visual_server_scene.h 16 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  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 VISUALSERVERSCENE_H
  31. #define VISUALSERVERSCENE_H
  32. #include "servers/visual/rasterizer.h"
  33. #include "core/math/geometry.h"
  34. #include "core/math/octree.h"
  35. #include "core/os/semaphore.h"
  36. #include "core/os/thread.h"
  37. #include "core/self_list.h"
  38. #include "servers/arvr/arvr_interface.h"
  39. class VisualServerScene {
  40. public:
  41. enum {
  42. MAX_INSTANCE_CULL = 65536,
  43. MAX_LIGHTS_CULLED = 4096,
  44. MAX_REFLECTION_PROBES_CULLED = 4096,
  45. MAX_ROOM_CULL = 32,
  46. MAX_EXTERIOR_PORTALS = 128,
  47. };
  48. uint64_t render_pass;
  49. static VisualServerScene *singleton;
  50. /* CAMERA API */
  51. struct Camera : public RID_Data {
  52. enum Type {
  53. PERSPECTIVE,
  54. ORTHOGONAL,
  55. FRUSTUM
  56. };
  57. Type type;
  58. float fov;
  59. float znear, zfar;
  60. float size;
  61. Vector2 offset;
  62. uint32_t visible_layers;
  63. bool vaspect;
  64. RID env;
  65. Transform transform;
  66. Camera() {
  67. visible_layers = 0xFFFFFFFF;
  68. fov = 70;
  69. type = PERSPECTIVE;
  70. znear = 0.05;
  71. zfar = 100;
  72. size = 1.0;
  73. offset = Vector2();
  74. vaspect = false;
  75. }
  76. };
  77. mutable RID_Owner<Camera> camera_owner;
  78. virtual RID camera_create();
  79. virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
  80. virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
  81. virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
  82. virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
  83. virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
  84. virtual void camera_set_environment(RID p_camera, RID p_env);
  85. virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
  86. /* SCENARIO API */
  87. struct Instance;
  88. struct Scenario : RID_Data {
  89. VS::ScenarioDebugMode debug;
  90. RID self;
  91. Octree<Instance, true> octree;
  92. List<Instance *> directional_lights;
  93. RID environment;
  94. RID fallback_environment;
  95. RID reflection_probe_shadow_atlas;
  96. RID reflection_atlas;
  97. SelfList<Instance>::List instances;
  98. Scenario() { debug = VS::SCENARIO_DEBUG_DISABLED; }
  99. };
  100. mutable RID_Owner<Scenario> scenario_owner;
  101. static void *_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int);
  102. static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *);
  103. virtual RID scenario_create();
  104. virtual void scenario_set_debug(RID p_scenario, VS::ScenarioDebugMode p_debug_mode);
  105. virtual void scenario_set_environment(RID p_scenario, RID p_environment);
  106. virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
  107. virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv);
  108. /* INSTANCING API */
  109. struct InstanceBaseData {
  110. virtual ~InstanceBaseData() {}
  111. };
  112. struct Instance : RasterizerScene::InstanceBase {
  113. RID self;
  114. //scenario stuff
  115. OctreeElementID octree_id;
  116. Scenario *scenario;
  117. SelfList<Instance> scenario_item;
  118. //aabb stuff
  119. bool update_aabb;
  120. bool update_materials;
  121. SelfList<Instance> update_item;
  122. AABB aabb;
  123. AABB transformed_aabb;
  124. AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
  125. float extra_margin;
  126. uint32_t object_id;
  127. float lod_begin;
  128. float lod_end;
  129. float lod_begin_hysteresis;
  130. float lod_end_hysteresis;
  131. RID lod_instance;
  132. uint64_t last_render_pass;
  133. uint64_t last_frame_pass;
  134. uint64_t version; // changes to this, and changes to base increase version
  135. InstanceBaseData *base_data;
  136. virtual void base_removed() {
  137. singleton->instance_set_base(self, RID());
  138. }
  139. virtual void base_changed(bool p_aabb, bool p_materials) {
  140. singleton->_instance_queue_update(this, p_aabb, p_materials);
  141. }
  142. Instance() :
  143. scenario_item(this),
  144. update_item(this) {
  145. octree_id = 0;
  146. scenario = NULL;
  147. update_aabb = false;
  148. update_materials = false;
  149. extra_margin = 0;
  150. object_id = 0;
  151. visible = true;
  152. lod_begin = 0;
  153. lod_end = 0;
  154. lod_begin_hysteresis = 0;
  155. lod_end_hysteresis = 0;
  156. last_render_pass = 0;
  157. last_frame_pass = 0;
  158. version = 1;
  159. base_data = NULL;
  160. custom_aabb = NULL;
  161. }
  162. ~Instance() {
  163. if (base_data)
  164. memdelete(base_data);
  165. if (custom_aabb)
  166. memdelete(custom_aabb);
  167. }
  168. };
  169. SelfList<Instance>::List _instance_update_list;
  170. void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_materials = false);
  171. struct InstanceGeometryData : public InstanceBaseData {
  172. List<Instance *> lighting;
  173. bool lighting_dirty;
  174. bool can_cast_shadows;
  175. bool material_is_animated;
  176. List<Instance *> reflection_probes;
  177. bool reflection_dirty;
  178. List<Instance *> gi_probes;
  179. bool gi_probes_dirty;
  180. List<Instance *> lightmap_captures;
  181. InstanceGeometryData() {
  182. lighting_dirty = false;
  183. reflection_dirty = true;
  184. can_cast_shadows = true;
  185. material_is_animated = true;
  186. gi_probes_dirty = true;
  187. }
  188. };
  189. struct InstanceReflectionProbeData : public InstanceBaseData {
  190. Instance *owner;
  191. struct PairInfo {
  192. List<Instance *>::Element *L; //reflection iterator in geometry
  193. Instance *geometry;
  194. };
  195. List<PairInfo> geometries;
  196. RID instance;
  197. bool reflection_dirty;
  198. SelfList<InstanceReflectionProbeData> update_list;
  199. int render_step;
  200. InstanceReflectionProbeData() :
  201. update_list(this) {
  202. reflection_dirty = true;
  203. render_step = -1;
  204. }
  205. };
  206. SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
  207. struct InstanceLightData : public InstanceBaseData {
  208. struct PairInfo {
  209. List<Instance *>::Element *L; //light iterator in geometry
  210. Instance *geometry;
  211. };
  212. RID instance;
  213. uint64_t last_version;
  214. List<Instance *>::Element *D; // directional light in scenario
  215. bool shadow_dirty;
  216. List<PairInfo> geometries;
  217. Instance *baked_light;
  218. InstanceLightData() {
  219. shadow_dirty = true;
  220. D = NULL;
  221. last_version = 0;
  222. baked_light = NULL;
  223. }
  224. };
  225. struct InstanceGIProbeData : public InstanceBaseData {
  226. Instance *owner;
  227. struct PairInfo {
  228. List<Instance *>::Element *L; //gi probe iterator in geometry
  229. Instance *geometry;
  230. };
  231. List<PairInfo> geometries;
  232. Set<Instance *> lights;
  233. struct LightCache {
  234. VS::LightType type;
  235. Transform transform;
  236. Color color;
  237. float energy;
  238. float radius;
  239. float attenuation;
  240. float spot_angle;
  241. float spot_attenuation;
  242. bool visible;
  243. bool operator==(const LightCache &p_cache) {
  244. return (type == p_cache.type &&
  245. transform == p_cache.transform &&
  246. color == p_cache.color &&
  247. energy == p_cache.energy &&
  248. radius == p_cache.radius &&
  249. attenuation == p_cache.attenuation &&
  250. spot_angle == p_cache.spot_angle &&
  251. spot_attenuation == p_cache.spot_attenuation &&
  252. visible == p_cache.visible);
  253. }
  254. bool operator!=(const LightCache &p_cache) {
  255. return !operator==(p_cache);
  256. }
  257. LightCache() {
  258. type = VS::LIGHT_DIRECTIONAL;
  259. energy = 1.0;
  260. radius = 1.0;
  261. attenuation = 1.0;
  262. spot_angle = 1.0;
  263. spot_attenuation = 1.0;
  264. visible = true;
  265. }
  266. };
  267. struct LocalData {
  268. uint16_t pos[3];
  269. uint16_t energy[3]; //using 0..1024 for float range 0..1. integer is needed for deterministic add/remove of lights
  270. };
  271. struct CompBlockS3TC {
  272. uint32_t offset; //offset in mipmap
  273. uint32_t source_count; //sources
  274. uint32_t sources[16]; //id for each source
  275. uint8_t alpha[8]; //alpha block is pre-computed
  276. };
  277. struct Dynamic {
  278. Map<RID, LightCache> light_cache;
  279. Map<RID, LightCache> light_cache_changes;
  280. PoolVector<int> light_data;
  281. PoolVector<LocalData> local_data;
  282. Vector<Vector<uint32_t> > level_cell_lists;
  283. RID probe_data;
  284. bool enabled;
  285. int bake_dynamic_range;
  286. RasterizerStorage::GIProbeCompression compression;
  287. Vector<PoolVector<uint8_t> > mipmaps_3d;
  288. Vector<PoolVector<CompBlockS3TC> > mipmaps_s3tc; //for s3tc
  289. int updating_stage;
  290. float propagate;
  291. int grid_size[3];
  292. Transform light_to_cell_xform;
  293. } dynamic;
  294. RID probe_instance;
  295. bool invalid;
  296. uint32_t base_version;
  297. SelfList<InstanceGIProbeData> update_element;
  298. InstanceGIProbeData() :
  299. update_element(this) {
  300. invalid = true;
  301. base_version = 0;
  302. dynamic.updating_stage = GI_UPDATE_STAGE_CHECK;
  303. }
  304. };
  305. SelfList<InstanceGIProbeData>::List gi_probe_update_list;
  306. struct InstanceLightmapCaptureData : public InstanceBaseData {
  307. struct PairInfo {
  308. List<Instance *>::Element *L; //iterator in geometry
  309. Instance *geometry;
  310. };
  311. List<PairInfo> geometries;
  312. Set<Instance *> users;
  313. InstanceLightmapCaptureData() {
  314. }
  315. };
  316. int instance_cull_count;
  317. Instance *instance_cull_result[MAX_INSTANCE_CULL];
  318. Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
  319. Instance *light_cull_result[MAX_LIGHTS_CULLED];
  320. RID light_instance_cull_result[MAX_LIGHTS_CULLED];
  321. int light_cull_count;
  322. int directional_light_count;
  323. RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
  324. int reflection_probe_cull_count;
  325. RID_Owner<Instance> instance_owner;
  326. virtual RID instance_create();
  327. virtual void instance_set_base(RID p_instance, RID p_base);
  328. virtual void instance_set_scenario(RID p_instance, RID p_scenario);
  329. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
  330. virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
  331. virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
  332. virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
  333. virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
  334. virtual void instance_set_visible(RID p_instance, bool p_visible);
  335. virtual void instance_set_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap);
  336. virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
  337. virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
  338. virtual void instance_set_exterior(RID p_instance, bool p_enabled);
  339. virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
  340. // don't use these in a game!
  341. virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
  342. virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
  343. virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
  344. virtual void instance_geometry_set_flag(RID p_instance, VS::InstanceFlags p_flags, bool p_enabled);
  345. virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting);
  346. virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
  347. virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
  348. virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance);
  349. _FORCE_INLINE_ void _update_instance(Instance *p_instance);
  350. _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
  351. _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
  352. _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
  353. _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);
  354. 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);
  355. 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);
  356. void render_empty_scene(RID p_scenario, RID p_shadow_atlas);
  357. void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
  358. 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);
  359. void update_dirty_instances();
  360. //probes
  361. struct GIProbeDataHeader {
  362. uint32_t version;
  363. uint32_t cell_subdiv;
  364. uint32_t width;
  365. uint32_t height;
  366. uint32_t depth;
  367. uint32_t cell_count;
  368. uint32_t leaf_cell_count;
  369. };
  370. struct GIProbeDataCell {
  371. uint32_t children[8];
  372. uint32_t albedo;
  373. uint32_t emission;
  374. uint32_t normal;
  375. uint32_t level_alpha;
  376. };
  377. enum {
  378. GI_UPDATE_STAGE_CHECK,
  379. GI_UPDATE_STAGE_LIGHTING,
  380. GI_UPDATE_STAGE_UPLOADING,
  381. };
  382. void _gi_probe_bake_thread();
  383. static void _gi_probe_bake_threads(void *);
  384. volatile bool probe_bake_thread_exit;
  385. Thread *probe_bake_thread;
  386. Semaphore *probe_bake_sem;
  387. Mutex *probe_bake_mutex;
  388. List<Instance *> probe_bake_list;
  389. bool _render_reflection_probe_step(Instance *p_instance, int p_step);
  390. 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);
  391. _FORCE_INLINE_ uint32_t _gi_bake_find_cell(const GIProbeDataCell *cells, int x, int y, int z, int p_cell_subdiv);
  392. 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);
  393. 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);
  394. void _bake_gi_probe(Instance *p_gi_probe);
  395. bool _check_gi_probe(Instance *p_gi_probe);
  396. void _setup_gi_probe(Instance *p_instance);
  397. void render_probes();
  398. bool free(RID p_rid);
  399. VisualServerScene();
  400. virtual ~VisualServerScene();
  401. };
  402. #endif // VISUALSERVERSCENE_H