godot/servers/rendering/rendering_server_scene.h
Hugo Locurcio ccc4f3899c
Increase the default Camera3D field of view to 75
A vertical FOV of 75 degrees is roughly equivalent to a 91 degree
horizontal FOV on a 4:3 display (~107.51 degrees on 16:9),
which is close to the typical default FOV used in PC games.

Note that this doesn't apply to the in-editor camera which keeps its
FOV to 70. This is because it doesn't display in fullscreen;
its viewport only displays in the center of the editor (roughly).
This means the viewport won't cover the viewer's eyes as much. Therefore,
the editor camera FOV should be slightly lower to account for this.

Since this changes the default value, this may break existing projects
slightly.

For the record, this was already done in
https://github.com/godotengine/godot-demo-projects/pull/260
for the official demo projects.
2020-05-01 14:03:27 +02:00

469 lines
15 KiB
C++

/*************************************************************************/
/* rendering_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 */
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/* the following conditions: */
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/*************************************************************************/
#ifndef VISUALSERVERSCENE_H
#define VISUALSERVERSCENE_H
#include "servers/rendering/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/xr/xr_interface.h"
class RenderingServerScene {
public:
enum {
MAX_INSTANCE_CULL = 65536,
MAX_LIGHTS_CULLED = 4096,
MAX_REFLECTION_PROBES_CULLED = 4096,
MAX_DECALS_CULLED = 4096,
MAX_GI_PROBES_CULLED = 4096,
MAX_ROOM_CULL = 32,
MAX_EXTERIOR_PORTALS = 128,
};
uint64_t render_pass;
static RenderingServerScene *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 = 75;
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 {
RS::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 = RS::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, RS::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;
ObjectID 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 = nullptr;
update_aabb = false;
update_dependencies = false;
extra_margin = 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 = nullptr;
custom_aabb = nullptr;
}
~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 *> decals;
bool decal_dirty;
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;
decal_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;
}
};
struct InstanceDecalData : public InstanceBaseData {
Instance *owner;
RID instance;
struct PairInfo {
List<Instance *>::Element *L; //reflection iterator in geometry
Instance *geometry;
};
List<PairInfo> geometries;
InstanceDecalData() {
}
};
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 = nullptr;
last_version = 0;
baked_light = nullptr;
}
};
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 {
RS::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];
RID decal_instance_cull_result[MAX_DECALS_CULLED];
int reflection_probe_cull_count;
int decal_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, 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_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);
void _update_instance_shader_parameters_from_material(Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material);
virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
_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, bool p_cam_vaspect, 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, bool p_cam_vaspect, 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<XRInterface> &p_interface, XRInterface::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);
RenderingServerScene();
virtual ~RenderingServerScene();
};
#endif // VISUALSERVERSCENE_H