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/*************************************************************************/
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/* renderer_scene_render.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* The above copyright notice and this permission notice shall be */
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# include "renderer_scene_render.h"
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/////////////////////////////////////////////////////////////////////////////
// CameraData
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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void RendererSceneRender : : CameraData : : set_camera ( const Transform3D p_transform , const Projection p_projection , bool p_is_orthogonal , bool p_vaspect , const Vector2 & p_taa_jitter ) {
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view_count = 1 ;
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is_orthogonal = p_is_orthogonal ;
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vaspect = p_vaspect ;
main_transform = p_transform ;
main_projection = p_projection ;
view_offset [ 0 ] = Transform3D ( ) ;
view_projection [ 0 ] = p_projection ;
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taa_jitter = p_taa_jitter ;
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}
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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void RendererSceneRender : : CameraData : : set_multiview_camera ( uint32_t p_view_count , const Transform3D * p_transforms , const Projection * p_projections , bool p_is_orthogonal , bool p_vaspect ) {
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ERR_FAIL_COND_MSG ( p_view_count ! = 2 , " Incorrect view count for stereoscopic view " ) ;
view_count = p_view_count ;
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is_orthogonal = p_is_orthogonal ;
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vaspect = p_vaspect ;
Vector < Plane > planes [ 2 ] ;
/////////////////////////////////////////////////////////////////////////////
// Figure out our center transform
// 1. obtain our planes
for ( uint32_t v = 0 ; v < view_count ; v + + ) {
planes [ v ] = p_projections [ v ] . get_projection_planes ( p_transforms [ v ] ) ;
}
// 2. average and normalize plane normals to obtain z vector, cross them to obtain y vector, and from there the x vector for combined camera basis.
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Vector3 n0 = planes [ 0 ] [ Projection : : PLANE_LEFT ] . normal ;
Vector3 n1 = planes [ 1 ] [ Projection : : PLANE_RIGHT ] . normal ;
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Vector3 z = ( n0 + n1 ) . normalized ( ) ;
Vector3 y = n0 . cross ( n1 ) . normalized ( ) ;
Vector3 x = y . cross ( z ) . normalized ( ) ;
y = z . cross ( x ) . normalized ( ) ;
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main_transform . basis . set_columns ( x , y , z ) ;
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// 3. create a horizon plane with one of the eyes and the up vector as normal.
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Plane horizon ( y , p_transforms [ 0 ] . origin ) ;
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// 4. Intersect horizon, left and right to obtain the combined camera origin.
ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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! horizon . intersect_3 ( planes [ 0 ] [ Projection : : PLANE_LEFT ] , planes [ 1 ] [ Projection : : PLANE_RIGHT ] , & main_transform . origin ) , " Can't determine camera origin " ) ;
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// handy to have the inverse of the transform we just build
Transform3D main_transform_inv = main_transform . inverse ( ) ;
// 5. figure out far plane, this could use some improvement, we may have our far plane too close like this, not sure if this matters
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Vector3 far_center = ( planes [ 0 ] [ Projection : : PLANE_FAR ] . center ( ) + planes [ 1 ] [ Projection : : PLANE_FAR ] . center ( ) ) * 0.5 ;
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Plane far ( - z , far_center ) ;
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/////////////////////////////////////////////////////////////////////////////
// Figure out our top/bottom planes
// 6. Intersect far and left planes with top planes from both eyes, save the point with highest y as top_left.
Vector3 top_left , other ;
ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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! far . intersect_3 ( planes [ 0 ] [ Projection : : PLANE_LEFT ] , planes [ 0 ] [ Projection : : PLANE_TOP ] , & top_left ) , " Can't determine left camera far/left/top vector " ) ;
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ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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! far . intersect_3 ( planes [ 1 ] [ Projection : : PLANE_LEFT ] , planes [ 1 ] [ Projection : : PLANE_TOP ] , & other ) , " Can't determine right camera far/left/top vector " ) ;
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if ( y . dot ( top_left ) < y . dot ( other ) ) {
top_left = other ;
}
// 7. Intersect far and left planes with bottom planes from both eyes, save the point with lowest y as bottom_left.
Vector3 bottom_left ;
ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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! far . intersect_3 ( planes [ 0 ] [ Projection : : PLANE_LEFT ] , planes [ 0 ] [ Projection : : PLANE_BOTTOM ] , & bottom_left ) , " Can't determine left camera far/left/bottom vector " ) ;
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ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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! far . intersect_3 ( planes [ 1 ] [ Projection : : PLANE_LEFT ] , planes [ 1 ] [ Projection : : PLANE_BOTTOM ] , & other ) , " Can't determine right camera far/left/bottom vector " ) ;
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if ( y . dot ( other ) < y . dot ( bottom_left ) ) {
bottom_left = other ;
}
// 8. Intersect far and right planes with top planes from both eyes, save the point with highest y as top_right.
Vector3 top_right ;
ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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! far . intersect_3 ( planes [ 0 ] [ Projection : : PLANE_RIGHT ] , planes [ 0 ] [ Projection : : PLANE_TOP ] , & top_right ) , " Can't determine left camera far/right/top vector " ) ;
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ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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! far . intersect_3 ( planes [ 1 ] [ Projection : : PLANE_RIGHT ] , planes [ 1 ] [ Projection : : PLANE_TOP ] , & other ) , " Can't determine right camera far/right/top vector " ) ;
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if ( y . dot ( top_right ) < y . dot ( other ) ) {
top_right = other ;
}
// 9. Intersect far and right planes with bottom planes from both eyes, save the point with lowest y as bottom_right.
Vector3 bottom_right ;
ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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! far . intersect_3 ( planes [ 0 ] [ Projection : : PLANE_RIGHT ] , planes [ 0 ] [ Projection : : PLANE_BOTTOM ] , & bottom_right ) , " Can't determine left camera far/right/bottom vector " ) ;
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ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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! far . intersect_3 ( planes [ 1 ] [ Projection : : PLANE_RIGHT ] , planes [ 1 ] [ Projection : : PLANE_BOTTOM ] , & other ) , " Can't determine right camera far/right/bottom vector " ) ;
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if ( y . dot ( other ) < y . dot ( bottom_right ) ) {
bottom_right = other ;
}
// 10. Create top plane with these points: camera origin, top_left, top_right
Plane top ( main_transform . origin , top_left , top_right ) ;
// 11. Create bottom plane with these points: camera origin, bottom_left, bottom_right
Plane bottom ( main_transform . origin , bottom_left , bottom_right ) ;
/////////////////////////////////////////////////////////////////////////////
// Figure out our near plane points
// 12. Create a near plane using -camera z and the eye further along in that axis.
Plane near ;
Vector3 neg_z = - z ;
if ( neg_z . dot ( p_transforms [ 1 ] . origin ) < neg_z . dot ( p_transforms [ 0 ] . origin ) ) {
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near = Plane ( neg_z , p_transforms [ 0 ] . origin ) ;
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} else {
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near = Plane ( neg_z , p_transforms [ 1 ] . origin ) ;
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}
// 13. Intersect near plane with bottm/left planes, to obtain min_vec then top/right to obtain max_vec
Vector3 min_vec ;
ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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! near . intersect_3 ( bottom , planes [ 0 ] [ Projection : : PLANE_LEFT ] , & min_vec ) , " Can't determine left camera near/left/bottom vector " ) ;
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ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
! near . intersect_3 ( bottom , planes [ 1 ] [ Projection : : PLANE_LEFT ] , & other ) , " Can't determine right camera near/left/bottom vector " ) ;
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if ( x . dot ( other ) < x . dot ( min_vec ) ) {
min_vec = other ;
}
Vector3 max_vec ;
ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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! near . intersect_3 ( top , planes [ 0 ] [ Projection : : PLANE_RIGHT ] , & max_vec ) , " Can't determine left camera near/right/top vector " ) ;
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ERR_FAIL_COND_MSG (
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
! near . intersect_3 ( top , planes [ 1 ] [ Projection : : PLANE_RIGHT ] , & other ) , " Can't determine right camera near/right/top vector " ) ;
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if ( x . dot ( max_vec ) < x . dot ( other ) ) {
max_vec = other ;
}
// 14. transform these points by the inverse camera to obtain local_min_vec and local_max_vec
Vector3 local_min_vec = main_transform_inv . xform ( min_vec ) ;
Vector3 local_max_vec = main_transform_inv . xform ( max_vec ) ;
// 15. get x and y from these to obtain left, top, right bottom for the frustum. Get the distance from near plane to camera origin to obtain near, and the distance from the far plane to the camer origin to obtain far.
float z_near = - near . distance_to ( main_transform . origin ) ;
float z_far = - far . distance_to ( main_transform . origin ) ;
// 16. Use this to build the combined camera matrix.
main_projection . set_frustum ( local_min_vec . x , local_max_vec . x , local_min_vec . y , local_max_vec . y , z_near , z_far ) ;
/////////////////////////////////////////////////////////////////////////////
// 3. Copy our view data
for ( uint32_t v = 0 ; v < view_count ; v + + ) {
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view_offset [ v ] = main_transform_inv * p_transforms [ v ] ;
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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view_projection [ v ] = p_projections [ v ] * Projection ( view_offset [ v ] . inverse ( ) ) ;
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}
}
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/* Environment API */
RID RendererSceneRender : : environment_allocate ( ) {
return environment_storage . environment_allocate ( ) ;
}
void RendererSceneRender : : environment_initialize ( RID p_rid ) {
environment_storage . environment_initialize ( p_rid ) ;
}
void RendererSceneRender : : environment_free ( RID p_rid ) {
environment_storage . environment_free ( p_rid ) ;
}
bool RendererSceneRender : : is_environment ( RID p_rid ) const {
return environment_storage . is_environment ( p_rid ) ;
}
// background
void RendererSceneRender : : environment_set_background ( RID p_env , RS : : EnvironmentBG p_bg ) {
environment_storage . environment_set_background ( p_env , p_bg ) ;
}
void RendererSceneRender : : environment_set_sky ( RID p_env , RID p_sky ) {
environment_storage . environment_set_sky ( p_env , p_sky ) ;
}
void RendererSceneRender : : environment_set_sky_custom_fov ( RID p_env , float p_scale ) {
environment_storage . environment_set_sky_custom_fov ( p_env , p_scale ) ;
}
void RendererSceneRender : : environment_set_sky_orientation ( RID p_env , const Basis & p_orientation ) {
environment_storage . environment_set_sky_orientation ( p_env , p_orientation ) ;
}
void RendererSceneRender : : environment_set_bg_color ( RID p_env , const Color & p_color ) {
environment_storage . environment_set_bg_color ( p_env , p_color ) ;
}
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void RendererSceneRender : : environment_set_bg_energy ( RID p_env , float p_multiplier , float p_exposure_value ) {
environment_storage . environment_set_bg_energy ( p_env , p_multiplier , p_exposure_value ) ;
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}
void RendererSceneRender : : environment_set_canvas_max_layer ( RID p_env , int p_max_layer ) {
environment_storage . environment_set_canvas_max_layer ( p_env , p_max_layer ) ;
}
void RendererSceneRender : : environment_set_ambient_light ( RID p_env , const Color & p_color , RS : : EnvironmentAmbientSource p_ambient , float p_energy , float p_sky_contribution , RS : : EnvironmentReflectionSource p_reflection_source ) {
environment_storage . environment_set_ambient_light ( p_env , p_color , p_ambient , p_energy , p_sky_contribution , p_reflection_source ) ;
}
RS : : EnvironmentBG RendererSceneRender : : environment_get_background ( RID p_env ) const {
return environment_storage . environment_get_background ( p_env ) ;
}
RID RendererSceneRender : : environment_get_sky ( RID p_env ) const {
return environment_storage . environment_get_sky ( p_env ) ;
}
float RendererSceneRender : : environment_get_sky_custom_fov ( RID p_env ) const {
return environment_storage . environment_get_sky_custom_fov ( p_env ) ;
}
Basis RendererSceneRender : : environment_get_sky_orientation ( RID p_env ) const {
return environment_storage . environment_get_sky_orientation ( p_env ) ;
}
Color RendererSceneRender : : environment_get_bg_color ( RID p_env ) const {
return environment_storage . environment_get_bg_color ( p_env ) ;
}
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float RendererSceneRender : : environment_get_bg_energy_multiplier ( RID p_env ) const {
return environment_storage . environment_get_bg_energy_multiplier ( p_env ) ;
}
float RendererSceneRender : : environment_get_bg_intensity ( RID p_env ) const {
return environment_storage . environment_get_bg_intensity ( p_env ) ;
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}
int RendererSceneRender : : environment_get_canvas_max_layer ( RID p_env ) const {
return environment_storage . environment_get_canvas_max_layer ( p_env ) ;
}
RS : : EnvironmentAmbientSource RendererSceneRender : : environment_get_ambient_source ( RID p_env ) const {
return environment_storage . environment_get_ambient_source ( p_env ) ;
}
Color RendererSceneRender : : environment_get_ambient_light ( RID p_env ) const {
return environment_storage . environment_get_ambient_light ( p_env ) ;
}
float RendererSceneRender : : environment_get_ambient_light_energy ( RID p_env ) const {
return environment_storage . environment_get_ambient_light_energy ( p_env ) ;
}
float RendererSceneRender : : environment_get_ambient_sky_contribution ( RID p_env ) const {
return environment_storage . environment_get_ambient_sky_contribution ( p_env ) ;
}
RS : : EnvironmentReflectionSource RendererSceneRender : : environment_get_reflection_source ( RID p_env ) const {
return environment_storage . environment_get_reflection_source ( p_env ) ;
}
// Tonemap
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void RendererSceneRender : : environment_set_tonemap ( RID p_env , RS : : EnvironmentToneMapper p_tone_mapper , float p_exposure , float p_white ) {
environment_storage . environment_set_tonemap ( p_env , p_tone_mapper , p_exposure , p_white ) ;
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}
RS : : EnvironmentToneMapper RendererSceneRender : : environment_get_tone_mapper ( RID p_env ) const {
return environment_storage . environment_get_tone_mapper ( p_env ) ;
}
float RendererSceneRender : : environment_get_exposure ( RID p_env ) const {
return environment_storage . environment_get_exposure ( p_env ) ;
}
float RendererSceneRender : : environment_get_white ( RID p_env ) const {
return environment_storage . environment_get_white ( p_env ) ;
}
// Fog
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void RendererSceneRender : : environment_set_fog ( RID p_env , bool p_enable , const Color & p_light_color , float p_light_energy , float p_sun_scatter , float p_density , float p_height , float p_height_density , float p_aerial_perspective , float p_sky_affect ) {
environment_storage . environment_set_fog ( p_env , p_enable , p_light_color , p_light_energy , p_sun_scatter , p_density , p_height , p_height_density , p_aerial_perspective , p_sky_affect ) ;
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}
bool RendererSceneRender : : environment_get_fog_enabled ( RID p_env ) const {
return environment_storage . environment_get_fog_enabled ( p_env ) ;
}
Color RendererSceneRender : : environment_get_fog_light_color ( RID p_env ) const {
return environment_storage . environment_get_fog_light_color ( p_env ) ;
}
float RendererSceneRender : : environment_get_fog_light_energy ( RID p_env ) const {
return environment_storage . environment_get_fog_light_energy ( p_env ) ;
}
float RendererSceneRender : : environment_get_fog_sun_scatter ( RID p_env ) const {
return environment_storage . environment_get_fog_sun_scatter ( p_env ) ;
}
float RendererSceneRender : : environment_get_fog_density ( RID p_env ) const {
return environment_storage . environment_get_fog_density ( p_env ) ;
}
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float RendererSceneRender : : environment_get_fog_sky_affect ( RID p_env ) const {
return environment_storage . environment_get_fog_sky_affect ( p_env ) ;
}
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float RendererSceneRender : : environment_get_fog_height ( RID p_env ) const {
return environment_storage . environment_get_fog_height ( p_env ) ;
}
float RendererSceneRender : : environment_get_fog_height_density ( RID p_env ) const {
return environment_storage . environment_get_fog_height_density ( p_env ) ;
}
float RendererSceneRender : : environment_get_fog_aerial_perspective ( RID p_env ) const {
return environment_storage . environment_get_fog_aerial_perspective ( p_env ) ;
}
// Volumetric Fog
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void RendererSceneRender : : environment_set_volumetric_fog ( RID p_env , bool p_enable , float p_density , const Color & p_albedo , const Color & p_emission , float p_emission_energy , float p_anisotropy , float p_length , float p_detail_spread , float p_gi_inject , bool p_temporal_reprojection , float p_temporal_reprojection_amount , float p_ambient_inject , float p_sky_affect ) {
environment_storage . environment_set_volumetric_fog ( p_env , p_enable , p_density , p_albedo , p_emission , p_emission_energy , p_anisotropy , p_length , p_detail_spread , p_gi_inject , p_temporal_reprojection , p_temporal_reprojection_amount , p_ambient_inject , p_sky_affect ) ;
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}
bool RendererSceneRender : : environment_get_volumetric_fog_enabled ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_enabled ( p_env ) ;
}
float RendererSceneRender : : environment_get_volumetric_fog_density ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_density ( p_env ) ;
}
Color RendererSceneRender : : environment_get_volumetric_fog_scattering ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_scattering ( p_env ) ;
}
Color RendererSceneRender : : environment_get_volumetric_fog_emission ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_emission ( p_env ) ;
}
float RendererSceneRender : : environment_get_volumetric_fog_emission_energy ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_emission_energy ( p_env ) ;
}
float RendererSceneRender : : environment_get_volumetric_fog_anisotropy ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_anisotropy ( p_env ) ;
}
float RendererSceneRender : : environment_get_volumetric_fog_length ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_length ( p_env ) ;
}
float RendererSceneRender : : environment_get_volumetric_fog_detail_spread ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_detail_spread ( p_env ) ;
}
float RendererSceneRender : : environment_get_volumetric_fog_gi_inject ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_gi_inject ( p_env ) ;
}
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float RendererSceneRender : : environment_get_volumetric_fog_sky_affect ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_sky_affect ( p_env ) ;
}
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bool RendererSceneRender : : environment_get_volumetric_fog_temporal_reprojection ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_temporal_reprojection ( p_env ) ;
}
float RendererSceneRender : : environment_get_volumetric_fog_temporal_reprojection_amount ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_temporal_reprojection_amount ( p_env ) ;
}
float RendererSceneRender : : environment_get_volumetric_fog_ambient_inject ( RID p_env ) const {
return environment_storage . environment_get_volumetric_fog_ambient_inject ( p_env ) ;
}
// GLOW
void RendererSceneRender : : environment_set_glow ( RID p_env , bool p_enable , Vector < float > p_levels , float p_intensity , float p_strength , float p_mix , float p_bloom_threshold , RS : : EnvironmentGlowBlendMode p_blend_mode , float p_hdr_bleed_threshold , float p_hdr_bleed_scale , float p_hdr_luminance_cap , float p_glow_map_strength , RID p_glow_map ) {
environment_storage . environment_set_glow ( p_env , p_enable , p_levels , p_intensity , p_strength , p_mix , p_bloom_threshold , p_blend_mode , p_hdr_bleed_threshold , p_hdr_bleed_scale , p_hdr_luminance_cap , p_glow_map_strength , p_glow_map ) ;
}
bool RendererSceneRender : : environment_get_glow_enabled ( RID p_env ) const {
return environment_storage . environment_get_glow_enabled ( p_env ) ;
}
Vector < float > RendererSceneRender : : environment_get_glow_levels ( RID p_env ) const {
return environment_storage . environment_get_glow_levels ( p_env ) ;
}
float RendererSceneRender : : environment_get_glow_intensity ( RID p_env ) const {
return environment_storage . environment_get_glow_intensity ( p_env ) ;
}
float RendererSceneRender : : environment_get_glow_strength ( RID p_env ) const {
return environment_storage . environment_get_glow_strength ( p_env ) ;
}
float RendererSceneRender : : environment_get_glow_bloom ( RID p_env ) const {
return environment_storage . environment_get_glow_bloom ( p_env ) ;
}
float RendererSceneRender : : environment_get_glow_mix ( RID p_env ) const {
return environment_storage . environment_get_glow_mix ( p_env ) ;
}
RS : : EnvironmentGlowBlendMode RendererSceneRender : : environment_get_glow_blend_mode ( RID p_env ) const {
return environment_storage . environment_get_glow_blend_mode ( p_env ) ;
}
float RendererSceneRender : : environment_get_glow_hdr_bleed_threshold ( RID p_env ) const {
return environment_storage . environment_get_glow_hdr_bleed_threshold ( p_env ) ;
}
float RendererSceneRender : : environment_get_glow_hdr_luminance_cap ( RID p_env ) const {
return environment_storage . environment_get_glow_hdr_luminance_cap ( p_env ) ;
}
float RendererSceneRender : : environment_get_glow_hdr_bleed_scale ( RID p_env ) const {
return environment_storage . environment_get_glow_hdr_bleed_scale ( p_env ) ;
}
float RendererSceneRender : : environment_get_glow_map_strength ( RID p_env ) const {
return environment_storage . environment_get_glow_map_strength ( p_env ) ;
}
RID RendererSceneRender : : environment_get_glow_map ( RID p_env ) const {
return environment_storage . environment_get_glow_map ( p_env ) ;
}
// SSR
void RendererSceneRender : : environment_set_ssr ( RID p_env , bool p_enable , int p_max_steps , float p_fade_int , float p_fade_out , float p_depth_tolerance ) {
environment_storage . environment_set_ssr ( p_env , p_enable , p_max_steps , p_fade_int , p_fade_out , p_depth_tolerance ) ;
}
bool RendererSceneRender : : environment_get_ssr_enabled ( RID p_env ) const {
return environment_storage . environment_get_ssr_enabled ( p_env ) ;
}
int RendererSceneRender : : environment_get_ssr_max_steps ( RID p_env ) const {
return environment_storage . environment_get_ssr_max_steps ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssr_fade_in ( RID p_env ) const {
return environment_storage . environment_get_ssr_fade_in ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssr_fade_out ( RID p_env ) const {
return environment_storage . environment_get_ssr_fade_out ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssr_depth_tolerance ( RID p_env ) const {
return environment_storage . environment_get_ssr_depth_tolerance ( p_env ) ;
}
// SSAO
void RendererSceneRender : : environment_set_ssao ( RID p_env , bool p_enable , float p_radius , float p_intensity , float p_power , float p_detail , float p_horizon , float p_sharpness , float p_light_affect , float p_ao_channel_affect ) {
environment_storage . environment_set_ssao ( p_env , p_enable , p_radius , p_intensity , p_power , p_detail , p_horizon , p_sharpness , p_light_affect , p_ao_channel_affect ) ;
}
bool RendererSceneRender : : environment_get_ssao_enabled ( RID p_env ) const {
return environment_storage . environment_get_ssao_enabled ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssao_radius ( RID p_env ) const {
return environment_storage . environment_get_ssao_radius ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssao_intensity ( RID p_env ) const {
return environment_storage . environment_get_ssao_intensity ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssao_power ( RID p_env ) const {
return environment_storage . environment_get_ssao_power ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssao_detail ( RID p_env ) const {
return environment_storage . environment_get_ssao_detail ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssao_horizon ( RID p_env ) const {
return environment_storage . environment_get_ssao_horizon ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssao_sharpness ( RID p_env ) const {
return environment_storage . environment_get_ssao_sharpness ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssao_direct_light_affect ( RID p_env ) const {
return environment_storage . environment_get_ssao_direct_light_affect ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssao_ao_channel_affect ( RID p_env ) const {
return environment_storage . environment_get_ssao_ao_channel_affect ( p_env ) ;
}
// SSIL
void RendererSceneRender : : environment_set_ssil ( RID p_env , bool p_enable , float p_radius , float p_intensity , float p_sharpness , float p_normal_rejection ) {
environment_storage . environment_set_ssil ( p_env , p_enable , p_radius , p_intensity , p_sharpness , p_normal_rejection ) ;
}
bool RendererSceneRender : : environment_get_ssil_enabled ( RID p_env ) const {
return environment_storage . environment_get_ssil_enabled ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssil_radius ( RID p_env ) const {
return environment_storage . environment_get_ssil_radius ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssil_intensity ( RID p_env ) const {
return environment_storage . environment_get_ssil_intensity ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssil_sharpness ( RID p_env ) const {
return environment_storage . environment_get_ssil_sharpness ( p_env ) ;
}
float RendererSceneRender : : environment_get_ssil_normal_rejection ( RID p_env ) const {
return environment_storage . environment_get_ssil_normal_rejection ( p_env ) ;
}
// SDFGI
void RendererSceneRender : : environment_set_sdfgi ( RID p_env , bool p_enable , int p_cascades , float p_min_cell_size , RS : : EnvironmentSDFGIYScale p_y_scale , bool p_use_occlusion , float p_bounce_feedback , bool p_read_sky , float p_energy , float p_normal_bias , float p_probe_bias ) {
environment_storage . environment_set_sdfgi ( p_env , p_enable , p_cascades , p_min_cell_size , p_y_scale , p_use_occlusion , p_bounce_feedback , p_read_sky , p_energy , p_normal_bias , p_probe_bias ) ;
}
bool RendererSceneRender : : environment_get_sdfgi_enabled ( RID p_env ) const {
return environment_storage . environment_get_sdfgi_enabled ( p_env ) ;
}
int RendererSceneRender : : environment_get_sdfgi_cascades ( RID p_env ) const {
return environment_storage . environment_get_sdfgi_cascades ( p_env ) ;
}
float RendererSceneRender : : environment_get_sdfgi_min_cell_size ( RID p_env ) const {
return environment_storage . environment_get_sdfgi_min_cell_size ( p_env ) ;
}
bool RendererSceneRender : : environment_get_sdfgi_use_occlusion ( RID p_env ) const {
return environment_storage . environment_get_sdfgi_use_occlusion ( p_env ) ;
}
float RendererSceneRender : : environment_get_sdfgi_bounce_feedback ( RID p_env ) const {
return environment_storage . environment_get_sdfgi_bounce_feedback ( p_env ) ;
}
bool RendererSceneRender : : environment_get_sdfgi_read_sky_light ( RID p_env ) const {
return environment_storage . environment_get_sdfgi_read_sky_light ( p_env ) ;
}
float RendererSceneRender : : environment_get_sdfgi_energy ( RID p_env ) const {
return environment_storage . environment_get_sdfgi_energy ( p_env ) ;
}
float RendererSceneRender : : environment_get_sdfgi_normal_bias ( RID p_env ) const {
return environment_storage . environment_get_sdfgi_normal_bias ( p_env ) ;
}
float RendererSceneRender : : environment_get_sdfgi_probe_bias ( RID p_env ) const {
return environment_storage . environment_get_sdfgi_probe_bias ( p_env ) ;
}
RS : : EnvironmentSDFGIYScale RendererSceneRender : : environment_get_sdfgi_y_scale ( RID p_env ) const {
return environment_storage . environment_get_sdfgi_y_scale ( p_env ) ;
}
// Adjustments
void RendererSceneRender : : environment_set_adjustment ( RID p_env , bool p_enable , float p_brightness , float p_contrast , float p_saturation , bool p_use_1d_color_correction , RID p_color_correction ) {
environment_storage . environment_set_adjustment ( p_env , p_enable , p_brightness , p_contrast , p_saturation , p_use_1d_color_correction , p_color_correction ) ;
}
bool RendererSceneRender : : environment_get_adjustments_enabled ( RID p_env ) const {
return environment_storage . environment_get_adjustments_enabled ( p_env ) ;
}
float RendererSceneRender : : environment_get_adjustments_brightness ( RID p_env ) const {
return environment_storage . environment_get_adjustments_brightness ( p_env ) ;
}
float RendererSceneRender : : environment_get_adjustments_contrast ( RID p_env ) const {
return environment_storage . environment_get_adjustments_contrast ( p_env ) ;
}
float RendererSceneRender : : environment_get_adjustments_saturation ( RID p_env ) const {
return environment_storage . environment_get_adjustments_saturation ( p_env ) ;
}
bool RendererSceneRender : : environment_get_use_1d_color_correction ( RID p_env ) const {
return environment_storage . environment_get_use_1d_color_correction ( p_env ) ;
}
RID RendererSceneRender : : environment_get_color_correction ( RID p_env ) const {
return environment_storage . environment_get_color_correction ( p_env ) ;
}