godot/servers/rendering/rendering_server_scene.h
Juan Linietsky 4ffc0d6b3f Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
2020-04-08 11:19:43 -03:00

441 lines
14 KiB
C++

/*************************************************************************/
/* 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/math/geometry.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/arvr/arvr_interface.h"
class RenderingServerScene {
public:
enum {
MAX_INSTANCE_CULL = 65536,
MAX_LIGHTS_CULLED = 4096,
MAX_REFLECTION_PROBES_CULLED = 4096,
MAX_GI_PROBES_CULLED = 4096,
MAX_ROOM_CULL = 32,
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 = 70;
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;
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;
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 *> 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;
}
};
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;
}
};
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;
InstanceLightData() {
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 InstanceLightmapCaptureData : public InstanceBaseData {
struct PairInfo {
List<Instance *>::Element *L; //iterator in geometry
Instance *geometry;
};
List<PairInfo> geometries;
Set<Instance *> users;
InstanceLightmapCaptureData() {
}
};
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 light_instance_cull_result[MAX_LIGHTS_CULLED];
int light_cull_count;
int directional_light_count;
RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
int reflection_probe_cull_count;
RID gi_probe_instance_cull_result[MAX_GI_PROBES_CULLED];
int gi_probe_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_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap);
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);
_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);
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_force_environment, RID p_force_camera_effects, 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_force_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<ARVRInterface> &p_interface, ARVRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
void update_dirty_instances();
void render_probes();
bool free(RID p_rid);
RenderingServerScene();
virtual ~RenderingServerScene();
};
#endif // VISUALSERVERSCENE_H