reflection_dirty; SelfList update_list; int render_step; InstanceReflectionProbeData() : update_list(this) { reflection_dirty = true; render_step = -1; } }; SelfList::List reflection_probe_render_list; struct InstanceLightData : public InstanceBaseData { struct PairInfo { List::Element *L; //light iterator in geometry Instance *geometry; }; RID instance; uint64_t last_version; List::Element *D; // directional light in scenario bool shadow_dirty; List 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::Element *L; //gi probe iterator in geometry Instance *geometry; }; List geometries; List dynamic_geometries; Set 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 light_cache; Vector light_instances; RID probe_instance; bool invalid; uint32_t base_version; SelfList update_element; InstanceGIProbeData() : update_element(this) { invalid = true; base_version = 0; } }; SelfList::List gi_probe_update_list; struct InstanceLightmapCaptureData : public InstanceBaseData { struct PairInfo { List::Element *L; //iterator in geometry Instance *geometry; }; List geometries; Set 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_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 instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const; virtual Vector instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const; virtual Vector instances_cull_convex(const Vector &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 &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