/*************************************************************************/ /* visual_server_scene.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "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 shape; Rect2 bounds; Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; } }; struct BakedLight { Rasterizer::BakedLightData data; PoolVector sampler; AABB octree_aabb; Size2i octree_tex_size; Size2i light_tex_size; }; struct BakedLightSampler { float params[BAKED_LIGHT_SAMPLER_MAX]; int resolution; Vector 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_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 owned_geometry_instances; List owned_portal_instances; List owned_room_instances; List owned_light_instances; //not used, but just for the sake of it Set disconnected_child_portals; Set owned_autoroom_geometry; uint64_t last_visited_pass; RoomInfo() { last_visited_pass=0; } }; struct InstancePortal { Portal *portal; Set candidate_set; Instance *connected; uint64_t last_visited_pass; Plane plane_cache; Vector 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 octree; List directional_lights; RID environment; RID fallback_environment; RID reflection_probe_shadow_atlas; RID reflection_atlas; SelfList::List instances; Scenario() { debug=VS::SCENARIO_DEBUG_DISABLED; } }; mutable RID_Owner 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 scenario_item; //aabb stuff bool update_aabb; bool update_materials; SelfList 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 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::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 lighting; bool lighting_dirty; bool can_cast_shadows; List reflection_probes; bool reflection_dirty; List 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::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; Set 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 light_cache; Map light_cache_changes; PoolVector light_data; PoolVector local_data; Vector > level_cell_lists; RID probe_data; bool enabled; int bake_dynamic_range; RasterizerStorage::GIProbeCompression compression; Vector< PoolVector > mipmaps_3d; Vector< PoolVector > 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 update_element; InstanceGIProbeData() : update_element(this) { invalid=true; base_version=0; } }; SelfList::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_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 instances_cull_aabb(const Rect3& 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 _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 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 *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