godot/servers/rendering/renderer_rd/renderer_storage_rd.h

223 lines
8.1 KiB
C++

/*************************************************************************/
/* renderer_storage_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 RENDERING_SERVER_STORAGE_RD_H
#define RENDERING_SERVER_STORAGE_RD_H
#include "core/templates/list.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/effects_rd.h"
#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_sdf.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/shader_compiler.h"
class RendererStorageRD : public RendererStorage {
public:
static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.rows[0][0];
p_array[1] = p_mtx.basis.rows[1][0];
p_array[2] = p_mtx.basis.rows[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.basis.rows[0][1];
p_array[5] = p_mtx.basis.rows[1][1];
p_array[6] = p_mtx.basis.rows[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.basis.rows[0][2];
p_array[9] = p_mtx.basis.rows[1][2];
p_array[10] = p_mtx.basis.rows[2][2];
p_array[11] = 0;
p_array[12] = p_mtx.origin.x;
p_array[13] = p_mtx.origin.y;
p_array[14] = p_mtx.origin.z;
p_array[15] = 1;
}
static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
p_array[0] = p_mtx.rows[0][0];
p_array[1] = p_mtx.rows[1][0];
p_array[2] = p_mtx.rows[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.rows[0][1];
p_array[5] = p_mtx.rows[1][1];
p_array[6] = p_mtx.rows[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.rows[0][2];
p_array[9] = p_mtx.rows[1][2];
p_array[10] = p_mtx.rows[2][2];
p_array[11] = 0;
}
static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
p_array[0] = p_mtx.rows[0][0];
p_array[1] = p_mtx.rows[1][0];
p_array[2] = p_mtx.rows[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.rows[0][1];
p_array[5] = p_mtx.rows[1][1];
p_array[6] = p_mtx.rows[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.rows[0][2];
p_array[9] = p_mtx.rows[1][2];
p_array[10] = p_mtx.rows[2][2];
p_array[11] = 0;
}
static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.rows[0][0];
p_array[1] = p_mtx.basis.rows[0][1];
p_array[2] = p_mtx.basis.rows[0][2];
p_array[3] = p_mtx.origin.x;
p_array[4] = p_mtx.basis.rows[1][0];
p_array[5] = p_mtx.basis.rows[1][1];
p_array[6] = p_mtx.basis.rows[1][2];
p_array[7] = p_mtx.origin.y;
p_array[8] = p_mtx.basis.rows[2][0];
p_array[9] = p_mtx.basis.rows[2][1];
p_array[10] = p_mtx.basis.rows[2][2];
p_array[11] = p_mtx.origin.z;
}
static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
p_array[i * 4 + j] = p_mtx.matrix[i][j];
}
}
}
static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
for (int i = 0; i < 128; i++) {
p_array[i] = p_kernel[i];
}
}
private:
/* FOG VOLUMES */
struct FogVolume {
RID material;
Vector3 extents = Vector3(1, 1, 1);
RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
Dependency dependency;
};
mutable RID_Owner<FogVolume, true> fog_volume_owner;
/* visibility_notifier */
struct VisibilityNotifier {
AABB aabb;
Callable enter_callback;
Callable exit_callback;
Dependency dependency;
};
mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner;
/* EFFECTS */
EffectsRD *effects = nullptr;
public:
//internal usage
void base_update_dependency(RID p_base, DependencyTracker *p_instance);
/* FOG VOLUMES */
virtual RID fog_volume_allocate();
virtual void fog_volume_initialize(RID p_rid);
virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape);
virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents);
virtual void fog_volume_set_material(RID p_fog_volume, RID p_material);
virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const;
virtual RID fog_volume_get_material(RID p_fog_volume) const;
virtual AABB fog_volume_get_aabb(RID p_fog_volume) const;
virtual Vector3 fog_volume_get_extents(RID p_fog_volume) const;
/* VISIBILITY NOTIFIER */
virtual RID visibility_notifier_allocate();
virtual void visibility_notifier_initialize(RID p_notifier);
virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb);
virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable);
virtual AABB visibility_notifier_get_aabb(RID p_notifier) const;
virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred);
RS::InstanceType get_base_type(RID p_rid) const;
bool free(RID p_rid);
bool has_os_feature(const String &p_feature) const;
void update_dirty_resources();
void set_debug_generate_wireframes(bool p_generate) {}
//keep cached since it can be called form any thread
uint64_t texture_mem_cache = 0;
uint64_t buffer_mem_cache = 0;
uint64_t total_mem_cache = 0;
virtual void update_memory_info();
virtual uint64_t get_rendering_info(RS::RenderingInfo p_info);
String get_video_adapter_name() const;
String get_video_adapter_vendor() const;
RenderingDevice::DeviceType get_video_adapter_type() const;
String get_video_adapter_api_version() const;
virtual void capture_timestamps_begin();
virtual void capture_timestamp(const String &p_name);
virtual uint32_t get_captured_timestamps_count() const;
virtual uint64_t get_captured_timestamps_frame() const;
virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
virtual String get_captured_timestamp_name(uint32_t p_index) const;
static RendererStorageRD *base_singleton;
void init_effects(bool p_prefer_raster_effects);
EffectsRD *get_effects();
RendererStorageRD();
~RendererStorageRD();
};
#endif // RASTERIZER_STORAGE_RD_H