godot/servers/visual/visual_server_scene.h

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#ifndef VISUALSERVERSCENE_H
#define VISUALSERVERSCENE_H
#include "servers/visual/rasterizer.h"
#include "geometry.h"
#include "allocators.h"
#include "octree.h"
#include "self_list.h"
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#include "os/thread.h"
#include "os/semaphore.h"
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#include "os/semaphore.h"
class VisualServerScene {
public:
enum {
MAX_INSTANCE_CULL=65536,
MAX_LIGHTS_CULLED=4096,
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MAX_REFLECTION_PROBES_CULLED=4096,
MAX_ROOM_CULL=32,
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MAX_EXTERIOR_PORTALS=128,
};
uint64_t render_pass;
static VisualServerScene *singleton;
#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; }
};
struct BakedLight {
Rasterizer::BakedLightData data;
PoolVector<int> sampler;
AABB octree_aabb;
Size2i octree_tex_size;
Size2i light_tex_size;
};
struct BakedLightSampler {
float params[BAKED_LIGHT_SAMPLER_MAX];
int resolution;
Vector<Vector3> dp_cache;
BakedLightSampler() {
params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
resolution=16;
}
};
void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
#endif
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/* 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=60;
type=PERSPECTIVE;
znear=0.1; 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);
/*
struct RoomInfo {
Transform affine_inverse;
Room *room;
List<Instance*> owned_geometry_instances;
List<Instance*> owned_portal_instances;
List<Instance*> owned_room_instances;
List<Instance*> owned_light_instances; //not used, but just for the sake of it
Set<Instance*> disconnected_child_portals;
Set<Instance*> owned_autoroom_geometry;
uint64_t last_visited_pass;
RoomInfo() { last_visited_pass=0; }
};
struct InstancePortal {
Portal *portal;
Set<Instance*> candidate_set;
Instance *connected;
uint64_t last_visited_pass;
Plane plane_cache;
Vector<Vector3> transformed_point_cache;
PortalInfo() { connected=NULL; last_visited_pass=0;}
};
*/
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/* 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;
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RID reflection_probe_shadow_atlas;
RID reflection_atlas;
SelfList<Instance>::List instances;
Scenario() { debug=VS::SCENARIO_DEBUG_DISABLED; }
};
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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);
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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;
Rect3 aabb;
Rect3 transformed_aabb;
float extra_margin;
uint32_t object_ID;
float lod_begin;
float lod_end;
float lod_begin_hysteresis;
float lod_end_hysteresis;
RID lod_instance;
Instance *room;
SelfList<Instance> room_item;
bool visible_in_all_rooms;
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() {
singleton->_instance_queue_update(this,true,true);
}
virtual void base_material_changed() {
singleton->_instance_queue_update(this,false,true);
}
Instance() : scenario_item(this), update_item(this), room_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;
room=NULL;
visible_in_all_rooms=false;
last_render_pass=0;
last_frame_pass=0;
version=1;
base_data=NULL;
}
~Instance() {
if (base_data)
memdelete(base_data);
}
};
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;
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List<Instance*> reflection_probes;
bool reflection_dirty;
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List<Instance*> gi_probes;
bool gi_probes_dirty;
InstanceGeometryData() {
lighting_dirty=false;
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reflection_dirty=true;
can_cast_shadows=true;
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gi_probes_dirty=true;
}
};
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struct InstanceReflectionProbeData : public InstanceBaseData {
Instance *owner;
struct PairInfo {
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List<Instance*>::Element *L; //reflection iterator in geometry
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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;
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Instance *baked_light;
InstanceLightData() {
shadow_dirty=true;
D=NULL;
last_version=0;
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baked_light=NULL;
}
};
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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 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);
}
LightCache() {
type=VS::LIGHT_DIRECTIONAL;
energy=1.0;
radius=1.0;
attenuation=1.0;
spot_angle=1.0;
spot_attenuation=1.0;
}
};
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
};
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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
};
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struct Dynamic {
Map<RID,LightCache> light_cache;
Map<RID,LightCache> light_cache_changes;
PoolVector<int> light_data;
PoolVector<LocalData> local_data;
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Vector<Vector<uint32_t> > level_cell_lists;
RID probe_data;
bool enabled;
int bake_dynamic_range;
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RasterizerStorage::GIProbeCompression compression;
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Vector< PoolVector<uint8_t> > mipmaps_3d;
Vector< PoolVector<CompBlockS3TC> > mipmaps_s3tc; //for s3tc
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int updating_stage;
float propagate;
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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;
}
};
SelfList<InstanceGIProbeData>::List gi_probe_update_list;
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;
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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_attach_skeleton(RID p_instance,RID p_skeleton);
virtual void instance_set_exterior( RID p_instance, bool p_enabled );
virtual void instance_set_room( RID p_instance, RID p_room );
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 Rect3& 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);
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_FORCE_INLINE_ void _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);
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void _render_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, int p_reflection_probe_pass);
void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
void update_dirty_instances();
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//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;
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uint32_t level_alpha;
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};
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);
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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_probe);
bool _check_gi_probe(Instance *p_gi_probe);
void _setup_gi_probe(Instance *p_instance);
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void render_probes();
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bool free(RID p_rid);
VisualServerScene();
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~VisualServerScene();
};
#endif // VISUALSERVERSCENE_H