1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
|
#ifndef VISUALSERVERSCENE_H
#define VISUALSERVERSCENE_H
#include "servers/visual/rasterizer.h"
#include "geometry.h"
#include "allocators.h"
#include "octree.h"
#include "self_list.h"
class VisualServerScene {
public:
enum {
MAX_INSTANCE_CULL=65536,
MAX_LIGHTS_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;
DVector<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
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;
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);
/* 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;
AABB aabb;
AABB transformed_aabb;
float extra_margin;
uint32_t object_ID;
bool visible;
uint32_t layer_mask;
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);
}
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;
layer_mask=1;
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;
InstanceGeometryData() {
lighting_dirty=false;
}
};
struct InstanceLightData : public InstanceBaseData {
struct PairInfo {
List<Instance*>::Element *L; //light iterator in geometry
Instance *geometry;
};
RID instance;
uint64_t last_hash;
List<Instance*>::Element *D; // directional light in scenario
bool shadow_sirty;
List<PairInfo> geometries;
InstanceLightData() {
shadow_sirty=true;
D=NULL;
last_hash=0;
}
};
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_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_morph_target_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_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 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);
void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size);
void update_dirty_instances();
bool free(RID p_rid);
VisualServerScene();
};
#endif // VISUALSERVERSCENE_H
|