#ifndef VISUALSERVERSCENE_H #define VISUALSERVERSCENE_H #include "servers/visual/rasterizer.h" #include "geometry.h" #include "allocators.h" #include "octree.h" #include "self_list.h" class VisualServerScene { public: enum { MAX_INSTANCE_CULL=65536, MAX_LIGHTS_CULLED=4096, MAX_ROOM_CULL=32, 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 shape; Rect2 bounds; Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; } }; struct BakedLight { Rasterizer::BakedLightData data; DVector sampler; AABB octree_aabb; Size2i octree_tex_size; Size2i light_tex_size; }; struct BakedLightSampler { float params[BAKED_LIGHT_SAMPLER_MAX]; int resolution; Vector 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 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_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 owned_geometry_instances; List owned_portal_instances; List owned_room_instances; List owned_light_instances; //not used, but just for the sake of it Set disconnected_child_portals; Set owned_autoroom_geometry; uint64_t last_visited_pass; RoomInfo() { last_visited_pass=0; } }; struct InstancePortal { Portal *portal; Set candidate_set; Instance *connected; uint64_t last_visited_pass; Plane plane_cache; Vector transformed_point_cache; PortalInfo() { connected=NULL; last_visited_pass=0;} }; */ /* SCENARIO API */ struct Instance; struct Scenario : RID_Data { VS::ScenarioDebugMode debug; RID self; // well wtf, balloon allocator is slower? Octree octree; List directional_lights; RID environment; RID fallback_environment; SelfList::List instances; Scenario() { debug=VS::SCENARIO_DEBUG_DISABLED; } }; mutable RID_Owner 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); /* INSTANCING API */ struct InstanceBaseData { virtual ~InstanceBaseData() {} }; struct Instance : RasterizerScene::InstanceBase { RID self; //scenario stuff OctreeElementID octree_id; Scenario *scenario; SelfList scenario_item; //aabb stuff bool update_aabb; bool update_materials; SelfList update_item; AABB aabb; AABB transformed_aabb; float extra_margin; uint32_t object_ID; bool visible; uint32_t layer_mask; float lod_begin; float lod_end; float lod_begin_hysteresis; float lod_end_hysteresis; RID lod_instance; Instance *room; SelfList 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); } 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; layer_mask=1; 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::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 lighting; bool lighting_dirty; InstanceGeometryData() { lighting_dirty=false; } }; struct InstanceLightData : public InstanceBaseData { struct PairInfo { List::Element *L; //light iterator in geometry Instance *geometry; }; RID instance; uint64_t last_hash; List::Element *D; // directional light in scenario bool shadow_sirty; List geometries; InstanceLightData() { shadow_sirty=true; D=NULL; last_hash=0; } }; 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; RID_Owner 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_morph_target_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_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 instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const; virtual Vector instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const; virtual Vector instances_cull_convex(const Vector& 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); void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size); void update_dirty_instances(); bool free(RID p_rid); VisualServerScene(); }; #endif // VISUALSERVERSCENE_H