Everything returning to normal in 3D, still a long way to go

-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
This commit is contained in:
Juan Linietsky 2016-10-19 11:14:41 -03:00
parent 1527cf8c0d
commit 4428115916
23 changed files with 5196 additions and 272 deletions

View file

@ -33,6 +33,75 @@
#include "servers/visual_server.h"
#include "camera_matrix.h"
#include "self_list.h"
class RasterizerScene {
public:
struct InstanceBase : RID_Data {
VS::InstanceType base_type;
RID base;
RID skeleton;
RID material_override;
Transform transform;
int depth_layer;
//RID sampled_light;
Vector<RID> materials;
Vector<RID> light_instances;
Vector<float> morph_values;
//BakedLightData *baked_light;
VS::ShadowCastingSetting cast_shadows;
//Transform *baked_light_octree_xform;
//int baked_lightmap_id;
bool mirror :8;
bool depth_scale :8;
bool billboard :8;
bool billboard_y :8;
bool receive_shadows : 8;
SelfList<InstanceBase> dependency_item;
virtual void base_removed()=0;
virtual void base_changed()=0;
InstanceBase() : dependency_item(this) {
base_type=VS::INSTANCE_NONE;
cast_shadows=VS::SHADOW_CASTING_SETTING_ON;
receive_shadows=true;
depth_scale=false;
billboard=false;
billboard_y=false;
depth_layer=0;
}
};
virtual RID light_instance_create(RID p_light)=0;
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform)=0;
virtual void render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment)=0;
virtual bool free(RID p_rid)=0;
virtual ~RasterizerScene() {}
};
class RasterizerStorage {
@ -88,7 +157,7 @@ public:
virtual RID mesh_create()=0;
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >())=0;
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >(),const Vector<AABB>& p_bone_aabbs=Vector<AABB>())=0;
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0;
virtual int mesh_get_morph_target_count(RID p_mesh) const=0;
@ -116,7 +185,7 @@ public:
virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb)=0;
virtual AABB mesh_get_custom_aabb(RID p_mesh) const=0;
virtual AABB mesh_get_aabb(RID p_mesh) const=0;
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const=0;
virtual void mesh_clear(RID p_mesh)=0;
/* MULTIMESH API */
@ -184,9 +253,11 @@ public:
virtual void light_set_cull_mask(RID p_light,uint32_t p_mask)=0;
virtual void light_set_shader(RID p_light,RID p_shader)=0;
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0;
virtual VS::LightType light_get_type(RID p_light) const=0;
virtual AABB light_get_aabb(RID p_light) const=0;
/* PROBE API */
virtual RID reflection_probe_create()=0;
@ -220,6 +291,10 @@ public:
virtual void portal_set_disabled_color(RID p_portal, const Color& p_color)=0;
virtual void instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance)=0;
virtual void instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance)=0;
/* RENDER TARGET */
enum RenderTargetFlags {
@ -246,6 +321,8 @@ public:
virtual RID canvas_light_occluder_create()=0;
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines)=0;
virtual VS::InstanceType get_base_type(RID p_rid) const=0;
virtual bool free(RID p_rid)=0;
@ -257,6 +334,7 @@ public:
class RasterizerCanvas {
public:
@ -563,7 +641,7 @@ public:
case Item::Command::TYPE_MESH: {
const Item::CommandMesh* mesh = static_cast< const Item::CommandMesh*>(c);
AABB aabb = RasterizerStorage::base_signleton->mesh_get_aabb(mesh->mesh);
AABB aabb = RasterizerStorage::base_signleton->mesh_get_aabb(mesh->mesh,mesh->skeleton);
r=Rect2(aabb.pos.x,aabb.pos.y,aabb.size.x,aabb.size.y);
@ -654,17 +732,6 @@ public:
};
class RasterizerScene {
public:
virtual ~RasterizerScene() {}
};
class Rasterizer {
protected:
static Rasterizer* (*_create_func)();
@ -689,8 +756,6 @@ public:
};
#if 0
/**
@author Juan Linietsky <reduzio@gmail.com>

View file

@ -58,8 +58,8 @@ ShaderTypes::ShaderTypes()
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["METAL"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGH"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGHNESS"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["EMISSION"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECIAL"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DISCARD"]=ShaderLanguage::TYPE_BOOL;
@ -77,10 +77,6 @@ ShaderTypes::ShaderTypes()
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_sub");
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mul");
shader_modes[VS::SHADER_SPATIAL].modes.insert("special_glow");
shader_modes[VS::SHADER_SPATIAL].modes.insert("special_subsurf");
shader_modes[VS::SHADER_SPATIAL].modes.insert("special_specular");
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_opaque");
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_always");
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_never");
@ -90,12 +86,10 @@ ShaderTypes::ShaderTypes()
shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_back");
shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_disable");
shader_modes[VS::SHADER_SPATIAL].modes.insert("lightmap_on_uv2");
shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded");
shader_modes[VS::SHADER_SPATIAL].modes.insert("ontop");
shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_model_space");
shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_camera_space");
shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_transform");
/************ CANVAS ITEM **************************/
@ -158,4 +152,5 @@ ShaderTypes::ShaderTypes()
}

View file

@ -34,183 +34,12 @@
#include "io/marshalls.h"
#include "visual_server_canvas.h"
#include "visual_server_global.h"
#include "visual_server_scene.h"
// careful, these may run in different threads than the visual server
/* CAMERA API */
RID VisualServerRaster::camera_create() {
return RID();
}
void VisualServerRaster::camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far) {
}
void VisualServerRaster::camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far){
}
void VisualServerRaster::camera_set_transform(RID p_camera,const Transform& p_transform) {
}
void VisualServerRaster::camera_set_cull_mask(RID p_camera,uint32_t p_layers){
}
void VisualServerRaster::camera_set_environment(RID p_camera,RID p_env){
}
void VisualServerRaster::camera_set_use_vertical_aspect(RID p_camera,bool p_enable){
}
/* ENVIRONMENT API */
RID VisualServerRaster::environment_create(){
return RID();
}
void VisualServerRaster::environment_set_background(RID p_env,EnvironmentBG p_bg){
}
void VisualServerRaster::environment_set_skybox(RID p_env,RID p_skybox,float p_energy){
}
void VisualServerRaster::environment_set_bg_color(RID p_env,const Color& p_color){
}
void VisualServerRaster::environment_set_canvas_max_layer(RID p_env,int p_max_layer){
}
void VisualServerRaster::environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy){
}
void VisualServerRaster::environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode){
}
void VisualServerRaster::environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture){
}
void VisualServerRaster::environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,EnvironmentToneMapper p_tone_mapper){
}
void VisualServerRaster::environment_set_brightness(RID p_env,bool p_enable,float p_brightness){
}
void VisualServerRaster::environment_set_contrast(RID p_env,bool p_enable,float p_contrast){
}
void VisualServerRaster::environment_set_saturation(RID p_env,bool p_enable,float p_saturation){
}
void VisualServerRaster::environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp){
}
/* SCENARIO API */
RID VisualServerRaster::scenario_create() {
return RID();
}
void VisualServerRaster::scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode){
}
void VisualServerRaster::scenario_set_environment(RID p_scenario, RID p_environment){
}
RID VisualServerRaster::scenario_get_environment(RID p_scenario, RID p_environment) const{
return RID();
}
void VisualServerRaster::scenario_set_fallback_environment(RID p_scenario, RID p_environment){
}
/* INSTANCING API */
// from can be mesh, light, area and portal so far.
RID VisualServerRaster::instance_create(){
return RID();
}
void VisualServerRaster::instance_set_base(RID p_instance, RID p_base){
}
void VisualServerRaster::instance_set_scenario(RID p_instance, RID p_scenario){
}
void VisualServerRaster::instance_set_layer_mask(RID p_instance, uint32_t p_mask){
}
void VisualServerRaster::instance_set_transform(RID p_instance, const Transform& p_transform){
}
void VisualServerRaster::instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID){
}
void VisualServerRaster::instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight){
}
void VisualServerRaster::instance_set_surface_material(RID p_instance,int p_surface, RID p_material){
}
void VisualServerRaster::instance_attach_skeleton(RID p_instance,RID p_skeleton){
}
void VisualServerRaster::instance_set_exterior( RID p_instance, bool p_enabled ){
}
void VisualServerRaster::instance_set_room( RID p_instance, RID p_room ){
}
void VisualServerRaster::instance_set_extra_visibility_margin( RID p_instance, real_t p_margin ){
}
// don't use these in a game!
Vector<ObjectID> VisualServerRaster::instances_cull_aabb(const AABB& p_aabb, RID p_scenario) const{
return Vector<ObjectID>();
}
Vector<ObjectID> VisualServerRaster::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{
return Vector<ObjectID>();
}
Vector<ObjectID> VisualServerRaster::instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario) const {
return Vector<ObjectID>();
}
void VisualServerRaster::instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled){
}
void VisualServerRaster::instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) {
}
void VisualServerRaster::instance_geometry_set_material_override(RID p_instance, RID p_material){
}
void VisualServerRaster::instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin){
}
void VisualServerRaster::instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance){
}
/* CURSOR */
void VisualServerRaster::cursor_set_rotation(float p_rotation, int p_cursor ){
@ -247,6 +76,8 @@ void VisualServerRaster::free( RID p_rid ){
return;
if (VSG::viewport->free(p_rid))
return;
if (VSG::scene->free(p_rid))
return;
}
@ -258,6 +89,9 @@ void VisualServerRaster::draw(){
// print_line("changes: "+itos(changes));
changes=0;
VSG::scene->update_dirty_instances(); //update scene stuff
VSG::rasterizer->begin_frame();
VSG::viewport->draw_viewports();
//_draw_cursors_and_margins();
@ -322,6 +156,7 @@ VisualServerRaster::VisualServerRaster() {
VSG::canvas = memnew( VisualServerCanvas);
VSG::viewport = memnew( VisualServerViewport);
VSG::scene = memnew( VisualServerScene );
VSG::rasterizer = Rasterizer::create();
VSG::storage=VSG::rasterizer->get_storage();
VSG::canvas_render=VSG::rasterizer->get_canvas();

View file

@ -37,6 +37,7 @@
#include "visual_server_global.h"
#include "visual_server_viewport.h"
#include "visual_server_canvas.h"
#include "visual_server_scene.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
@ -600,6 +601,7 @@ public:
#define BIND6(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6); }
#define BIND7(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7); }
#define BIND8(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8); }
#define BIND9(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8,m_type9) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8,m_type9 arg9) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9); }
#define BIND10(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8,m_type9,m_type10) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8,m_type9 arg9,m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9,arg10); }
//from now on, calls forwarded to this singleton
@ -659,7 +661,7 @@ public:
BIND0R(RID,mesh_create)
BIND8(mesh_add_surface,RID,uint32_t,PrimitiveType,const DVector<uint8_t>&,int ,const DVector<uint8_t>& ,int ,const Vector<DVector<uint8_t> >& )
BIND10(mesh_add_surface,RID,uint32_t,PrimitiveType,const DVector<uint8_t>&,int ,const DVector<uint8_t>& ,int ,const AABB&,const Vector<DVector<uint8_t> >&,const Vector<AABB>& )
BIND2(mesh_set_morph_target_count,RID,int)
BIND1RC(int,mesh_get_morph_target_count,RID)
@ -788,13 +790,18 @@ public:
/* CAMERA API */
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);
#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::scene
BIND0R(RID, camera_create)
BIND4(camera_set_perspective,RID,float, float , float )
BIND4(camera_set_orthogonal,RID,float , float , float )
BIND2(camera_set_transform,RID,const Transform&)
BIND2(camera_set_cull_mask,RID,uint32_t )
BIND2(camera_set_environment,RID ,RID )
BIND2(camera_set_use_vertical_aspect,RID,bool)
#undef BINDBASE
//from now on, calls forwarded to this singleton
@ -839,66 +846,69 @@ public:
/* ENVIRONMENT API */
virtual RID environment_create();
#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::scene
virtual void environment_set_background(RID p_env,EnvironmentBG p_bg);
virtual void environment_set_skybox(RID p_env,RID p_skybox,float p_energy=1.0);
virtual void environment_set_bg_color(RID p_env,const Color& p_color);
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0);
BIND0R(RID,environment_create)
virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode);
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
BIND2(environment_set_background,RID ,EnvironmentBG )
BIND3(environment_set_skybox,RID,RID ,float )
BIND2(environment_set_bg_color,RID,const Color& )
BIND2(environment_set_canvas_max_layer,RID,int )
BIND3(environment_set_ambient_light,RID,const Color& ,float )
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,EnvironmentToneMapper p_tone_mapper);
virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness);
virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast);
virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation);
virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp);
BIND7(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode )
BIND5(environment_set_fog,RID,bool ,float ,float ,RID )
BIND8(environment_set_tonemap,RID,bool ,float ,float ,float ,float ,float ,EnvironmentToneMapper )
BIND3(environment_set_brightness,RID,bool ,float )
BIND3(environment_set_contrast,RID,bool ,float )
BIND3(environment_set_saturation,RID,bool ,float )
BIND3(environment_set_color_correction,RID,bool ,RID )
/* SCENARIO API */
virtual RID scenario_create();
BIND0R(RID,scenario_create)
virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode);
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
BIND2(scenario_set_debug,RID,ScenarioDebugMode )
BIND2(scenario_set_environment,RID, RID )
BIND2(scenario_set_fallback_environment,RID, RID )
/* INSTANCING API */
// 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.
BIND0R(RID,instance_create)
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);
BIND2(instance_set_base,RID, RID ) // from can be mesh, light, poly, area and portal so far.
BIND2(instance_set_scenario,RID, RID ) // from can be mesh, light, poly, area and portal so far.
BIND2(instance_set_layer_mask,RID, uint32_t )
BIND2(instance_set_transform,RID, const Transform& )
BIND2(instance_attach_object_instance_ID,RID,ObjectID )
BIND3(instance_set_morph_target_weight,RID,int , float )
BIND3(instance_set_surface_material,RID,int , RID )
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 );
BIND2(instance_attach_skeleton,RID,RID )
BIND2(instance_set_exterior, RID, bool )
BIND2(instance_set_room, RID, RID )
virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin );
BIND2(instance_set_extra_visibility_margin, RID, real_t )
// 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;
BIND2RC(Vector<ObjectID>,instances_cull_aabb,const AABB& , RID)
BIND3RC(Vector<ObjectID>,instances_cull_ray,const Vector3& , const Vector3& , RID )
BIND2RC(Vector<ObjectID>,instances_cull_convex,const Vector<Plane>& , RID)
virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled);
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting);
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
BIND3(instance_geometry_set_flag,RID,InstanceFlags ,bool )
BIND2(instance_geometry_set_cast_shadows_setting,RID, ShadowCastingSetting )
BIND2(instance_geometry_set_material_override,RID, RID )
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);
BIND5(instance_geometry_set_draw_range,RID,float ,float ,float ,float )
BIND2(instance_geometry_set_as_instance_lod,RID,RID )
#undef BINDBASE
@ -1055,6 +1065,7 @@ public:
#undef BIND6
#undef BIND7
#undef BIND8
#undef BIND9
#undef BIND10
};

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@ -0,0 +1,390 @@
#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<Point2> shape;
Rect2 bounds;
Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
};
struct BakedLight {
Rasterizer::BakedLightData data;
DVector<int> sampler;
AABB octree_aabb;
Size2i octree_tex_size;
Size2i light_tex_size;
};
struct BakedLightSampler {
float params[BAKED_LIGHT_SAMPLER_MAX];
int resolution;
Vector<Vector3> 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> 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<Instance*> owned_geometry_instances;
List<Instance*> owned_portal_instances;
List<Instance*> owned_room_instances;
List<Instance*> owned_light_instances; //not used, but just for the sake of it
Set<Instance*> disconnected_child_portals;
Set<Instance*> owned_autoroom_geometry;
uint64_t last_visited_pass;
RoomInfo() { last_visited_pass=0; }
};
struct InstancePortal {
Portal *portal;
Set<Instance*> candidate_set;
Instance *connected;
uint64_t last_visited_pass;
Plane plane_cache;
Vector<Vector3> transformed_point_cache;
PortalInfo() { connected=NULL; last_visited_pass=0;}
};
*/
/* ENVIRONMENT API */
virtual RID environment_create();
virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
virtual void environment_set_skybox(RID p_env,RID p_skybox,float p_energy=1.0);
virtual void environment_set_bg_color(RID p_env,const Color& p_color);
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0);
virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode);
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,VS::EnvironmentToneMapper p_tone_mapper);
virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness);
virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast);
virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation);
virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp);
/* SCENARIO API */
struct Instance;
struct Scenario : RID_Data {
VS::ScenarioDebugMode debug;
RID self;
// well wtf, balloon allocator is slower?
Octree<Instance,true> octree;
List<Instance*> directional_lights;
RID environment;
RID fallback_environment;
SelfList<Instance>::List instances;
Scenario() { debug=VS::SCENARIO_DEBUG_DISABLED; }
};
RID_Owner<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,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<Instance> scenario_item;
//aabb stuff
bool update_aabb;
bool update_materials;
SelfList<Instance> 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<Instance> 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<Instance>::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<Instance*> lighting;
bool lighting_dirty;
InstanceGeometryData() {
lighting_dirty=false;
}
};
struct InstanceLightData : public InstanceBaseData {
struct PairInfo {
List<Instance*>::Element *L; //light iterator in geometry
Instance *geometry;
};
RID instance;
uint64_t last_hash;
List<Instance*>::Element *D; // directional light in scenario
bool shadow_sirty;
List<PairInfo> 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> 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<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,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

View file

@ -1,8 +1,11 @@
#include "visual_server_viewport.h"
#include "visual_server_global.h"
#include "visual_server_canvas.h"
#include "visual_server_scene.h"
#include "globals.h"
void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
/* Camera should always be BEFORE any other 3D */
@ -58,6 +61,12 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
}
}
if (!p_viewport->disable_3d && p_viewport->camera.is_valid()) {
VSG::scene->render_camera(p_viewport->camera,p_viewport->scenario,p_viewport->size);
}
if (!p_viewport->hide_canvas) {
int i=0;
@ -248,6 +257,11 @@ void VisualServerViewport::draw_viewports() {
ERR_CONTINUE( !vp->render_target.is_valid() );
bool visible = vp->viewport_to_screen_rect!=Rect2() || vp->update_mode==VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode==VS::VIEWPORT_UPDATE_ONCE;
if (!visible)
continue;
VSG::rasterizer->set_current_render_target(vp->render_target);
_draw_viewport(vp);

View file

@ -345,8 +345,754 @@ RID VisualServer::get_white_texture() {
}
Error VisualServer::_surface_set_data(Array p_arrays,uint32_t p_format,uint32_t *p_offsets,uint32_t p_stride,DVector<uint8_t> &r_vertex_array,int p_vertex_array_len,DVector<uint8_t> &r_index_array,int p_index_array_len,AABB &r_aabb,Vector<AABB> r_bone_aabb) {
DVector<uint8_t>::Write vw = r_vertex_array.write();
DVector<uint8_t>::Write iw;
if (r_index_array.size()) {
iw=r_index_array.write();
}
int max_bone=0;
for(int ai=0;ai<VS::ARRAY_MAX;ai++) {
if (!(p_format&(1<<ai))) // no array
continue;
switch(ai) {
case VS::ARRAY_VERTEX: {
if (p_format& VS::ARRAY_FLAG_USE_2D_VERTICES) {
DVector<Vector2> array = p_arrays[ai];
ERR_FAIL_COND_V( array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER );
DVector<Vector2>::Read read = array.read();
const Vector2* src=read.ptr();
// setting vertices means regenerating the AABB
Rect2 aabb;
if (p_format&ARRAY_COMPRESS_VERTEX) {
for (int i=0;i<p_vertex_array_len;i++) {
uint16_t vector[2]={ Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(uint16_t)*2);
if (i==0) {
aabb=Rect2(src[i],Vector2());
} else {
aabb.expand_to( src[i] );
}
}
} else {
for (int i=0;i<p_vertex_array_len;i++) {
float vector[2]={ src[i].x, src[i].y };
copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(float)*2);
if (i==0) {
aabb=Rect2(src[i],Vector2());
} else {
aabb.expand_to( src[i] );
}
}
}
r_aabb=AABB(Vector3(aabb.pos.x,aabb.pos.y,0),Vector3(aabb.size.x,aabb.size.y,0));
} else {
DVector<Vector3> array = p_arrays[ai];
ERR_FAIL_COND_V( array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER );
DVector<Vector3>::Read read = array.read();
const Vector3* src=read.ptr();
// setting vertices means regenerating the AABB
AABB aabb;
if (p_format&ARRAY_COMPRESS_VERTEX) {
for (int i=0;i<p_vertex_array_len;i++) {
uint16_t vector[3]={ Math::make_half_float(src[i].x), Math::make_half_float(src[i].y), Math::make_half_float(src[i].z) };
copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(uint16_t)*3);
if (i==0) {
aabb=AABB(src[i],Vector3());
} else {
aabb.expand_to( src[i] );
}
}
} else {
for (int i=0;i<p_vertex_array_len;i++) {
float vector[3]={ src[i].x, src[i].y, src[i].z };
copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(float)*3);
if (i==0) {
aabb=AABB(src[i],Vector3());
} else {
aabb.expand_to( src[i] );
}
}
}
r_aabb=aabb;
}
} break;
case VS::ARRAY_NORMAL: {
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
DVector<Vector3> array = p_arrays[ai];
ERR_FAIL_COND_V( array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER );
DVector<Vector3>::Read read = array.read();
const Vector3* src=read.ptr();
// setting vertices means regenerating the AABB
if (p_format&ARRAY_COMPRESS_NORMAL) {
for (int i=0;i<p_vertex_array_len;i++) {
uint8_t vector[4]={
CLAMP(src[i].x*127,-128,127),
CLAMP(src[i].y*127,-128,127),
CLAMP(src[i].z*127,-128,127),
0,
};
copymem(&vw[p_offsets[ai]+i*p_stride], vector, 4);
}
} else {
for (int i=0;i<p_vertex_array_len;i++) {
float vector[3]={ src[i].x, src[i].y, src[i].z };
copymem(&vw[p_offsets[ai]+i*p_stride], vector, 3*4);
}
}
} break;
case VS::ARRAY_TANGENT: {
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
DVector<real_t> array = p_arrays[ai];
ERR_FAIL_COND_V( array.size() != p_vertex_array_len*4, ERR_INVALID_PARAMETER );
DVector<real_t>::Read read = array.read();
const real_t* src = read.ptr();
if (p_format&ARRAY_COMPRESS_TANGENT) {
for (int i=0;i<p_vertex_array_len;i++) {
uint8_t xyzw[4]={
CLAMP(src[i*4+0]*127,-128,127),
CLAMP(src[i*4+1]*127,-128,127),
CLAMP(src[i*4+2]*127,-128,127),
CLAMP(src[i*4+3]*127,-128,127)
};
copymem(&vw[p_offsets[ai]+i*p_stride], xyzw, 4);
}
} else {
for (int i=0;i<p_vertex_array_len;i++) {
float xyzw[4]={
src[i*4+0],
src[i*4+1],
src[i*4+2],
src[i*4+3]
};
copymem(&vw[p_offsets[ai]+i*p_stride], xyzw, 4*4);
}
}
} break;
case VS::ARRAY_COLOR: {
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER );
DVector<Color> array = p_arrays[ai];
ERR_FAIL_COND_V( array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER );
DVector<Color>::Read read = array.read();
const Color* src = read.ptr();
if (p_format&ARRAY_COMPRESS_COLOR) {
for (int i=0;i<p_vertex_array_len;i++) {
uint8_t colors[4];
for(int j=0;j<4;j++) {
colors[j]=CLAMP( int((src[i][j])*255.0), 0,255 );
}
copymem(&vw[p_offsets[ai]+i*p_stride], colors, 4);
}
} else {
for (int i=0;i<p_vertex_array_len;i++) {
copymem(&vw[p_offsets[ai]+i*p_stride], &src[i], 4*4);
}
}
} break;
case VS::ARRAY_TEX_UV: {
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER );
DVector<Vector2> array = p_arrays[ai];
ERR_FAIL_COND_V( array.size() != p_vertex_array_len , ERR_INVALID_PARAMETER);
DVector<Vector2>::Read read = array.read();
const Vector2 * src=read.ptr();
if (p_format&ARRAY_COMPRESS_TEX_UV) {
for (int i=0;i<p_vertex_array_len;i++) {
uint16_t uv[2]={ Math::make_half_float(src[i].x) , Math::make_half_float(src[i].y) };
copymem(&vw[p_offsets[ai]+i*p_stride], uv, 2*2);
}
} else {
for (int i=0;i<p_vertex_array_len;i++) {
float uv[2]={ src[i].x , src[i].y };
copymem(&vw[p_offsets[ai]+i*p_stride], uv, 2*4);
}
}
} break;
case VS::ARRAY_TEX_UV2: {
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER );
DVector<Vector2> array = p_arrays[ai];
ERR_FAIL_COND_V( array.size() != p_vertex_array_len , ERR_INVALID_PARAMETER);
DVector<Vector2>::Read read = array.read();
const Vector2 * src=read.ptr();
if (p_format&ARRAY_COMPRESS_TEX_UV2) {
for (int i=0;i<p_vertex_array_len;i++) {
uint16_t uv[2]={ Math::make_half_float(src[i].x) , Math::make_half_float(src[i].y) };
copymem(&vw[p_offsets[ai]+i*p_stride], uv, 2*2);
}
} else {
for (int i=0;i<p_vertex_array_len;i++) {
float uv[2]={ src[i].x , src[i].y };
copymem(&vw[p_offsets[ai]+i*p_stride], uv, 2*4);
}
}
} break;
case VS::ARRAY_WEIGHTS: {
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
DVector<real_t> array = p_arrays[ai];
ERR_FAIL_COND_V( array.size() != p_vertex_array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
DVector<real_t>::Read read = array.read();
const real_t * src = read.ptr();
if (p_format&ARRAY_COMPRESS_WEIGHTS) {
for (int i=0;i<p_vertex_array_len;i++) {
uint16_t data[VS::ARRAY_WEIGHTS_SIZE];
for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j]*65535,0,65535);
}
copymem(&vw[p_offsets[ai]+i*p_stride], data, 2*4);
}
} else {
for (int i=0;i<p_vertex_array_len;i++) {
float data[VS::ARRAY_WEIGHTS_SIZE];
for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
}
copymem(&vw[p_offsets[ai]+i*p_stride], data, 4*4);
}
}
} break;
case VS::ARRAY_BONES: {
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
DVector<int> array = p_arrays[ai];
ERR_FAIL_COND_V( array.size() != p_vertex_array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
DVector<int>::Read read = array.read();
const int * src = read.ptr();
if (!(p_format&ARRAY_FLAG_USE_16_BIT_BONES)) {
for (int i=0;i<p_vertex_array_len;i++) {
uint8_t data[VS::ARRAY_WEIGHTS_SIZE];
for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j],0,255);
max_bone=MAX(data[j],max_bone);
}
copymem(&vw[p_offsets[ai]+i*p_stride], data, 4);
}
} else {
for (int i=0;i<p_vertex_array_len;i++) {
uint16_t data[VS::ARRAY_WEIGHTS_SIZE];
for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
max_bone=MAX(data[j],max_bone);
}
copymem(&vw[p_offsets[ai]+i*p_stride], data, 2*4);
}
}
} break;
case VS::ARRAY_INDEX: {
ERR_FAIL_COND_V( p_index_array_len<=0, ERR_INVALID_DATA );
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );
DVector<int> indices = p_arrays[ai];
ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER );
ERR_FAIL_COND_V( indices.size() != p_index_array_len, ERR_INVALID_PARAMETER );
/* determine wether using 16 or 32 bits indices */
DVector<int>::Read read = indices.read();
const int *src=read.ptr();
for (int i=0;i<p_index_array_len;i++) {
if (p_vertex_array_len<(1<<16)) {
uint16_t v=src[i];
copymem(&iw[i*2], &v, 2);
} else {
uint32_t v=src[i];
copymem(&iw[i*4], &v, 4);
}
}
} break;
default: {
ERR_FAIL_V( ERR_INVALID_DATA );
}
}
}
if (p_format&VS::ARRAY_FORMAT_BONES) {
//create AABBs for each detected bone
int total_bones = max_bone+1;
bool first = r_bone_aabb.size()==0;
r_bone_aabb.resize(total_bones);
if (first) {
for(int i=0;i<total_bones;i++) {
r_bone_aabb[i].size==Vector3(-1,-1,-1); //negative means unused
}
}
DVector<Vector3> vertices = p_arrays[VS::ARRAY_VERTEX];
DVector<int> bones = p_arrays[VS::ARRAY_BONES];
DVector<float> weights = p_arrays[VS::ARRAY_WEIGHTS];
bool any_valid=false;
if (vertices.size() && bones.size()==vertices.size()*4 && weights.size()==bones.size()) {
int vs = vertices.size();
DVector<Vector3>::Read rv =vertices.read();
DVector<int>::Read rb=bones.read();
DVector<float>::Read rw=weights.read();
AABB *bptr = r_bone_aabb.ptr();
for(int i=0;i<vs;i++) {
Vector3 v = rv[i];
for(int j=0;j<4;j++) {
int idx = rb[i*4+j];
float w = rw[i*4+j];
if (w==0)
continue;//break;
ERR_FAIL_INDEX_V(idx,total_bones,ERR_INVALID_DATA);
if (bptr->size.x<0) {
//first
bptr[idx]=AABB();
bptr[idx].pos=v;
any_valid=true;
} else {
bptr[idx].expand_to(v);
}
}
}
}
if (!any_valid && first) {
r_bone_aabb.clear();
}
}
return OK;
}
void VisualServer::mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,uint32_t p_compress_format) {
ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX );
ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX);
uint32_t format=0;
// validation
int index_array_len=0;
int array_len=0;
for(int i=0;i<p_arrays.size();i++) {
if (p_arrays[i].get_type()==Variant::NIL)
continue;
format|=(1<<i);
if (i==VS::ARRAY_VERTEX) {
Variant var = p_arrays[i];
switch(var.get_type()) {
case Variant::VECTOR2_ARRAY: {
DVector<Vector2> v2 = var;
array_len=v2.size();
} break;
case Variant::VECTOR3_ARRAY: {
DVector<Vector3> v3 = var;
array_len=v3.size();
} break;
default: {
Array v = var;
array_len=v.size();
} break;
}
array_len=Vector3Array(p_arrays[i]).size();
ERR_FAIL_COND(array_len==0);
} else if (i==VS::ARRAY_INDEX) {
index_array_len=IntArray(p_arrays[i]).size();
}
}
ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory
if (p_blend_shapes.size()) {
//validate format for morphs
for(int i=0;i<p_blend_shapes.size();i++) {
uint32_t bsformat=0;
Array arr = p_blend_shapes[i];
for(int j=0;j<arr.size();j++) {
if (arr[j].get_type()!=Variant::NIL)
bsformat|=(1<<j);
}
ERR_FAIL_COND( (bsformat)!=(format&(VS::ARRAY_FORMAT_BONES-1)));
}
}
uint32_t offsets[VS::ARRAY_MAX];
int total_elem_size=0;
for (int i=0;i<VS::ARRAY_MAX;i++) {
offsets[i]=0; //reset
if (!(format&(1<<i))) // no array
continue;
int elem_size=0;
switch(i) {
case VS::ARRAY_VERTEX: {
Variant arr = p_arrays[0];
if (arr.get_type()==Variant::VECTOR2_ARRAY) {
elem_size=2;
p_compress_format|=ARRAY_FLAG_USE_2D_VERTICES;
} else if (arr.get_type()==Variant::VECTOR3_ARRAY) {
p_compress_format&=~ARRAY_FLAG_USE_2D_VERTICES;
elem_size=3;
} else {
elem_size=(p_compress_format&ARRAY_FLAG_USE_2D_VERTICES)?2:3;
}
if (p_compress_format&ARRAY_COMPRESS_VERTEX) {
elem_size*=sizeof(int16_t);
} else {
elem_size*=sizeof(float);
}
} break;
case VS::ARRAY_NORMAL: {
if (p_compress_format&ARRAY_COMPRESS_NORMAL) {
elem_size=sizeof(uint32_t);
} else {
elem_size=sizeof(float)*3;
}
} break;
case VS::ARRAY_TANGENT: {
if (p_compress_format&ARRAY_COMPRESS_TANGENT) {
elem_size=sizeof(uint32_t);
} else {
elem_size=sizeof(float)*4;
}
} break;
case VS::ARRAY_COLOR: {
if (p_compress_format&ARRAY_COMPRESS_COLOR) {
elem_size=sizeof(uint32_t);
} else {
elem_size=sizeof(float)*4;
}
} break;
case VS::ARRAY_TEX_UV: {
if (p_compress_format&ARRAY_COMPRESS_TEX_UV) {
elem_size=sizeof(uint32_t);
} else {
elem_size=sizeof(float)*2;
}
} break;
case VS::ARRAY_TEX_UV2: {
if (p_compress_format&ARRAY_COMPRESS_TEX_UV2) {
elem_size=sizeof(uint32_t);
} else {
elem_size=sizeof(float)*2;
}
} break;
case VS::ARRAY_WEIGHTS: {
if (p_compress_format&ARRAY_COMPRESS_WEIGHTS) {
elem_size=sizeof(uint16_t)*4;
} else {
elem_size=sizeof(float)*4;
}
} break;
case VS::ARRAY_BONES: {
if (p_compress_format&ARRAY_FLAG_USE_16_BIT_BONES) {
elem_size=sizeof(uint32_t);
} else {
elem_size=sizeof(uint16_t)*4;
}
} break;
case VS::ARRAY_INDEX: {
if (index_array_len<=0) {
ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
break;
}
/* determine wether using 16 or 32 bits indices */
if (array_len>(1<<16)) {
elem_size=4;
} else {
elem_size=2;
}
offsets[i]=elem_size;
continue;
} break;
default: {
ERR_FAIL( );
}
}
print_line("type "+itos(i)+" size: "+itos(elem_size)+" offset "+itos(total_elem_size));
offsets[i]=total_elem_size;
total_elem_size+=elem_size;
}
print_line("total elemn size: "+itos(total_elem_size));
uint32_t mask = (1<<ARRAY_MAX)-1;
format|=~mask&p_compress_format; //make the full format
int array_size = total_elem_size * array_len;
print_line("array size: "+itos(array_size));
DVector<uint8_t> vertex_array;
vertex_array.resize(array_size);
int index_array_size = offsets[VS::ARRAY_INDEX]*index_array_len;
print_line("index array size: "+itos(index_array_size));
DVector<uint8_t> index_array;
index_array.resize(index_array_size);
AABB aabb;
Vector<AABB> bone_aabb;
Error err = _surface_set_data(p_arrays,format,offsets,total_elem_size,vertex_array,array_len,index_array,index_array_len,aabb,bone_aabb);
if (err) {
ERR_EXPLAIN("Invalid array format for surface");
ERR_FAIL_COND(err!=OK);
}
Vector<DVector<uint8_t> > blend_shape_data;
for(int i=0;i<p_blend_shapes.size();i++) {
DVector<uint8_t> vertex_array_shape;
vertex_array_shape.resize(array_size);
DVector<uint8_t> noindex;
AABB laabb;
Error err = _surface_set_data(p_blend_shapes[i],format&~ARRAY_FORMAT_INDEX,offsets,total_elem_size,vertex_array,array_len,noindex,0,laabb,bone_aabb);
aabb.merge_with(laabb);
if (err) {
ERR_EXPLAIN("Invalid blend shape array format for surface");
ERR_FAIL_COND(err!=OK);
}
blend_shape_data.push_back(vertex_array_shape);
}
mesh_add_surface(p_mesh,format,p_primitive,vertex_array,array_len,index_array,index_array_len,aabb,blend_shape_data,bone_aabb);
}

View file

@ -59,6 +59,9 @@ protected:
RID test_material;
RID material_2d[16];
Error _surface_set_data(Array p_arrays,uint32_t p_format,uint32_t *p_offsets,uint32_t p_stride,DVector<uint8_t> &r_vertex_array,int p_vertex_array_len,DVector<uint8_t> &r_index_array,int p_index_array_len,AABB &r_aabb,Vector<AABB> r_bone_aabb);
static VisualServer* (*create_func)();
static void _bind_methods();
public:
@ -207,6 +210,7 @@ public:
ARRAY_COMPRESS_INDEX=1<<(ARRAY_INDEX+ARRAY_COMPRESS_BASE),
ARRAY_FLAG_USE_2D_VERTICES=ARRAY_COMPRESS_INDEX<<1,
ARRAY_FLAG_USE_16_BIT_BONES=ARRAY_COMPRESS_INDEX<<2,
ARRAY_COMPRESS_DEFAULT=ARRAY_COMPRESS_VERTEX|ARRAY_COMPRESS_NORMAL|ARRAY_COMPRESS_TANGENT|ARRAY_COMPRESS_COLOR|ARRAY_COMPRESS_TEX_UV|ARRAY_COMPRESS_TEX_UV2|ARRAY_COMPRESS_BONES|ARRAY_COMPRESS_WEIGHTS|ARRAY_COMPRESS_INDEX
@ -228,7 +232,7 @@ public:
virtual void mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),uint32_t p_compress_format=ARRAY_COMPRESS_DEFAULT);
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >())=0;
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >(),const Vector<AABB>& p_bone_aabbs=Vector<AABB>())=0;
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0;
virtual int mesh_get_morph_target_count(RID p_mesh) const=0;
@ -530,7 +534,6 @@ public:
virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode)=0;
virtual void scenario_set_environment(RID p_scenario, RID p_environment)=0;
virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const=0;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment)=0;
@ -546,6 +549,7 @@ public:
INSTANCE_REFLECTION_PROBE,
INSTANCE_ROOM,
INSTANCE_PORTAL,
INSTANCE_MAX,
/*INSTANCE_BAKED_LIGHT,
INSTANCE_BAKED_LIGHT_SAMPLER,*/