pandemonium_engine_minimal/servers/rendering/rendering_server_scene.h
2023-12-15 18:11:18 +01:00

528 lines
20 KiB
C++

#ifndef RENDERINGSERVERSCENE_H
#define RENDERINGSERVERSCENE_H
/*************************************************************************/
/* rendering_server_scene.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. */
/*************************************************************************/
#include "servers/rendering/rasterizer.h"
#include "core/containers/self_list.h"
#include "core/math/bvh.h"
#include "core/math/geometry.h"
#include "core/math/octree.h"
#include "core/os/safe_refcount.h"
#include "core/os/semaphore.h"
#include "core/os/thread.h"
class RenderingServerScene {
public:
enum {
MAX_INSTANCE_CULL = 65536,
MAX_LIGHTS_CULLED = 4096,
MAX_REFLECTION_PROBES_CULLED = 4096,
};
uint64_t render_pass;
static RenderingServerScene *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_prev is only used when using fixed timestep interpolation
Transform transform;
Transform transform_prev;
bool interpolated : 1;
bool on_interpolate_transform_list : 1;
bool vaspect : 1;
TransformInterpolator::Method interpolation_method : 3;
int32_t previous_room_id_hint;
Transform get_transform_interpolated() const;
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;
interpolated = true;
on_interpolate_transform_list = false;
interpolation_method = TransformInterpolator::INTERP_LERP;
}
};
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_interpolated(RID p_camera, bool p_interpolated);
virtual void camera_reset_physics_interpolation(RID p_camera);
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 {
RS::ScenarioDebugMode debug;
RID self;
SpatialPartitioningScene *sps;
List<Instance *> directional_lights;
RID environment;
RID fallback_environment;
RID shadow_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, RS::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;
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;
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_camera(RID p_rid, Camera &r_camera);
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];
LocalVector<RID> instance_teleport_list;
LocalVector<RID> camera_transform_update_lists[2];
LocalVector<RID> *camera_transform_update_list_curr = &camera_transform_update_lists[0];
LocalVector<RID> *camera_transform_update_list_prev = &camera_transform_update_lists[1];
LocalVector<RID> camera_teleport_list;
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;
InstanceGeometryData() {
lighting_dirty = true;
can_cast_shadows = true;
material_is_animated = true;
}
};
struct InstanceReflectionProbeData : public InstanceBaseData {
Instance *owner;
struct PairInfo {
List<Instance *>::Element *L; //reflection iterator in geometry
Instance *geometry;
};
List<PairInfo> geometries;
RID instance;
SelfList<InstanceReflectionProbeData> update_list;
int render_step;
int32_t previous_room_id_hint;
InstanceReflectionProbeData() :
update_list(this) {
render_step = -1;
previous_room_id_hint = -1;
}
};
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_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_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);
public:
virtual void callbacks_register(RenderingServerCallbacks *p_callbacks);
RenderingServerCallbacks *get_callbacks() const {
return _rendering_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;
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_material_overlay(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 _prepare_scene(const Transform p_cam_transform, const Projection &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 Projection &p_cam_projection, const int p_eye, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas);
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 update_dirty_instances();
// interpolation
void update_interpolation_tick(bool p_process = true);
void update_interpolation_frame(bool p_process = true);
bool free(RID p_rid);
private:
bool _use_bvh;
RenderingServerCallbacks *_rendering_server_callbacks;
public:
RenderingServerScene();
virtual ~RenderingServerScene();
};
#endif // RENDERINGSERVERSCENE_H