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- /*************************************************************************/
- /* rendering_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/rendering/rasterizer.h"
- #include "core/local_vector.h"
- #include "core/math/geometry_3d.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/xr/xr_interface.h"
- class RenderingServerScene {
- public:
- enum {
- MAX_INSTANCE_CULL = 65536,
- MAX_LIGHTS_CULLED = 4096,
- MAX_REFLECTION_PROBES_CULLED = 4096,
- MAX_DECALS_CULLED = 4096,
- MAX_GI_PROBES_CULLED = 4096,
- MAX_ROOM_CULL = 32,
- MAX_LIGHTMAPS_CULLED = 4096,
- MAX_EXTERIOR_PORTALS = 128,
- };
- uint64_t render_pass;
- static RenderingServerScene *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 = 75;
- type = PERSPECTIVE;
- znear = 0.05;
- zfar = 100;
- size = 1.0;
- offset = Vector2();
- vaspect = false;
- }
- };
- mutable RID_PtrOwner<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_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 {
- RS::ScenarioDebugMode debug;
- RID self;
- Octree<Instance, true> octree;
- List<Instance *> directional_lights;
- RID environment;
- RID fallback_environment;
- RID camera_effects;
- RID reflection_probe_shadow_atlas;
- RID reflection_atlas;
- SelfList<Instance>::List instances;
- LocalVector<RID> dynamic_lights;
- Scenario() { debug = RS::SCENARIO_DEBUG_DISABLED; }
- };
- mutable RID_PtrOwner<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, RS::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<Instance> scenario_item;
- //aabb stuff
- bool update_aabb;
- bool update_dependencies;
- SelfList<Instance> update_item;
- AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
- float extra_margin;
- ObjectID object_id;
- float lod_begin;
- float lod_end;
- float lod_begin_hysteresis;
- float lod_end_hysteresis;
- RID lod_instance;
- Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
- 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 = nullptr;
- update_aabb = false;
- update_dependencies = false;
- extra_margin = 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 = nullptr;
- custom_aabb = nullptr;
- }
- ~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_dependencies = false);
- struct InstanceGeometryData : public InstanceBaseData {
- List<Instance *> lighting;
- bool lighting_dirty;
- bool can_cast_shadows;
- bool material_is_animated;
- List<Instance *> decals;
- bool decal_dirty;
- 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;
- decal_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;
- }
- };
- struct InstanceDecalData : public InstanceBaseData {
- Instance *owner;
- RID instance;
- struct PairInfo {
- List<Instance *>::Element *L; //reflection iterator in geometry
- Instance *geometry;
- };
- List<PairInfo> geometries;
- InstanceDecalData() {
- }
- };
- 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;
- RS::LightBakeMode bake_mode;
- uint32_t max_sdfgi_cascade = 2;
- uint64_t sdfgi_cascade_light_pass = 0;
- InstanceLightData() {
- bake_mode = RS::LIGHT_BAKE_DISABLED;
- shadow_dirty = true;
- D = nullptr;
- last_version = 0;
- baked_light = nullptr;
- }
- };
- struct InstanceGIProbeData : public InstanceBaseData {
- Instance *owner;
- struct PairInfo {
- List<Instance *>::Element *L; //gi probe iterator in geometry
- Instance *geometry;
- };
- List<PairInfo> geometries;
- List<PairInfo> dynamic_geometries;
- Set<Instance *> lights;
- struct LightCache {
- RS::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<LightCache> light_cache;
- Vector<RID> light_instances;
- RID probe_instance;
- bool invalid;
- uint32_t base_version;
- SelfList<InstanceGIProbeData> update_element;
- InstanceGIProbeData() :
- update_element(this) {
- invalid = true;
- base_version = 0;
- }
- };
- SelfList<InstanceGIProbeData>::List gi_probe_update_list;
- struct InstanceLightmapData : public InstanceBaseData {
- struct PairInfo {
- List<Instance *>::Element *L; //iterator in geometry
- Instance *geometry;
- };
- List<PairInfo> geometries;
- Set<Instance *> users;
- InstanceLightmapData() {
- }
- };
- Set<Instance *> heightfield_particle_colliders_update_list;
- 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 sdfgi_light_cull_result[MAX_LIGHTS_CULLED];
- RID light_instance_cull_result[MAX_LIGHTS_CULLED];
- uint64_t sdfgi_light_cull_pass = 0;
- int light_cull_count;
- int directional_light_count;
- RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
- RID decal_instance_cull_result[MAX_DECALS_CULLED];
- int reflection_probe_cull_count;
- int decal_cull_count;
- RID gi_probe_instance_cull_result[MAX_GI_PROBES_CULLED];
- int gi_probe_cull_count;
- Instance *lightmap_cull_result[MAX_LIGHTS_CULLED];
- int lightmap_cull_count;
- RID_PtrOwner<Instance> 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_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, RS::InstanceFlags p_flags, bool p_enabled);
- virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::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);
- virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
- void _update_instance_shader_parameters_from_material(Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material);
- virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
- virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
- virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
- virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
- _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, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario);
- RID _render_get_environment(RID p_camera, RID 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, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, 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_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<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
- void update_dirty_instances();
- void render_particle_colliders();
- void render_probes();
- TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
- bool free(RID p_rid);
- RenderingServerScene();
- virtual ~RenderingServerScene();
- };
- #endif // VISUALSERVERSCENE_H
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