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- /**************************************************************************/
- /* visual_server_scene.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 VISUAL_SERVER_SCENE_H
- #define VISUAL_SERVER_SCENE_H
- #include "servers/visual/rasterizer.h"
- #include "core/math/bvh.h"
- #include "core/math/geometry.h"
- #include "core/math/octree.h"
- #include "core/os/semaphore.h"
- #include "core/os/thread.h"
- #include "core/safe_refcount.h"
- #include "core/self_list.h"
- #include "portals/portal_renderer.h"
- #include "servers/arvr/arvr_interface.h"
- class VisualServerLightCuller;
- class VisualServerScene {
- public:
- enum {
- MAX_INSTANCE_CULL = 65536,
- MAX_LIGHTS_CULLED = 4096,
- MAX_REFLECTION_PROBES_CULLED = 4096,
- MAX_ROOM_CULL = 32,
- MAX_EXTERIOR_PORTALS = 128,
- };
- uint64_t render_pass;
- static VisualServerScene *singleton;
- /* EVENT QUEUING */
- void tick();
- void pre_draw(bool p_will_draw);
- /* CAMERA API */
- struct Scenario;
- struct Camera : public RID_Data {
- enum Type {
- PERSPECTIVE,
- ORTHOGONAL,
- FRUSTUM
- };
- Type type;
- float fov;
- float znear, zfar;
- float size;
- Vector2 offset;
- uint32_t visible_layers;
- RID env;
- Transform transform;
- bool vaspect : 1;
- int32_t previous_room_id_hint;
- Camera() {
- visible_layers = 0xFFFFFFFF;
- fov = 70;
- type = PERSPECTIVE;
- znear = 0.05;
- zfar = 100;
- size = 1.0;
- offset = Vector2();
- vaspect = false;
- previous_room_id_hint = -1;
- }
- };
- 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_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_use_vertical_aspect(RID p_camera, bool p_enable);
- /* SCENARIO API */
- struct Instance;
- // common interface for all spatial partitioning schemes
- // this is a bit excessive boilerplatewise but can be removed if we decide to stick with one method
- // note this is actually the BVH id +1, so that visual server can test against zero
- // for validity to maintain compatibility with octree (where 0 indicates invalid)
- typedef uint32_t SpatialPartitionID;
- class SpatialPartitioningScene {
- public:
- virtual SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t pairable_mask) = 0;
- virtual void erase(SpatialPartitionID p_handle) = 0;
- virtual void move(SpatialPartitionID p_handle, const AABB &p_aabb) = 0;
- virtual void activate(SpatialPartitionID p_handle, const AABB &p_aabb) {}
- virtual void deactivate(SpatialPartitionID p_handle) {}
- virtual void force_collision_check(SpatialPartitionID p_handle) {}
- virtual void update() {}
- virtual void update_collisions() {}
- virtual void set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) = 0;
- virtual int cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF) = 0;
- virtual int cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) = 0;
- virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) = 0;
- typedef void *(*PairCallback)(void *, uint32_t, Instance *, int, uint32_t, Instance *, int);
- typedef void (*UnpairCallback)(void *, uint32_t, Instance *, int, uint32_t, Instance *, int, void *);
- virtual void set_pair_callback(PairCallback p_callback, void *p_userdata) = 0;
- virtual void set_unpair_callback(UnpairCallback p_callback, void *p_userdata) = 0;
- // bvh specific
- virtual void params_set_node_expansion(real_t p_value) {}
- virtual void params_set_pairing_expansion(real_t p_value) {}
- // octree specific
- virtual void set_balance(float p_balance) {}
- virtual ~SpatialPartitioningScene() {}
- };
- class SpatialPartitioningScene_Octree : public SpatialPartitioningScene {
- Octree_CL<Instance, true> _octree;
- public:
- SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t pairable_mask);
- void erase(SpatialPartitionID p_handle);
- void move(SpatialPartitionID p_handle, const AABB &p_aabb);
- void set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask);
- int cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF);
- int cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
- int cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
- void set_pair_callback(PairCallback p_callback, void *p_userdata);
- void set_unpair_callback(UnpairCallback p_callback, void *p_userdata);
- void set_balance(float p_balance);
- };
- class SpatialPartitioningScene_BVH : public SpatialPartitioningScene {
- template <class T>
- class UserPairTestFunction {
- public:
- static bool user_pair_check(const T *p_a, const T *p_b) {
- // return false if no collision, decided by masks etc
- return true;
- }
- };
- template <class T>
- class UserCullTestFunction {
- // write this logic once for use in all routines
- // double check this as a possible source of bugs in future.
- static bool _cull_pairing_mask_test_hit(uint32_t p_maskA, uint32_t p_typeA, uint32_t p_maskB, uint32_t p_typeB) {
- // double check this as a possible source of bugs in future.
- bool A_match_B = p_maskA & p_typeB;
- if (!A_match_B) {
- bool B_match_A = p_maskB & p_typeA;
- if (!B_match_A) {
- return false;
- }
- }
- return true;
- }
- public:
- static bool user_cull_check(const T *p_a, const T *p_b) {
- DEV_ASSERT(p_a);
- DEV_ASSERT(p_b);
- uint32_t a_mask = p_a->bvh_pairable_mask;
- uint32_t a_type = p_a->bvh_pairable_type;
- uint32_t b_mask = p_b->bvh_pairable_mask;
- uint32_t b_type = p_b->bvh_pairable_type;
- if (!_cull_pairing_mask_test_hit(a_mask, a_type, b_mask, b_type)) {
- return false;
- }
- return true;
- }
- };
- private:
- // Note that SpatialPartitionIDs are +1 based when stored in visual server, to enable 0 to indicate invalid ID.
- BVH_Manager<Instance, 2, true, 256, UserPairTestFunction<Instance>, UserCullTestFunction<Instance>> _bvh;
- Instance *_dummy_cull_object;
- uint32_t find_tree_id_and_collision_mask(bool p_pairable, uint32_t &r_tree_collision_mask) const {
- // "pairable" (lights etc) can pair with geometry (non pairable) or other pairables.
- // Geometry never pairs with other geometry, so we can eliminate geometry - geometry collision checks.
- // Additionally, when lights are made invisible their p_pairable_mask is set to zero to stop their collisions.
- // We could potentially choose `tree_collision_mask` based on whether p_pairable_mask is zero,
- // in order to catch invisible lights, but in practice these instances will already have been deactivated within
- // the BVH so this step is unnecessary. So we can keep the simpler logic of geometry collides with pairable,
- // pairable collides with everything.
- r_tree_collision_mask = !p_pairable ? 2 : 3;
- // Returns tree_id.
- return p_pairable ? 1 : 0;
- }
- public:
- SpatialPartitioningScene_BVH();
- ~SpatialPartitioningScene_BVH();
- SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask);
- void erase(SpatialPartitionID p_handle);
- void move(SpatialPartitionID p_handle, const AABB &p_aabb);
- void activate(SpatialPartitionID p_handle, const AABB &p_aabb);
- void deactivate(SpatialPartitionID p_handle);
- void force_collision_check(SpatialPartitionID p_handle);
- void update();
- void update_collisions();
- void set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask);
- int cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF);
- int cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
- int cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
- void set_pair_callback(PairCallback p_callback, void *p_userdata);
- void set_unpair_callback(UnpairCallback p_callback, void *p_userdata);
- void params_set_node_expansion(real_t p_value) { _bvh.params_set_node_expansion(p_value); }
- void params_set_pairing_expansion(real_t p_value) { _bvh.params_set_pairing_expansion(p_value); }
- };
- struct Scenario : RID_Data {
- VS::ScenarioDebugMode debug;
- RID self;
- SpatialPartitioningScene *sps;
- PortalRenderer _portal_renderer;
- List<Instance *> directional_lights;
- RID environment;
- RID fallback_environment;
- RID reflection_probe_shadow_atlas;
- RID reflection_atlas;
- SelfList<Instance>::List instances;
- Scenario();
- ~Scenario() { memdelete(sps); }
- };
- mutable RID_Owner<Scenario> scenario_owner;
- static void *_instance_pair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int);
- static void _instance_unpair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, 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);
- 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
- SpatialPartitionID spatial_partition_id;
- // rooms & portals
- OcclusionHandle occlusion_handle; // handle of instance in occlusion system (or 0)
- VisualServer::InstancePortalMode portal_mode;
- Scenario *scenario;
- SelfList<Instance> scenario_item;
- //aabb stuff
- bool update_aabb;
- bool update_materials;
- SelfList<Instance> update_item;
- AABB aabb;
- AABB transformed_aabb;
- AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
- float sorting_offset;
- bool use_aabb_center;
- float extra_margin;
- uint32_t object_id;
- float lod_begin;
- float lod_end;
- float lod_begin_hysteresis;
- float lod_end_hysteresis;
- RID lod_instance;
- // These are used for the user cull testing function
- // in the BVH, this is precached rather than recalculated each time.
- uint32_t bvh_pairable_mask;
- uint32_t bvh_pairable_type;
- 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(bool p_aabb, bool p_materials) {
- singleton->_instance_queue_update(this, p_aabb, p_materials);
- }
- Instance() :
- scenario_item(this),
- update_item(this) {
- spatial_partition_id = 0;
- scenario = nullptr;
- update_aabb = false;
- update_materials = false;
- extra_margin = 0;
- object_id = 0;
- visible = true;
- occlusion_handle = 0;
- portal_mode = VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_STATIC;
- lod_begin = 0;
- lod_end = 0;
- lod_begin_hysteresis = 0;
- lod_end_hysteresis = 0;
- bvh_pairable_mask = 0;
- bvh_pairable_type = 0;
- last_render_pass = 0;
- last_frame_pass = 0;
- version = 1;
- base_data = nullptr;
- custom_aabb = nullptr;
- sorting_offset = 0.0f;
- use_aabb_center = true;
- }
- ~Instance() {
- if (base_data) {
- memdelete(base_data);
- }
- if (custom_aabb) {
- memdelete(custom_aabb);
- }
- }
- };
- SelfList<Instance>::List _instance_update_list;
- // fixed timestep interpolation
- virtual void set_physics_interpolation_enabled(bool p_enabled);
- struct InterpolationData {
- void notify_free_instance(RID p_rid, Instance &r_instance);
- LocalVector<RID> instance_interpolate_update_list;
- LocalVector<RID> instance_transform_update_lists[2];
- LocalVector<RID> *instance_transform_update_list_curr = &instance_transform_update_lists[0];
- LocalVector<RID> *instance_transform_update_list_prev = &instance_transform_update_lists[1];
- bool interpolation_enabled = false;
- } _interpolation_data;
- 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;
- 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 = true;
- 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;
- int32_t previous_room_id_hint;
- InstanceReflectionProbeData() :
- update_list(this) {
- reflection_dirty = true;
- render_step = -1;
- previous_room_id_hint = -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
- List<PairInfo> geometries;
- Instance *baked_light;
- int32_t previous_room_id_hint;
- private:
- // Instead of a single dirty flag, we maintain a count
- // so that we can detect lights that are being made dirty
- // each frame, and switch on tighter caster culling.
- int32_t shadow_dirty_count;
- uint32_t light_update_frame_id;
- bool light_intersects_multiple_cameras;
- uint32_t light_intersects_multiple_cameras_timeout_frame_id;
- public:
- bool is_shadow_dirty() const { return shadow_dirty_count != 0; }
- void make_shadow_dirty() { shadow_dirty_count = light_intersects_multiple_cameras ? 1 : 2; }
- void detect_light_intersects_multiple_cameras(uint32_t p_frame_id) {
- // We need to detect the case where shadow updates are occurring
- // more than once per frame. In this case, we need to turn off
- // tighter caster culling, so situation reverts to one full shadow update
- // per frame (light_intersects_multiple_cameras is set).
- if (p_frame_id == light_update_frame_id) {
- light_intersects_multiple_cameras = true;
- light_intersects_multiple_cameras_timeout_frame_id = p_frame_id + 60;
- } else {
- // When shadow_volume_intersects_multiple_cameras is set, we
- // want to detect the situation this is no longer the case, via a timeout.
- // The system can go back to tighter caster culling in this situation.
- // Having a long-ish timeout prevents rapid cycling.
- if (light_intersects_multiple_cameras && (p_frame_id >= light_intersects_multiple_cameras_timeout_frame_id)) {
- light_intersects_multiple_cameras = false;
- light_intersects_multiple_cameras_timeout_frame_id = UINT32_MAX;
- }
- }
- light_update_frame_id = p_frame_id;
- }
- void decrement_shadow_dirty() {
- shadow_dirty_count--;
- DEV_ASSERT(shadow_dirty_count >= 0);
- }
- // Shadow updates can either full (everything in the shadow volume)
- // or closely culled to the camera frustum.
- bool is_shadow_update_full() const { return shadow_dirty_count == 0; }
- InstanceLightData() {
- shadow_dirty_count = 1;
- light_update_frame_id = UINT32_MAX;
- light_intersects_multiple_cameras_timeout_frame_id = UINT32_MAX;
- light_intersects_multiple_cameras = false;
- D = nullptr;
- last_version = 0;
- baked_light = nullptr;
- previous_room_id_hint = -1;
- }
- };
- 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 visible;
- 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 &&
- visible == p_cache.visible);
- }
- bool operator!=(const LightCache &p_cache) {
- return !operator==(p_cache);
- }
- LightCache() {
- type = VS::LIGHT_DIRECTIONAL;
- energy = 1.0;
- radius = 1.0;
- attenuation = 1.0;
- spot_angle = 1.0;
- spot_attenuation = 1.0;
- visible = true;
- }
- };
- 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
- };
- 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
- };
- struct Dynamic {
- Map<RID, LightCache> light_cache;
- Map<RID, LightCache> light_cache_changes;
- PoolVector<int> light_data;
- PoolVector<LocalData> local_data;
- Vector<Vector<uint32_t>> level_cell_lists;
- RID probe_data;
- bool enabled;
- int bake_dynamic_range;
- RasterizerStorage::GIProbeCompression compression;
- Vector<PoolVector<uint8_t>> mipmaps_3d;
- Vector<PoolVector<CompBlockS3TC>> mipmaps_s3tc; //for s3tc
- int updating_stage;
- float propagate;
- 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;
- dynamic.updating_stage = GI_UPDATE_STAGE_CHECK;
- }
- };
- 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;
- VisualServerLightCuller *light_culler;
- RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
- int reflection_probe_cull_count;
- RID_Owner<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_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
- virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
- virtual void instance_set_interpolated(RID p_instance, bool p_interpolated);
- virtual void instance_reset_physics_interpolation(RID p_instance);
- 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, int p_lightmap_slice, const Rect2 &p_lightmap_uv_rect);
- 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);
- // Portals
- virtual void instance_set_portal_mode(RID p_instance, VisualServer::InstancePortalMode p_mode);
- bool _instance_get_transformed_aabb(RID p_instance, AABB &r_aabb);
- bool _instance_get_transformed_aabb_for_occlusion(VSInstance *p_instance, AABB &r_aabb) const {
- r_aabb = ((Instance *)p_instance)->transformed_aabb;
- return ((Instance *)p_instance)->portal_mode != VisualServer::INSTANCE_PORTAL_MODE_GLOBAL;
- }
- void *_instance_get_from_rid(RID p_instance);
- bool _instance_cull_check(VSInstance *p_instance, uint32_t p_cull_mask) const {
- uint32_t pairable_type = 1 << ((Instance *)p_instance)->base_type;
- return pairable_type & p_cull_mask;
- }
- ObjectID _instance_get_object_ID(VSInstance *p_instance) const {
- if (p_instance) {
- return ((Instance *)p_instance)->object_id;
- }
- return 0;
- }
- private:
- void _instance_create_occlusion_rep(Instance *p_instance);
- void _instance_destroy_occlusion_rep(Instance *p_instance);
- public:
- struct Ghost : RID_Data {
- // all interactions with actual ghosts are indirect, as the ghost is part of the scenario
- Scenario *scenario = nullptr;
- uint32_t object_id = 0;
- RGhostHandle rghost_handle = 0; // handle in occlusion system (or 0)
- AABB aabb;
- virtual ~Ghost() {
- if (scenario) {
- if (rghost_handle) {
- scenario->_portal_renderer.rghost_destroy(rghost_handle);
- rghost_handle = 0;
- }
- scenario = nullptr;
- }
- }
- };
- RID_Owner<Ghost> ghost_owner;
- virtual RID ghost_create();
- virtual void ghost_set_scenario(RID p_ghost, RID p_scenario, ObjectID p_id, const AABB &p_aabb);
- virtual void ghost_update(RID p_ghost, const AABB &p_aabb);
- private:
- void _ghost_create_occlusion_rep(Ghost *p_ghost);
- void _ghost_destroy_occlusion_rep(Ghost *p_ghost);
- public:
- /* PORTALS API */
- struct Portal : RID_Data {
- // all interactions with actual portals are indirect, as the portal is part of the scenario
- uint32_t scenario_portal_id = 0;
- Scenario *scenario = nullptr;
- virtual ~Portal() {
- if (scenario) {
- scenario->_portal_renderer.portal_destroy(scenario_portal_id);
- scenario = nullptr;
- scenario_portal_id = 0;
- }
- }
- };
- RID_Owner<Portal> portal_owner;
- virtual RID portal_create();
- virtual void portal_set_scenario(RID p_portal, RID p_scenario);
- virtual void portal_set_geometry(RID p_portal, const Vector<Vector3> &p_points, real_t p_margin);
- virtual void portal_link(RID p_portal, RID p_room_from, RID p_room_to, bool p_two_way);
- virtual void portal_set_active(RID p_portal, bool p_active);
- /* ROOMGROUPS API */
- struct RoomGroup : RID_Data {
- // all interactions with actual roomgroups are indirect, as the roomgroup is part of the scenario
- uint32_t scenario_roomgroup_id = 0;
- Scenario *scenario = nullptr;
- virtual ~RoomGroup() {
- if (scenario) {
- scenario->_portal_renderer.roomgroup_destroy(scenario_roomgroup_id);
- scenario = nullptr;
- scenario_roomgroup_id = 0;
- }
- }
- };
- RID_Owner<RoomGroup> roomgroup_owner;
- virtual RID roomgroup_create();
- virtual void roomgroup_prepare(RID p_roomgroup, ObjectID p_roomgroup_object_id);
- virtual void roomgroup_set_scenario(RID p_roomgroup, RID p_scenario);
- virtual void roomgroup_add_room(RID p_roomgroup, RID p_room);
- /* OCCLUDERS API */
- struct OccluderInstance : RID_Data {
- uint32_t scenario_occluder_id = 0;
- Scenario *scenario = nullptr;
- virtual ~OccluderInstance() {
- if (scenario) {
- scenario->_portal_renderer.occluder_instance_destroy(scenario_occluder_id);
- scenario = nullptr;
- scenario_occluder_id = 0;
- }
- }
- };
- RID_Owner<OccluderInstance> occluder_instance_owner;
- struct OccluderResource : RID_Data {
- uint32_t occluder_resource_id = 0;
- void destroy(PortalResources &r_portal_resources) {
- r_portal_resources.occluder_resource_destroy(occluder_resource_id);
- occluder_resource_id = 0;
- }
- virtual ~OccluderResource() {
- DEV_ASSERT(occluder_resource_id == 0);
- }
- };
- RID_Owner<OccluderResource> occluder_resource_owner;
- virtual RID occluder_instance_create();
- virtual void occluder_instance_set_scenario(RID p_occluder_instance, RID p_scenario);
- virtual void occluder_instance_link_resource(RID p_occluder_instance, RID p_occluder_resource);
- virtual void occluder_instance_set_transform(RID p_occluder_instance, const Transform &p_xform);
- virtual void occluder_instance_set_active(RID p_occluder_instance, bool p_active);
- virtual RID occluder_resource_create();
- virtual void occluder_resource_prepare(RID p_occluder_resource, VisualServer::OccluderType p_type);
- virtual void occluder_resource_spheres_update(RID p_occluder_resource, const Vector<Plane> &p_spheres);
- virtual void occluder_resource_mesh_update(RID p_occluder_resource, const Geometry::OccluderMeshData &p_mesh_data);
- virtual void set_use_occlusion_culling(bool p_enable);
- // editor only .. slow
- virtual Geometry::MeshData occlusion_debug_get_current_polys(RID p_scenario) const;
- const PortalResources &get_portal_resources() const {
- return _portal_resources;
- }
- PortalResources &get_portal_resources() {
- return _portal_resources;
- }
- /* ROOMS API */
- struct Room : RID_Data {
- // all interactions with actual rooms are indirect, as the room is part of the scenario
- uint32_t scenario_room_id = 0;
- Scenario *scenario = nullptr;
- virtual ~Room() {
- if (scenario) {
- scenario->_portal_renderer.room_destroy(scenario_room_id);
- scenario = nullptr;
- scenario_room_id = 0;
- }
- }
- };
- RID_Owner<Room> room_owner;
- virtual RID room_create();
- virtual void room_set_scenario(RID p_room, RID p_scenario);
- virtual void room_add_instance(RID p_room, RID p_instance, const AABB &p_aabb, const Vector<Vector3> &p_object_pts);
- virtual void room_add_ghost(RID p_room, ObjectID p_object_id, const AABB &p_aabb);
- virtual void room_set_bound(RID p_room, ObjectID p_room_object_id, const Vector<Plane> &p_convex, const AABB &p_aabb, const Vector<Vector3> &p_verts);
- virtual void room_prepare(RID p_room, int32_t p_priority);
- virtual void rooms_and_portals_clear(RID p_scenario);
- virtual void rooms_unload(RID p_scenario, String p_reason);
- virtual void rooms_finalize(RID p_scenario, bool p_generate_pvs, bool p_cull_using_pvs, bool p_use_secondary_pvs, bool p_use_signals, String p_pvs_filename, bool p_use_simple_pvs, bool p_log_pvs_generation);
- virtual void rooms_override_camera(RID p_scenario, bool p_override, const Vector3 &p_point, const Vector<Plane> *p_convex);
- virtual void rooms_set_active(RID p_scenario, bool p_active);
- virtual void rooms_set_params(RID p_scenario, int p_portal_depth_limit, real_t p_roaming_expansion_margin);
- virtual void rooms_set_debug_feature(RID p_scenario, VisualServer::RoomsDebugFeature p_feature, bool p_active);
- virtual void rooms_update_gameplay_monitor(RID p_scenario, const Vector<Vector3> &p_camera_positions);
- // don't use this in a game
- virtual bool rooms_is_loaded(RID p_scenario) const;
- virtual void callbacks_register(VisualServerCallbacks *p_callbacks);
- VisualServerCallbacks *get_callbacks() const {
- return _visual_server_callbacks;
- }
- // 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;
- // internal (uses portals when available)
- int _cull_convex_from_point(Scenario *p_scenario, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, int32_t &r_previous_room_id_hint, uint32_t p_mask = 0xFFFFFFFF);
- void _rooms_instance_update(Instance *p_instance, const AABB &p_aabb);
- 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_material_overlay(RID p_instance, RID p_material);
- _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, RID p_shadow_atlas, Scenario *p_scenario, uint32_t p_visible_layers = 0xFFFFFF);
- void _prepare_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, int32_t &r_previous_room_id_hint);
- void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
- void render_empty_scene(RID p_scenario, RID p_shadow_atlas);
- void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
- void render_camera(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();
- // interpolation
- void update_interpolation_tick(bool p_process = true);
- void update_interpolation_frame(bool p_process = true);
- //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;
- uint32_t level_alpha;
- };
- 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 *);
- 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);
- 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_gi_probe);
- bool _check_gi_probe(Instance *p_gi_probe);
- void _setup_gi_probe(Instance *p_instance);
- void render_probes();
- bool free(RID p_rid);
- private:
- bool _use_bvh;
- VisualServerCallbacks *_visual_server_callbacks;
- PortalResources _portal_resources;
- public:
- VisualServerScene();
- virtual ~VisualServerScene();
- };
- #endif // VISUAL_SERVER_SCENE_H
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