visual_server_scene.h 34 KB

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  1. /**************************************************************************/
  2. /* visual_server_scene.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef VISUAL_SERVER_SCENE_H
  31. #define VISUAL_SERVER_SCENE_H
  32. #include "servers/visual/rasterizer.h"
  33. #include "core/math/bvh.h"
  34. #include "core/math/geometry.h"
  35. #include "core/math/octree.h"
  36. #include "core/os/semaphore.h"
  37. #include "core/os/thread.h"
  38. #include "core/safe_refcount.h"
  39. #include "core/self_list.h"
  40. #include "portals/portal_renderer.h"
  41. #include "servers/arvr/arvr_interface.h"
  42. class VisualServerLightCuller;
  43. class VisualServerScene {
  44. public:
  45. enum {
  46. MAX_INSTANCE_CULL = 65536,
  47. MAX_LIGHTS_CULLED = 4096,
  48. MAX_REFLECTION_PROBES_CULLED = 4096,
  49. MAX_ROOM_CULL = 32,
  50. MAX_EXTERIOR_PORTALS = 128,
  51. };
  52. uint64_t render_pass;
  53. static VisualServerScene *singleton;
  54. /* EVENT QUEUING */
  55. void tick();
  56. void pre_draw(bool p_will_draw);
  57. /* CAMERA API */
  58. struct Scenario;
  59. struct Camera : public RID_Data {
  60. enum Type {
  61. PERSPECTIVE,
  62. ORTHOGONAL,
  63. FRUSTUM
  64. };
  65. Type type;
  66. float fov;
  67. float znear, zfar;
  68. float size;
  69. Vector2 offset;
  70. uint32_t visible_layers;
  71. RID env;
  72. Transform transform;
  73. bool vaspect : 1;
  74. int32_t previous_room_id_hint;
  75. Camera() {
  76. visible_layers = 0xFFFFFFFF;
  77. fov = 70;
  78. type = PERSPECTIVE;
  79. znear = 0.05;
  80. zfar = 100;
  81. size = 1.0;
  82. offset = Vector2();
  83. vaspect = false;
  84. previous_room_id_hint = -1;
  85. }
  86. };
  87. mutable RID_Owner<Camera> camera_owner;
  88. virtual RID camera_create();
  89. virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
  90. virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
  91. virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
  92. virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
  93. virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
  94. virtual void camera_set_environment(RID p_camera, RID p_env);
  95. virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
  96. /* SCENARIO API */
  97. struct Instance;
  98. // common interface for all spatial partitioning schemes
  99. // this is a bit excessive boilerplatewise but can be removed if we decide to stick with one method
  100. // note this is actually the BVH id +1, so that visual server can test against zero
  101. // for validity to maintain compatibility with octree (where 0 indicates invalid)
  102. typedef uint32_t SpatialPartitionID;
  103. class SpatialPartitioningScene {
  104. public:
  105. virtual SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t pairable_mask) = 0;
  106. virtual void erase(SpatialPartitionID p_handle) = 0;
  107. virtual void move(SpatialPartitionID p_handle, const AABB &p_aabb) = 0;
  108. virtual void activate(SpatialPartitionID p_handle, const AABB &p_aabb) {}
  109. virtual void deactivate(SpatialPartitionID p_handle) {}
  110. virtual void force_collision_check(SpatialPartitionID p_handle) {}
  111. virtual void update() {}
  112. virtual void update_collisions() {}
  113. virtual void set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) = 0;
  114. virtual int cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF) = 0;
  115. virtual int cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) = 0;
  116. virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) = 0;
  117. typedef void *(*PairCallback)(void *, uint32_t, Instance *, int, uint32_t, Instance *, int);
  118. typedef void (*UnpairCallback)(void *, uint32_t, Instance *, int, uint32_t, Instance *, int, void *);
  119. virtual void set_pair_callback(PairCallback p_callback, void *p_userdata) = 0;
  120. virtual void set_unpair_callback(UnpairCallback p_callback, void *p_userdata) = 0;
  121. // bvh specific
  122. virtual void params_set_node_expansion(real_t p_value) {}
  123. virtual void params_set_pairing_expansion(real_t p_value) {}
  124. // octree specific
  125. virtual void set_balance(float p_balance) {}
  126. virtual ~SpatialPartitioningScene() {}
  127. };
  128. class SpatialPartitioningScene_Octree : public SpatialPartitioningScene {
  129. Octree_CL<Instance, true> _octree;
  130. public:
  131. SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t pairable_mask);
  132. void erase(SpatialPartitionID p_handle);
  133. void move(SpatialPartitionID p_handle, const AABB &p_aabb);
  134. void set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask);
  135. int cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF);
  136. int cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
  137. int cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
  138. void set_pair_callback(PairCallback p_callback, void *p_userdata);
  139. void set_unpair_callback(UnpairCallback p_callback, void *p_userdata);
  140. void set_balance(float p_balance);
  141. };
  142. class SpatialPartitioningScene_BVH : public SpatialPartitioningScene {
  143. template <class T>
  144. class UserPairTestFunction {
  145. public:
  146. static bool user_pair_check(const T *p_a, const T *p_b) {
  147. // return false if no collision, decided by masks etc
  148. return true;
  149. }
  150. };
  151. template <class T>
  152. class UserCullTestFunction {
  153. // write this logic once for use in all routines
  154. // double check this as a possible source of bugs in future.
  155. static bool _cull_pairing_mask_test_hit(uint32_t p_maskA, uint32_t p_typeA, uint32_t p_maskB, uint32_t p_typeB) {
  156. // double check this as a possible source of bugs in future.
  157. bool A_match_B = p_maskA & p_typeB;
  158. if (!A_match_B) {
  159. bool B_match_A = p_maskB & p_typeA;
  160. if (!B_match_A) {
  161. return false;
  162. }
  163. }
  164. return true;
  165. }
  166. public:
  167. static bool user_cull_check(const T *p_a, const T *p_b) {
  168. DEV_ASSERT(p_a);
  169. DEV_ASSERT(p_b);
  170. uint32_t a_mask = p_a->bvh_pairable_mask;
  171. uint32_t a_type = p_a->bvh_pairable_type;
  172. uint32_t b_mask = p_b->bvh_pairable_mask;
  173. uint32_t b_type = p_b->bvh_pairable_type;
  174. if (!_cull_pairing_mask_test_hit(a_mask, a_type, b_mask, b_type)) {
  175. return false;
  176. }
  177. return true;
  178. }
  179. };
  180. private:
  181. // Note that SpatialPartitionIDs are +1 based when stored in visual server, to enable 0 to indicate invalid ID.
  182. BVH_Manager<Instance, 2, true, 256, UserPairTestFunction<Instance>, UserCullTestFunction<Instance>> _bvh;
  183. Instance *_dummy_cull_object;
  184. uint32_t find_tree_id_and_collision_mask(bool p_pairable, uint32_t &r_tree_collision_mask) const {
  185. // "pairable" (lights etc) can pair with geometry (non pairable) or other pairables.
  186. // Geometry never pairs with other geometry, so we can eliminate geometry - geometry collision checks.
  187. // Additionally, when lights are made invisible their p_pairable_mask is set to zero to stop their collisions.
  188. // We could potentially choose `tree_collision_mask` based on whether p_pairable_mask is zero,
  189. // in order to catch invisible lights, but in practice these instances will already have been deactivated within
  190. // the BVH so this step is unnecessary. So we can keep the simpler logic of geometry collides with pairable,
  191. // pairable collides with everything.
  192. r_tree_collision_mask = !p_pairable ? 2 : 3;
  193. // Returns tree_id.
  194. return p_pairable ? 1 : 0;
  195. }
  196. public:
  197. SpatialPartitioningScene_BVH();
  198. ~SpatialPartitioningScene_BVH();
  199. SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask);
  200. void erase(SpatialPartitionID p_handle);
  201. void move(SpatialPartitionID p_handle, const AABB &p_aabb);
  202. void activate(SpatialPartitionID p_handle, const AABB &p_aabb);
  203. void deactivate(SpatialPartitionID p_handle);
  204. void force_collision_check(SpatialPartitionID p_handle);
  205. void update();
  206. void update_collisions();
  207. void set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask);
  208. int cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF);
  209. int cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
  210. int cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
  211. void set_pair_callback(PairCallback p_callback, void *p_userdata);
  212. void set_unpair_callback(UnpairCallback p_callback, void *p_userdata);
  213. void params_set_node_expansion(real_t p_value) { _bvh.params_set_node_expansion(p_value); }
  214. void params_set_pairing_expansion(real_t p_value) { _bvh.params_set_pairing_expansion(p_value); }
  215. };
  216. struct Scenario : RID_Data {
  217. VS::ScenarioDebugMode debug;
  218. RID self;
  219. SpatialPartitioningScene *sps;
  220. PortalRenderer _portal_renderer;
  221. List<Instance *> directional_lights;
  222. RID environment;
  223. RID fallback_environment;
  224. RID reflection_probe_shadow_atlas;
  225. RID reflection_atlas;
  226. SelfList<Instance>::List instances;
  227. Scenario();
  228. ~Scenario() { memdelete(sps); }
  229. };
  230. mutable RID_Owner<Scenario> scenario_owner;
  231. static void *_instance_pair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int);
  232. static void _instance_unpair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int, void *);
  233. virtual RID scenario_create();
  234. virtual void scenario_set_debug(RID p_scenario, VS::ScenarioDebugMode p_debug_mode);
  235. virtual void scenario_set_environment(RID p_scenario, RID p_environment);
  236. virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
  237. virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv);
  238. /* INSTANCING API */
  239. struct InstanceBaseData {
  240. virtual ~InstanceBaseData() {}
  241. };
  242. struct Instance : RasterizerScene::InstanceBase {
  243. RID self;
  244. //scenario stuff
  245. SpatialPartitionID spatial_partition_id;
  246. // rooms & portals
  247. OcclusionHandle occlusion_handle; // handle of instance in occlusion system (or 0)
  248. VisualServer::InstancePortalMode portal_mode;
  249. Scenario *scenario;
  250. SelfList<Instance> scenario_item;
  251. //aabb stuff
  252. bool update_aabb;
  253. bool update_materials;
  254. SelfList<Instance> update_item;
  255. AABB aabb;
  256. AABB transformed_aabb;
  257. AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
  258. float sorting_offset;
  259. bool use_aabb_center;
  260. float extra_margin;
  261. uint32_t object_id;
  262. float lod_begin;
  263. float lod_end;
  264. float lod_begin_hysteresis;
  265. float lod_end_hysteresis;
  266. RID lod_instance;
  267. // These are used for the user cull testing function
  268. // in the BVH, this is precached rather than recalculated each time.
  269. uint32_t bvh_pairable_mask;
  270. uint32_t bvh_pairable_type;
  271. uint64_t last_render_pass;
  272. uint64_t last_frame_pass;
  273. uint64_t version; // changes to this, and changes to base increase version
  274. InstanceBaseData *base_data;
  275. virtual void base_removed() {
  276. singleton->instance_set_base(self, RID());
  277. }
  278. virtual void base_changed(bool p_aabb, bool p_materials) {
  279. singleton->_instance_queue_update(this, p_aabb, p_materials);
  280. }
  281. Instance() :
  282. scenario_item(this),
  283. update_item(this) {
  284. spatial_partition_id = 0;
  285. scenario = nullptr;
  286. update_aabb = false;
  287. update_materials = false;
  288. extra_margin = 0;
  289. object_id = 0;
  290. visible = true;
  291. occlusion_handle = 0;
  292. portal_mode = VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_STATIC;
  293. lod_begin = 0;
  294. lod_end = 0;
  295. lod_begin_hysteresis = 0;
  296. lod_end_hysteresis = 0;
  297. bvh_pairable_mask = 0;
  298. bvh_pairable_type = 0;
  299. last_render_pass = 0;
  300. last_frame_pass = 0;
  301. version = 1;
  302. base_data = nullptr;
  303. custom_aabb = nullptr;
  304. sorting_offset = 0.0f;
  305. use_aabb_center = true;
  306. }
  307. ~Instance() {
  308. if (base_data) {
  309. memdelete(base_data);
  310. }
  311. if (custom_aabb) {
  312. memdelete(custom_aabb);
  313. }
  314. }
  315. };
  316. SelfList<Instance>::List _instance_update_list;
  317. // fixed timestep interpolation
  318. virtual void set_physics_interpolation_enabled(bool p_enabled);
  319. struct InterpolationData {
  320. bool interpolation_enabled = false;
  321. } _interpolation_data;
  322. void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_materials = false);
  323. struct InstanceGeometryData : public InstanceBaseData {
  324. List<Instance *> lighting;
  325. bool lighting_dirty;
  326. bool can_cast_shadows;
  327. bool material_is_animated;
  328. List<Instance *> reflection_probes;
  329. bool reflection_dirty;
  330. List<Instance *> gi_probes;
  331. bool gi_probes_dirty;
  332. List<Instance *> lightmap_captures;
  333. InstanceGeometryData() {
  334. lighting_dirty = true;
  335. reflection_dirty = true;
  336. can_cast_shadows = true;
  337. material_is_animated = true;
  338. gi_probes_dirty = true;
  339. }
  340. };
  341. struct InstanceReflectionProbeData : public InstanceBaseData {
  342. Instance *owner;
  343. struct PairInfo {
  344. List<Instance *>::Element *L; //reflection iterator in geometry
  345. Instance *geometry;
  346. };
  347. List<PairInfo> geometries;
  348. RID instance;
  349. bool reflection_dirty;
  350. SelfList<InstanceReflectionProbeData> update_list;
  351. int render_step;
  352. int32_t previous_room_id_hint;
  353. InstanceReflectionProbeData() :
  354. update_list(this) {
  355. reflection_dirty = true;
  356. render_step = -1;
  357. previous_room_id_hint = -1;
  358. }
  359. };
  360. SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
  361. struct InstanceLightData : public InstanceBaseData {
  362. struct PairInfo {
  363. List<Instance *>::Element *L; //light iterator in geometry
  364. Instance *geometry;
  365. };
  366. RID instance;
  367. uint64_t last_version;
  368. List<Instance *>::Element *D; // directional light in scenario
  369. List<PairInfo> geometries;
  370. Instance *baked_light;
  371. int32_t previous_room_id_hint;
  372. private:
  373. // Instead of a single dirty flag, we maintain a count
  374. // so that we can detect lights that are being made dirty
  375. // each frame, and switch on tighter caster culling.
  376. int32_t shadow_dirty_count;
  377. uint32_t light_update_frame_id;
  378. bool light_intersects_multiple_cameras;
  379. uint32_t light_intersects_multiple_cameras_timeout_frame_id;
  380. public:
  381. bool is_shadow_dirty() const { return shadow_dirty_count != 0; }
  382. void make_shadow_dirty() { shadow_dirty_count = light_intersects_multiple_cameras ? 1 : 2; }
  383. void detect_light_intersects_multiple_cameras(uint32_t p_frame_id) {
  384. // We need to detect the case where shadow updates are occurring
  385. // more than once per frame. In this case, we need to turn off
  386. // tighter caster culling, so situation reverts to one full shadow update
  387. // per frame (light_intersects_multiple_cameras is set).
  388. if (p_frame_id == light_update_frame_id) {
  389. light_intersects_multiple_cameras = true;
  390. light_intersects_multiple_cameras_timeout_frame_id = p_frame_id + 60;
  391. } else {
  392. // When shadow_volume_intersects_multiple_cameras is set, we
  393. // want to detect the situation this is no longer the case, via a timeout.
  394. // The system can go back to tighter caster culling in this situation.
  395. // Having a long-ish timeout prevents rapid cycling.
  396. if (light_intersects_multiple_cameras && (p_frame_id >= light_intersects_multiple_cameras_timeout_frame_id)) {
  397. light_intersects_multiple_cameras = false;
  398. light_intersects_multiple_cameras_timeout_frame_id = UINT32_MAX;
  399. }
  400. }
  401. light_update_frame_id = p_frame_id;
  402. }
  403. void decrement_shadow_dirty() {
  404. shadow_dirty_count--;
  405. DEV_ASSERT(shadow_dirty_count >= 0);
  406. }
  407. // Shadow updates can either full (everything in the shadow volume)
  408. // or closely culled to the camera frustum.
  409. bool is_shadow_update_full() const { return shadow_dirty_count == 0; }
  410. InstanceLightData() {
  411. shadow_dirty_count = 1;
  412. light_update_frame_id = UINT32_MAX;
  413. light_intersects_multiple_cameras_timeout_frame_id = UINT32_MAX;
  414. light_intersects_multiple_cameras = false;
  415. D = nullptr;
  416. last_version = 0;
  417. baked_light = nullptr;
  418. previous_room_id_hint = -1;
  419. }
  420. };
  421. struct InstanceGIProbeData : public InstanceBaseData {
  422. Instance *owner;
  423. struct PairInfo {
  424. List<Instance *>::Element *L; //gi probe iterator in geometry
  425. Instance *geometry;
  426. };
  427. List<PairInfo> geometries;
  428. Set<Instance *> lights;
  429. struct LightCache {
  430. VS::LightType type;
  431. Transform transform;
  432. Color color;
  433. float energy;
  434. float radius;
  435. float attenuation;
  436. float spot_angle;
  437. float spot_attenuation;
  438. bool visible;
  439. bool operator==(const LightCache &p_cache) {
  440. return (type == p_cache.type &&
  441. transform == p_cache.transform &&
  442. color == p_cache.color &&
  443. energy == p_cache.energy &&
  444. radius == p_cache.radius &&
  445. attenuation == p_cache.attenuation &&
  446. spot_angle == p_cache.spot_angle &&
  447. spot_attenuation == p_cache.spot_attenuation &&
  448. visible == p_cache.visible);
  449. }
  450. bool operator!=(const LightCache &p_cache) {
  451. return !operator==(p_cache);
  452. }
  453. LightCache() {
  454. type = VS::LIGHT_DIRECTIONAL;
  455. energy = 1.0;
  456. radius = 1.0;
  457. attenuation = 1.0;
  458. spot_angle = 1.0;
  459. spot_attenuation = 1.0;
  460. visible = true;
  461. }
  462. };
  463. struct LocalData {
  464. uint16_t pos[3];
  465. uint16_t energy[3]; //using 0..1024 for float range 0..1. integer is needed for deterministic add/remove of lights
  466. };
  467. struct CompBlockS3TC {
  468. uint32_t offset; //offset in mipmap
  469. uint32_t source_count; //sources
  470. uint32_t sources[16]; //id for each source
  471. uint8_t alpha[8]; //alpha block is pre-computed
  472. };
  473. struct Dynamic {
  474. Map<RID, LightCache> light_cache;
  475. Map<RID, LightCache> light_cache_changes;
  476. PoolVector<int> light_data;
  477. PoolVector<LocalData> local_data;
  478. Vector<Vector<uint32_t>> level_cell_lists;
  479. RID probe_data;
  480. bool enabled;
  481. int bake_dynamic_range;
  482. RasterizerStorage::GIProbeCompression compression;
  483. Vector<PoolVector<uint8_t>> mipmaps_3d;
  484. Vector<PoolVector<CompBlockS3TC>> mipmaps_s3tc; //for s3tc
  485. int updating_stage;
  486. float propagate;
  487. int grid_size[3];
  488. Transform light_to_cell_xform;
  489. } dynamic;
  490. RID probe_instance;
  491. bool invalid;
  492. uint32_t base_version;
  493. SelfList<InstanceGIProbeData> update_element;
  494. InstanceGIProbeData() :
  495. update_element(this) {
  496. invalid = true;
  497. base_version = 0;
  498. dynamic.updating_stage = GI_UPDATE_STAGE_CHECK;
  499. }
  500. };
  501. SelfList<InstanceGIProbeData>::List gi_probe_update_list;
  502. struct InstanceLightmapCaptureData : public InstanceBaseData {
  503. struct PairInfo {
  504. List<Instance *>::Element *L; //iterator in geometry
  505. Instance *geometry;
  506. };
  507. List<PairInfo> geometries;
  508. Set<Instance *> users;
  509. InstanceLightmapCaptureData() {
  510. }
  511. };
  512. int instance_cull_count;
  513. Instance *instance_cull_result[MAX_INSTANCE_CULL];
  514. Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
  515. Instance *light_cull_result[MAX_LIGHTS_CULLED];
  516. RID light_instance_cull_result[MAX_LIGHTS_CULLED];
  517. int light_cull_count;
  518. int directional_light_count;
  519. VisualServerLightCuller *light_culler;
  520. RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
  521. int reflection_probe_cull_count;
  522. RID_Owner<Instance> instance_owner;
  523. virtual RID instance_create();
  524. virtual void instance_set_base(RID p_instance, RID p_base);
  525. virtual void instance_set_scenario(RID p_instance, RID p_scenario);
  526. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
  527. virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
  528. virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
  529. virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
  530. virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
  531. virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
  532. virtual void instance_set_visible(RID p_instance, bool p_visible);
  533. virtual void instance_set_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap, int p_lightmap_slice, const Rect2 &p_lightmap_uv_rect);
  534. virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
  535. virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
  536. virtual void instance_set_exterior(RID p_instance, bool p_enabled);
  537. virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
  538. // Portals
  539. virtual void instance_set_portal_mode(RID p_instance, VisualServer::InstancePortalMode p_mode);
  540. bool _instance_get_transformed_aabb(RID p_instance, AABB &r_aabb);
  541. bool _instance_get_transformed_aabb_for_occlusion(VSInstance *p_instance, AABB &r_aabb) const {
  542. r_aabb = ((Instance *)p_instance)->transformed_aabb;
  543. return ((Instance *)p_instance)->portal_mode != VisualServer::INSTANCE_PORTAL_MODE_GLOBAL;
  544. }
  545. void *_instance_get_from_rid(RID p_instance);
  546. bool _instance_cull_check(VSInstance *p_instance, uint32_t p_cull_mask) const {
  547. uint32_t pairable_type = 1 << ((Instance *)p_instance)->base_type;
  548. return pairable_type & p_cull_mask;
  549. }
  550. ObjectID _instance_get_object_ID(VSInstance *p_instance) const {
  551. if (p_instance) {
  552. return ((Instance *)p_instance)->object_id;
  553. }
  554. return 0;
  555. }
  556. private:
  557. void _instance_create_occlusion_rep(Instance *p_instance);
  558. void _instance_destroy_occlusion_rep(Instance *p_instance);
  559. public:
  560. struct Ghost : RID_Data {
  561. // all interactions with actual ghosts are indirect, as the ghost is part of the scenario
  562. Scenario *scenario = nullptr;
  563. uint32_t object_id = 0;
  564. RGhostHandle rghost_handle = 0; // handle in occlusion system (or 0)
  565. AABB aabb;
  566. virtual ~Ghost() {
  567. if (scenario) {
  568. if (rghost_handle) {
  569. scenario->_portal_renderer.rghost_destroy(rghost_handle);
  570. rghost_handle = 0;
  571. }
  572. scenario = nullptr;
  573. }
  574. }
  575. };
  576. RID_Owner<Ghost> ghost_owner;
  577. virtual RID ghost_create();
  578. virtual void ghost_set_scenario(RID p_ghost, RID p_scenario, ObjectID p_id, const AABB &p_aabb);
  579. virtual void ghost_update(RID p_ghost, const AABB &p_aabb);
  580. private:
  581. void _ghost_create_occlusion_rep(Ghost *p_ghost);
  582. void _ghost_destroy_occlusion_rep(Ghost *p_ghost);
  583. public:
  584. /* PORTALS API */
  585. struct Portal : RID_Data {
  586. // all interactions with actual portals are indirect, as the portal is part of the scenario
  587. uint32_t scenario_portal_id = 0;
  588. Scenario *scenario = nullptr;
  589. virtual ~Portal() {
  590. if (scenario) {
  591. scenario->_portal_renderer.portal_destroy(scenario_portal_id);
  592. scenario = nullptr;
  593. scenario_portal_id = 0;
  594. }
  595. }
  596. };
  597. RID_Owner<Portal> portal_owner;
  598. virtual RID portal_create();
  599. virtual void portal_set_scenario(RID p_portal, RID p_scenario);
  600. virtual void portal_set_geometry(RID p_portal, const Vector<Vector3> &p_points, real_t p_margin);
  601. virtual void portal_link(RID p_portal, RID p_room_from, RID p_room_to, bool p_two_way);
  602. virtual void portal_set_active(RID p_portal, bool p_active);
  603. /* ROOMGROUPS API */
  604. struct RoomGroup : RID_Data {
  605. // all interactions with actual roomgroups are indirect, as the roomgroup is part of the scenario
  606. uint32_t scenario_roomgroup_id = 0;
  607. Scenario *scenario = nullptr;
  608. virtual ~RoomGroup() {
  609. if (scenario) {
  610. scenario->_portal_renderer.roomgroup_destroy(scenario_roomgroup_id);
  611. scenario = nullptr;
  612. scenario_roomgroup_id = 0;
  613. }
  614. }
  615. };
  616. RID_Owner<RoomGroup> roomgroup_owner;
  617. virtual RID roomgroup_create();
  618. virtual void roomgroup_prepare(RID p_roomgroup, ObjectID p_roomgroup_object_id);
  619. virtual void roomgroup_set_scenario(RID p_roomgroup, RID p_scenario);
  620. virtual void roomgroup_add_room(RID p_roomgroup, RID p_room);
  621. /* OCCLUDERS API */
  622. struct OccluderInstance : RID_Data {
  623. uint32_t scenario_occluder_id = 0;
  624. Scenario *scenario = nullptr;
  625. virtual ~OccluderInstance() {
  626. if (scenario) {
  627. scenario->_portal_renderer.occluder_instance_destroy(scenario_occluder_id);
  628. scenario = nullptr;
  629. scenario_occluder_id = 0;
  630. }
  631. }
  632. };
  633. RID_Owner<OccluderInstance> occluder_instance_owner;
  634. struct OccluderResource : RID_Data {
  635. uint32_t occluder_resource_id = 0;
  636. void destroy(PortalResources &r_portal_resources) {
  637. r_portal_resources.occluder_resource_destroy(occluder_resource_id);
  638. occluder_resource_id = 0;
  639. }
  640. virtual ~OccluderResource() {
  641. DEV_ASSERT(occluder_resource_id == 0);
  642. }
  643. };
  644. RID_Owner<OccluderResource> occluder_resource_owner;
  645. virtual RID occluder_instance_create();
  646. virtual void occluder_instance_set_scenario(RID p_occluder_instance, RID p_scenario);
  647. virtual void occluder_instance_link_resource(RID p_occluder_instance, RID p_occluder_resource);
  648. virtual void occluder_instance_set_transform(RID p_occluder_instance, const Transform &p_xform);
  649. virtual void occluder_instance_set_active(RID p_occluder_instance, bool p_active);
  650. virtual RID occluder_resource_create();
  651. virtual void occluder_resource_prepare(RID p_occluder_resource, VisualServer::OccluderType p_type);
  652. virtual void occluder_resource_spheres_update(RID p_occluder_resource, const Vector<Plane> &p_spheres);
  653. virtual void occluder_resource_mesh_update(RID p_occluder_resource, const Geometry::OccluderMeshData &p_mesh_data);
  654. virtual void set_use_occlusion_culling(bool p_enable);
  655. // editor only .. slow
  656. virtual Geometry::MeshData occlusion_debug_get_current_polys(RID p_scenario) const;
  657. const PortalResources &get_portal_resources() const {
  658. return _portal_resources;
  659. }
  660. PortalResources &get_portal_resources() {
  661. return _portal_resources;
  662. }
  663. /* ROOMS API */
  664. struct Room : RID_Data {
  665. // all interactions with actual rooms are indirect, as the room is part of the scenario
  666. uint32_t scenario_room_id = 0;
  667. Scenario *scenario = nullptr;
  668. virtual ~Room() {
  669. if (scenario) {
  670. scenario->_portal_renderer.room_destroy(scenario_room_id);
  671. scenario = nullptr;
  672. scenario_room_id = 0;
  673. }
  674. }
  675. };
  676. RID_Owner<Room> room_owner;
  677. virtual RID room_create();
  678. virtual void room_set_scenario(RID p_room, RID p_scenario);
  679. virtual void room_add_instance(RID p_room, RID p_instance, const AABB &p_aabb, const Vector<Vector3> &p_object_pts);
  680. virtual void room_add_ghost(RID p_room, ObjectID p_object_id, const AABB &p_aabb);
  681. virtual void room_set_bound(RID p_room, ObjectID p_room_object_id, const Vector<Plane> &p_convex, const AABB &p_aabb, const Vector<Vector3> &p_verts);
  682. virtual void room_prepare(RID p_room, int32_t p_priority);
  683. virtual void rooms_and_portals_clear(RID p_scenario);
  684. virtual void rooms_unload(RID p_scenario, String p_reason);
  685. virtual void rooms_finalize(RID p_scenario, bool p_generate_pvs, bool p_cull_using_pvs, bool p_use_secondary_pvs, bool p_use_signals, String p_pvs_filename, bool p_use_simple_pvs, bool p_log_pvs_generation);
  686. virtual void rooms_override_camera(RID p_scenario, bool p_override, const Vector3 &p_point, const Vector<Plane> *p_convex);
  687. virtual void rooms_set_active(RID p_scenario, bool p_active);
  688. virtual void rooms_set_params(RID p_scenario, int p_portal_depth_limit, real_t p_roaming_expansion_margin);
  689. virtual void rooms_set_debug_feature(RID p_scenario, VisualServer::RoomsDebugFeature p_feature, bool p_active);
  690. virtual void rooms_update_gameplay_monitor(RID p_scenario, const Vector<Vector3> &p_camera_positions);
  691. // don't use this in a game
  692. virtual bool rooms_is_loaded(RID p_scenario) const;
  693. virtual void callbacks_register(VisualServerCallbacks *p_callbacks);
  694. VisualServerCallbacks *get_callbacks() const {
  695. return _visual_server_callbacks;
  696. }
  697. // don't use these in a game!
  698. virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
  699. virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
  700. virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
  701. // internal (uses portals when available)
  702. int _cull_convex_from_point(Scenario *p_scenario, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, int32_t &r_previous_room_id_hint, uint32_t p_mask = 0xFFFFFFFF);
  703. void _rooms_instance_update(Instance *p_instance, const AABB &p_aabb);
  704. virtual void instance_geometry_set_flag(RID p_instance, VS::InstanceFlags p_flags, bool p_enabled);
  705. virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting);
  706. virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
  707. virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material);
  708. _FORCE_INLINE_ void _update_instance(Instance *p_instance);
  709. _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
  710. _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
  711. _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
  712. _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, uint32_t p_visible_layers = 0xFFFFFF);
  713. void _prepare_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, int32_t &r_previous_room_id_hint);
  714. void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
  715. void render_empty_scene(RID p_scenario, RID p_shadow_atlas);
  716. void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
  717. void render_camera(Ref<ARVRInterface> &p_interface, ARVRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
  718. void update_dirty_instances();
  719. // interpolation
  720. void update_interpolation_tick(bool p_process = true);
  721. void update_interpolation_frame(bool p_process = true);
  722. //probes
  723. struct GIProbeDataHeader {
  724. uint32_t version;
  725. uint32_t cell_subdiv;
  726. uint32_t width;
  727. uint32_t height;
  728. uint32_t depth;
  729. uint32_t cell_count;
  730. uint32_t leaf_cell_count;
  731. };
  732. struct GIProbeDataCell {
  733. uint32_t children[8];
  734. uint32_t albedo;
  735. uint32_t emission;
  736. uint32_t normal;
  737. uint32_t level_alpha;
  738. };
  739. enum {
  740. GI_UPDATE_STAGE_CHECK,
  741. GI_UPDATE_STAGE_LIGHTING,
  742. GI_UPDATE_STAGE_UPLOADING,
  743. };
  744. void _gi_probe_bake_thread();
  745. static void _gi_probe_bake_threads(void *);
  746. bool probe_bake_thread_exit;
  747. Thread probe_bake_thread;
  748. Semaphore probe_bake_sem;
  749. Mutex probe_bake_mutex;
  750. List<Instance *> probe_bake_list;
  751. bool _render_reflection_probe_step(Instance *p_instance, int p_step);
  752. 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);
  753. _FORCE_INLINE_ uint32_t _gi_bake_find_cell(const GIProbeDataCell *cells, int x, int y, int z, int p_cell_subdiv);
  754. 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);
  755. 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);
  756. void _bake_gi_probe(Instance *p_gi_probe);
  757. bool _check_gi_probe(Instance *p_gi_probe);
  758. void _setup_gi_probe(Instance *p_instance);
  759. void render_probes();
  760. bool free(RID p_rid);
  761. private:
  762. bool _use_bvh;
  763. VisualServerCallbacks *_visual_server_callbacks;
  764. PortalResources _portal_resources;
  765. public:
  766. VisualServerScene();
  767. virtual ~VisualServerScene();
  768. };
  769. #endif // VISUAL_SERVER_SCENE_H