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- /*************************************************************************/
- /* visual_server_scene.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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/allocators.h"
- #include "core/math/geometry.h"
- #include "core/math/octree.h"
- #include "core/os/semaphore.h"
- #include "core/os/thread.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_ROOM_CULL = 32,
- MAX_EXTERIOR_PORTALS = 128,
- };
- uint64_t render_pass;
- static VisualServerScene *singleton;
- // FIXME: Kept as reference for future implementation
- #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; }
- };
- #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 = 70;
- type = PERSPECTIVE;
- znear = 0.05;
- 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);
- /* 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;
- AABB aabb;
- AABB transformed_aabb;
- AABB *custom_aabb; // <Zylann> 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 base_removed() {
- singleton->instance_set_base(self, RID());
- }
- virtual void base_changed(bool p_aabb, bool p_materials) {
- singleton->_instance_queue_update(this, p_aabb, p_materials);
- }
- Instance() :
- scenario_item(this),
- update_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;
- 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<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;
- bool material_is_animated;
- List<Instance *> reflection_probes;
- bool reflection_dirty;
- List<Instance *> gi_probes;
- bool gi_probes_dirty;
- List<Instance *> 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<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 visible;
- 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 &&
- visible == p_cache.visible);
- }
- bool operator!=(const LightCache &p_cache) {
- return !operator==(p_cache);
- }
- LightCache() {
- type = VS::LIGHT_DIRECTIONAL;
- energy = 1.0;
- radius = 1.0;
- attenuation = 1.0;
- spot_angle = 1.0;
- spot_attenuation = 1.0;
- visible = true;
- }
- };
- 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;
- dynamic.updating_stage = GI_UPDATE_STAGE_CHECK;
- }
- };
- SelfList<InstanceGIProbeData>::List gi_probe_update_list;
- struct InstanceLightmapCaptureData : public InstanceBaseData {
- struct PairInfo {
- List<Instance *>::Element *L; //iterator in geometry
- Instance *geometry;
- };
- List<PairInfo> geometries;
- Set<Instance *> 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_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_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<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);
- _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);
- 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);
- void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
- void render_empty_scene(RID p_scenario, RID p_shadow_atlas);
- void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
- 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);
- 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_gi_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();
- virtual ~VisualServerScene();
- };
- #endif // VISUALSERVERSCENE_H
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