text: /*************************************************************************/
  /*  visual_server_scene.h                                                */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
  /*                                                                       */
  /* Permission is hereby granted, free of charge, to any person obtaining */
  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
  /* without limitation the rights to use, copy, modify, merge, publish,   */
  /* distribute, sublicense, and/or sell copies of the Software, and to    */
  /* permit persons to whom the Software is furnished to do so, subject to */
  /* the following conditions:                                             */
  /*                                                                       */
  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #ifndef VISUALSERVERSCENE_H
  #define VISUALSERVERSCENE_H
  
  #include "servers/visual/rasterizer.h"
  
  #include "core/math/geometry.h"
  #include "core/math/octree.h"
  #include "core/os/semaphore.h"
  #include "core/os/thread.h"
  #include "core/rid_owner.h"
  #include "core/self_list.h"
  #include "servers/arvr/arvr_interface.h"
  
  class VisualServerScene {
  public:
  	enum {
  
  		MAX_INSTANCE_CULL = 65536,
  		MAX_LIGHTS_CULLED = 4096,
  		MAX_REFLECTION_PROBES_CULLED = 4096,
  		MAX_GI_PROBES_CULLED = 4096,
  		MAX_ROOM_CULL = 32,
  		MAX_EXTERIOR_PORTALS = 128,
  	};
  
  	uint64_t render_pass;
  
  	static VisualServerScene *singleton;
  
  	/* CAMERA API */
  
  	struct Camera {
  
  		enum Type {
  			PERSPECTIVE,
  			ORTHOGONAL,
  			FRUSTUM
  		};
  		Type type;
  		float fov;
  		float znear, zfar;
  		float size;
  		Vector2 offset;
  		uint32_t visible_layers;
  		bool vaspect;
  		RID env;
  		RID effects;
  
  		Transform transform;
  
  		Camera() {
  
  			visible_layers = 0xFFFFFFFF;
  			fov = 70;
  			type = PERSPECTIVE;
  			znear = 0.05;
  			zfar = 100;
  			size = 1.0;
  			offset = Vector2();
  			vaspect = false;
  		}
  	};
  
  	mutable RID_PtrOwner<Camera> camera_owner;
  
  	virtual RID camera_create();
  	virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
  	virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
  	virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
  	virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
  	virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
  	virtual void camera_set_environment(RID p_camera, RID p_env);
  	virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
  	virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
  
  	/* SCENARIO API */
  
  	struct Instance;
  
  	struct Scenario {
  
  		VS::ScenarioDebugMode debug;
  		RID self;
  
  		Octree<Instance, true> octree;
  
  		List<Instance *> directional_lights;
  		RID environment;
  		RID fallback_environment;
  		RID camera_effects;
  		RID reflection_probe_shadow_atlas;
  		RID reflection_atlas;
  
  		SelfList<Instance>::List instances;
  
  		Scenario() { debug = VS::SCENARIO_DEBUG_DISABLED; }
  	};
  
  	mutable RID_PtrOwner<Scenario> scenario_owner;
  
  	static void *_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int);
  	static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *);
  
  	virtual RID scenario_create();
  
  	virtual void scenario_set_debug(RID p_scenario, VS::ScenarioDebugMode p_debug_mode);
  	virtual void scenario_set_environment(RID p_scenario, RID p_environment);
  	virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
  	virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
  	virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
  
  	/* INSTANCING API */
  
  	struct InstanceBaseData {
  
  		virtual ~InstanceBaseData() {}
  	};
  
  	struct Instance : RasterizerScene::InstanceBase {
  
  		RID self;
  		//scenario stuff
  		OctreeElementID octree_id;
  		Scenario *scenario;
  		SelfList<Instance> scenario_item;
  
  		//aabb stuff
  		bool update_aabb;
  		bool update_dependencies;
  
  		SelfList<Instance> update_item;
  
  		AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
  		float extra_margin;
  		uint32_t object_id;
  
  		float lod_begin;
  		float lod_end;
  		float lod_begin_hysteresis;
  		float lod_end_hysteresis;
  		RID lod_instance;
  
  		uint64_t last_render_pass;
  		uint64_t last_frame_pass;
  
  		uint64_t version; // changes to this, and changes to base increase version
  
  		InstanceBaseData *base_data;
  
  		virtual void dependency_deleted(RID p_dependency) {
  			if (p_dependency == base) {
  				singleton->instance_set_base(self, RID());
  			} else if (p_dependency == skeleton) {
  				singleton->instance_attach_skeleton(self, RID());
  			} else {
  				singleton->_instance_queue_update(this, false, true);
  			}
  		}
  
  		virtual void dependency_changed(bool p_aabb, bool p_dependencies) {
  			singleton->_instance_queue_update(this, p_aabb, p_dependencies);
  		}
  
  		Instance() :
  				scenario_item(this),
  				update_item(this) {
  
  			octree_id = 0;
  			scenario = NULL;
  
  			update_aabb = false;
  			update_dependencies = false;
  
  			extra_margin = 0;
  
  			object_id = 0;
  			visible = true;
  
  			lod_begin = 0;
  			lod_end = 0;
  			lod_begin_hysteresis = 0;
  			lod_end_hysteresis = 0;
  
  			last_render_pass = 0;
  			last_frame_pass = 0;
  			version = 1;
  			base_data = NULL;
  
  			custom_aabb = NULL;
  		}
  
  		~Instance() {
  
  			if (base_data)
  				memdelete(base_data);
  			if (custom_aabb)
  				memdelete(custom_aabb);
  		}
  	};
  
  	SelfList<Instance>::List _instance_update_list;
  	void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
  
  	struct InstanceGeometryData : public InstanceBaseData {
  
  		List<Instance *> lighting;
  		bool lighting_dirty;
  		bool can_cast_shadows;
  		bool material_is_animated;
  
  		List<Instance *> reflection_probes;
  		bool reflection_dirty;
  
  		List<Instance *> gi_probes;
  		bool gi_probes_dirty;
  
  		List<Instance *> lightmap_captures;
  
  		InstanceGeometryData() {
  
  			lighting_dirty = false;
  			reflection_dirty = true;
  			can_cast_shadows = true;
  			material_is_animated = true;
  			gi_probes_dirty = true;
  		}
  	};
  
  	struct InstanceReflectionProbeData : public InstanceBaseData {
  
  		Instance *owner;
  
  		struct PairInfo {
  			List<Instance *>::Element *L; //reflection iterator in geometry
  			Instance *geometry;
  		};
  		List<PairInfo> geometries;
  
  		RID instance;
  		bool reflection_dirty;
  		SelfList<InstanceReflectionProbeData> update_list;
  
  		int render_step;
  
  		InstanceReflectionProbeData() :
  				update_list(this) {
  
  			reflection_dirty = true;
  			render_step = -1;
  		}
  	};
  
  	SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
  
  	struct InstanceLightData : public InstanceBaseData {
  
  		struct PairInfo {
  			List<Instance *>::Element *L; //light iterator in geometry
  			Instance *geometry;
  		};
  
  		RID instance;
  		uint64_t last_version;
  		List<Instance *>::Element *D; // directional light in scenario
  
  		bool shadow_dirty;
  
  		List<PairInfo> geometries;
  
  		Instance *baked_light;
  
  		InstanceLightData() {
  
  			shadow_dirty = true;
  			D = NULL;
  			last_version = 0;
  			baked_light = NULL;
  		}
  	};
  
  	struct InstanceGIProbeData : public InstanceBaseData {
  
  		Instance *owner;
  
  		struct PairInfo {
  			List<Instance *>::Element *L; //gi probe iterator in geometry
  			Instance *geometry;
  		};
  
  		List<PairInfo> geometries;
  		List<PairInfo> dynamic_geometries;
  
  		Set<Instance *> lights;
  
  		struct LightCache {
  
  			VS::LightType type;
  			Transform transform;
  			Color color;
  			float energy;
  			float bake_energy;
  			float radius;
  			float attenuation;
  			float spot_angle;
  			float spot_attenuation;
  			bool has_shadow;
  		};
  
  		Vector<LightCache> light_cache;
  		Vector<RID> light_instances;
  
  		RID probe_instance;
  
  		bool invalid;
  		uint32_t base_version;
  
  		SelfList<InstanceGIProbeData> update_element;
  
  		InstanceGIProbeData() :
  				update_element(this) {
  			invalid = true;
  			base_version = 0;
  		}
  	};
  
  	SelfList<InstanceGIProbeData>::List gi_probe_update_list;
  
  	struct InstanceLightmapCaptureData : public InstanceBaseData {
  
  		struct PairInfo {
  			List<Instance *>::Element *L; //iterator in geometry
  			Instance *geometry;
  		};
  		List<PairInfo> geometries;
  
  		Set<Instance *> users;
  
  		InstanceLightmapCaptureData() {
  		}
  	};
  
  	int instance_cull_count;
  	Instance *instance_cull_result[MAX_INSTANCE_CULL];
  	Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
  	Instance *light_cull_result[MAX_LIGHTS_CULLED];
  	RID light_instance_cull_result[MAX_LIGHTS_CULLED];
  	int light_cull_count;
  	int directional_light_count;
  	RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
  	int reflection_probe_cull_count;
  	RID gi_probe_instance_cull_result[MAX_GI_PROBES_CULLED];
  	int gi_probe_cull_count;
  
  	RID_PtrOwner<Instance> instance_owner;
  
  	virtual RID instance_create();
  
  	virtual void instance_set_base(RID p_instance, RID p_base);
  	virtual void instance_set_scenario(RID p_instance, RID p_scenario);
  	virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
  	virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
  	virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
  	virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
  	virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
  	virtual void instance_set_visible(RID p_instance, bool p_visible);
  	virtual void instance_set_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap);
  
  	virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
  
  	virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
  	virtual void instance_set_exterior(RID p_instance, bool p_enabled);
  
  	virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
  
  	// don't use these in a game!
  	virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
  	virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
  	virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
  
  	virtual void instance_geometry_set_flag(RID p_instance, 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);
  	_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);
  
  	bool _render_reflection_probe_step(Instance *p_instance, int p_step);
  	void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows = true);
  	void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
  	void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
  
  	void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
  	void render_camera(RID p_render_buffers, Ref<ARVRInterface> &p_interface, ARVRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
  	void update_dirty_instances();
  
  	void render_probes();
  
  	bool free(RID p_rid);
  
  	VisualServerScene();
  	virtual ~VisualServerScene();
  };
  
  #endif // VISUALSERVERSCENE_H
  