renderer_scene_render_rd.h 55 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef RENDERING_SERVER_SCENE_RENDER_RD_H
  31. #define RENDERING_SERVER_SCENE_RENDER_RD_H
  32. #include "core/templates/local_vector.h"
  33. #include "core/templates/rid_owner.h"
  34. #include "servers/rendering/renderer_compositor.h"
  35. #include "servers/rendering/renderer_rd/cluster_builder_rd.h"
  36. #include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
  37. #include "servers/rendering/renderer_rd/renderer_scene_gi_rd.h"
  38. #include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
  39. #include "servers/rendering/renderer_rd/renderer_storage_rd.h"
  40. #include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
  41. #include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h"
  42. #include "servers/rendering/renderer_scene.h"
  43. #include "servers/rendering/renderer_scene_render.h"
  44. #include "servers/rendering/rendering_device.h"
  45. struct RenderDataRD {
  46. RID render_buffers = RID();
  47. Transform3D cam_transform = Transform3D();
  48. CameraMatrix cam_projection = CameraMatrix();
  49. bool cam_ortogonal = false;
  50. // For stereo rendering
  51. uint32_t view_count = 1;
  52. CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  53. float z_near = 0.0;
  54. float z_far = 0.0;
  55. const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
  56. const PagedArray<RID> *lights = nullptr;
  57. const PagedArray<RID> *reflection_probes = nullptr;
  58. const PagedArray<RID> *voxel_gi_instances = nullptr;
  59. const PagedArray<RID> *decals = nullptr;
  60. const PagedArray<RID> *lightmaps = nullptr;
  61. const PagedArray<RID> *fog_volumes = nullptr;
  62. RID environment = RID();
  63. RID camera_effects = RID();
  64. RID shadow_atlas = RID();
  65. RID reflection_atlas = RID();
  66. RID reflection_probe = RID();
  67. int reflection_probe_pass = 0;
  68. float lod_distance_multiplier = 0.0;
  69. Plane lod_camera_plane = Plane();
  70. float screen_lod_threshold = 0.0;
  71. RID cluster_buffer = RID();
  72. uint32_t cluster_size = 0;
  73. uint32_t cluster_max_elements = 0;
  74. uint32_t directional_light_count = 0;
  75. bool directional_light_soft_shadows = false;
  76. RendererScene::RenderInfo *render_info = nullptr;
  77. };
  78. class RendererSceneRenderRD : public RendererSceneRender {
  79. friend RendererSceneSkyRD;
  80. friend RendererSceneGIRD;
  81. protected:
  82. RendererStorageRD *storage;
  83. double time;
  84. double time_step = 0;
  85. struct RenderBufferData {
  86. virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) = 0;
  87. virtual ~RenderBufferData() {}
  88. };
  89. virtual RenderBufferData *_create_render_buffer_data() = 0;
  90. void _setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows);
  91. void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
  92. void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
  93. virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
  94. virtual void _render_shadow_begin() = 0;
  95. virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
  96. virtual void _render_shadow_process() = 0;
  97. virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
  98. virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  99. virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  100. virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
  101. virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
  102. void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
  103. void _debug_draw_cluster(RID p_render_buffers);
  104. RenderBufferData *render_buffers_get_data(RID p_render_buffers);
  105. virtual void _base_uniforms_changed() = 0;
  106. virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
  107. void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
  108. void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
  109. void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
  110. bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  111. void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  112. void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
  113. void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
  114. void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
  115. void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
  116. void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
  117. void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
  118. void _disable_clear_request(const RenderDataRD *p_render_data);
  119. // needed for a single argument calls (material and uv2)
  120. PagedArrayPool<GeometryInstance *> cull_argument_pool;
  121. PagedArray<GeometryInstance *> cull_argument; //need this to exist
  122. RendererSceneGIRD gi;
  123. RendererSceneSkyRD sky;
  124. RendererSceneEnvironmentRD *get_environment(RID p_environment) {
  125. if (p_environment.is_valid()) {
  126. return environment_owner.get_or_null(p_environment);
  127. } else {
  128. return nullptr;
  129. }
  130. };
  131. //used for mobile renderer mostly
  132. typedef int32_t ForwardID;
  133. enum ForwardIDType {
  134. FORWARD_ID_TYPE_OMNI_LIGHT,
  135. FORWARD_ID_TYPE_SPOT_LIGHT,
  136. FORWARD_ID_TYPE_REFLECTION_PROBE,
  137. FORWARD_ID_TYPE_DECAL,
  138. FORWARD_ID_MAX,
  139. };
  140. virtual ForwardID _allocate_forward_id(ForwardIDType p_type) { return -1; }
  141. virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) {}
  142. virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {}
  143. virtual bool _uses_forward_ids() const { return false; }
  144. virtual void _update_shader_quality_settings() {}
  145. private:
  146. RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  147. static RendererSceneRenderRD *singleton;
  148. /* REFLECTION ATLAS */
  149. struct ReflectionAtlas {
  150. int count = 0;
  151. int size = 0;
  152. RID reflection;
  153. RID depth_buffer;
  154. RID depth_fb;
  155. struct Reflection {
  156. RID owner;
  157. RendererSceneSkyRD::ReflectionData data;
  158. RID fbs[6];
  159. };
  160. Vector<Reflection> reflections;
  161. ClusterBuilderRD *cluster_builder = nullptr;
  162. };
  163. mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
  164. /* REFLECTION PROBE INSTANCE */
  165. struct ReflectionProbeInstance {
  166. RID probe;
  167. int atlas_index = -1;
  168. RID atlas;
  169. bool dirty = true;
  170. bool rendering = false;
  171. int processing_layer = 1;
  172. int processing_side = 0;
  173. uint32_t render_step = 0;
  174. uint64_t last_pass = 0;
  175. uint32_t cull_mask = 0;
  176. ForwardID forward_id = -1;
  177. Transform3D transform;
  178. };
  179. mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
  180. /* DECAL INSTANCE */
  181. struct DecalInstance {
  182. RID decal;
  183. Transform3D transform;
  184. uint32_t cull_mask;
  185. ForwardID forward_id = -1;
  186. };
  187. mutable RID_Owner<DecalInstance> decal_instance_owner;
  188. /* LIGHTMAP INSTANCE */
  189. struct LightmapInstance {
  190. RID lightmap;
  191. Transform3D transform;
  192. };
  193. mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
  194. /* SHADOW ATLAS */
  195. struct ShadowShrinkStage {
  196. RID texture;
  197. RID filter_texture;
  198. uint32_t size;
  199. };
  200. struct ShadowAtlas {
  201. enum {
  202. QUADRANT_SHIFT = 27,
  203. OMNI_LIGHT_FLAG = 1 << 26,
  204. SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1,
  205. SHADOW_INVALID = 0xFFFFFFFF
  206. };
  207. struct Quadrant {
  208. uint32_t subdivision;
  209. struct Shadow {
  210. RID owner;
  211. uint64_t version;
  212. uint64_t fog_version; // used for fog
  213. uint64_t alloc_tick;
  214. Shadow() {
  215. version = 0;
  216. fog_version = 0;
  217. alloc_tick = 0;
  218. }
  219. };
  220. Vector<Shadow> shadows;
  221. Quadrant() {
  222. subdivision = 0; //not in use
  223. }
  224. } quadrants[4];
  225. int size_order[4] = { 0, 1, 2, 3 };
  226. uint32_t smallest_subdiv = 0;
  227. int size = 0;
  228. bool use_16_bits = false;
  229. RID depth;
  230. RID fb; //for copying
  231. Map<RID, uint32_t> shadow_owners;
  232. };
  233. RID_Owner<ShadowAtlas> shadow_atlas_owner;
  234. void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
  235. void _shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx);
  236. bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
  237. bool _shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
  238. RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
  239. RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
  240. float shadows_quality_radius = 1.0;
  241. float directional_shadow_quality_radius = 1.0;
  242. float *directional_penumbra_shadow_kernel;
  243. float *directional_soft_shadow_kernel;
  244. float *penumbra_shadow_kernel;
  245. float *soft_shadow_kernel;
  246. int directional_penumbra_shadow_samples = 0;
  247. int directional_soft_shadow_samples = 0;
  248. int penumbra_shadow_samples = 0;
  249. int soft_shadow_samples = 0;
  250. RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
  251. RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
  252. /* DIRECTIONAL SHADOW */
  253. struct DirectionalShadow {
  254. RID depth;
  255. RID fb; //when renderign direct
  256. int light_count = 0;
  257. int size = 0;
  258. bool use_16_bits = false;
  259. int current_light = 0;
  260. } directional_shadow;
  261. void _update_directional_shadow_atlas();
  262. /* SHADOW CUBEMAPS */
  263. struct ShadowCubemap {
  264. RID cubemap;
  265. RID side_fb[6];
  266. };
  267. Map<int, ShadowCubemap> shadow_cubemaps;
  268. ShadowCubemap *_get_shadow_cubemap(int p_size);
  269. void _create_shadow_cubemaps();
  270. /* LIGHT INSTANCE */
  271. struct LightInstance {
  272. struct ShadowTransform {
  273. CameraMatrix camera;
  274. Transform3D transform;
  275. float farplane;
  276. float split;
  277. float bias_scale;
  278. float shadow_texel_size;
  279. float range_begin;
  280. Rect2 atlas_rect;
  281. Vector2 uv_scale;
  282. };
  283. RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
  284. ShadowTransform shadow_transform[6];
  285. AABB aabb;
  286. RID self;
  287. RID light;
  288. Transform3D transform;
  289. Vector3 light_vector;
  290. Vector3 spot_vector;
  291. float linear_att = 0.0;
  292. uint64_t shadow_pass = 0;
  293. uint64_t last_scene_pass = 0;
  294. uint64_t last_scene_shadow_pass = 0;
  295. uint64_t last_pass = 0;
  296. uint32_t cull_mask = 0;
  297. uint32_t light_directional_index = 0;
  298. Rect2 directional_rect;
  299. Set<RID> shadow_atlases; //shadow atlases where this light is registered
  300. ForwardID forward_id = -1;
  301. LightInstance() {}
  302. };
  303. mutable RID_Owner<LightInstance> light_instance_owner;
  304. /* FOG VOLUMES */
  305. struct FogVolumeInstance {
  306. RID volume;
  307. Transform3D transform;
  308. bool active = false;
  309. };
  310. mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
  311. /* ENVIRONMENT */
  312. RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
  313. bool ssao_half_size = false;
  314. bool ssao_using_half_size = false;
  315. float ssao_adaptive_target = 0.5;
  316. int ssao_blur_passes = 2;
  317. float ssao_fadeout_from = 50.0;
  318. float ssao_fadeout_to = 300.0;
  319. bool glow_bicubic_upscale = false;
  320. bool glow_high_quality = false;
  321. RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
  322. mutable RID_Owner<RendererSceneEnvironmentRD, true> environment_owner;
  323. /* CAMERA EFFECTS */
  324. struct CameraEffects {
  325. bool dof_blur_far_enabled = false;
  326. float dof_blur_far_distance = 10;
  327. float dof_blur_far_transition = 5;
  328. bool dof_blur_near_enabled = false;
  329. float dof_blur_near_distance = 2;
  330. float dof_blur_near_transition = 1;
  331. float dof_blur_amount = 0.1;
  332. bool override_exposure_enabled = false;
  333. float override_exposure = 1;
  334. };
  335. RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
  336. RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
  337. bool dof_blur_use_jitter = false;
  338. RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
  339. float sss_scale = 0.05;
  340. float sss_depth_scale = 0.01;
  341. mutable RID_Owner<CameraEffects, true> camera_effects_owner;
  342. /* RENDER BUFFERS */
  343. ClusterBuilderSharedDataRD cluster_builder_shared;
  344. ClusterBuilderRD *current_cluster_builder = nullptr;
  345. struct VolumetricFog;
  346. struct RenderBuffers {
  347. RenderBufferData *data = nullptr;
  348. int internal_width = 0;
  349. int internal_height = 0;
  350. int width = 0;
  351. int height = 0;
  352. float fsr_sharpness = 0.2f;
  353. RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
  354. RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
  355. bool use_debanding = false;
  356. uint32_t view_count = 1;
  357. RID render_target;
  358. uint64_t auto_exposure_version = 1;
  359. RID sss_texture; //texture for sss. This needs to be a different resolution than blur[0]
  360. RID internal_texture; //main texture for rendering to, must be filled after done rendering
  361. RID texture; //upscaled version of main texture (This uses the same resource as internal_texture if there is no upscaling)
  362. RID depth_texture; //main depth texture
  363. RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
  364. RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling)
  365. RendererSceneGIRD::SDFGI *sdfgi = nullptr;
  366. VolumetricFog *volumetric_fog = nullptr;
  367. RendererSceneGIRD::RenderBuffersGI gi;
  368. ClusterBuilderRD *cluster_builder = nullptr;
  369. //built-in textures used for ping pong image processing and blurring
  370. struct Blur {
  371. RID texture;
  372. struct Mipmap {
  373. RID texture;
  374. int width;
  375. int height;
  376. // only used on mobile renderer
  377. RID fb;
  378. RID half_texture;
  379. RID half_fb;
  380. };
  381. Vector<Mipmap> mipmaps;
  382. };
  383. Blur blur[2]; //the second one starts from the first mipmap
  384. struct WeightBuffers {
  385. RID weight;
  386. RID fb; // FB with both texture and weight
  387. };
  388. // 2 full size, 2 half size
  389. WeightBuffers weight_buffers[4]; // Only used in raster
  390. RID base_weight_fb; // base buffer for weight
  391. RID depth_back_texture;
  392. RID depth_back_fb; // only used on mobile
  393. struct Luminance {
  394. Vector<RID> reduce;
  395. RID current;
  396. // used only on mobile renderer
  397. Vector<RID> fb;
  398. RID current_fb;
  399. } luminance;
  400. struct SSAO {
  401. RID depth;
  402. Vector<RID> depth_slices;
  403. RID ao_deinterleaved;
  404. Vector<RID> ao_deinterleaved_slices;
  405. RID ao_pong;
  406. Vector<RID> ao_pong_slices;
  407. RID ao_final;
  408. RID importance_map[2];
  409. RID downsample_uniform_set;
  410. RID gather_uniform_set;
  411. RID importance_map_uniform_set;
  412. } ssao;
  413. struct SSR {
  414. RID normal_scaled;
  415. RID depth_scaled;
  416. RID blur_radius[2];
  417. } ssr;
  418. RID ambient_buffer;
  419. RID reflection_buffer;
  420. };
  421. /* GI */
  422. bool screen_space_roughness_limiter = false;
  423. float screen_space_roughness_limiter_amount = 0.25;
  424. float screen_space_roughness_limiter_limit = 0.18;
  425. mutable RID_Owner<RenderBuffers> render_buffers_owner;
  426. void _free_render_buffer_data(RenderBuffers *rb);
  427. void _allocate_blur_textures(RenderBuffers *rb);
  428. void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
  429. void _allocate_luminance_textures(RenderBuffers *rb);
  430. void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
  431. /* Cluster */
  432. struct Cluster {
  433. /* Scene State UBO */
  434. // !BAS! Most data here is not just used by our clustering logic but also by other lighting implementations. Maybe rename this struct to something more appropriate
  435. enum {
  436. REFLECTION_AMBIENT_DISABLED = 0,
  437. REFLECTION_AMBIENT_ENVIRONMENT = 1,
  438. REFLECTION_AMBIENT_COLOR = 2,
  439. };
  440. struct ReflectionData {
  441. float box_extents[3];
  442. float index;
  443. float box_offset[3];
  444. uint32_t mask;
  445. float ambient[3]; // ambient color,
  446. float intensity;
  447. uint32_t exterior;
  448. uint32_t box_project;
  449. uint32_t ambient_mode;
  450. uint32_t pad;
  451. float local_matrix[16]; // up to here for spot and omni, rest is for directional
  452. };
  453. struct LightData {
  454. float position[3];
  455. float inv_radius;
  456. float direction[3]; // in omni, x and y are used for dual paraboloid offset
  457. float size;
  458. float color[3];
  459. float attenuation;
  460. float inv_spot_attenuation;
  461. float cos_spot_angle;
  462. float specular_amount;
  463. uint32_t shadow_enabled;
  464. float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
  465. float shadow_matrix[16];
  466. float shadow_bias;
  467. float shadow_normal_bias;
  468. float transmittance_bias;
  469. float soft_shadow_size;
  470. float soft_shadow_scale;
  471. uint32_t mask;
  472. float shadow_volumetric_fog_fade;
  473. uint32_t bake_mode;
  474. float projector_rect[4];
  475. };
  476. struct DirectionalLightData {
  477. float direction[3];
  478. float energy;
  479. float color[3];
  480. float size;
  481. float specular;
  482. uint32_t mask;
  483. float softshadow_angle;
  484. float soft_shadow_scale;
  485. uint32_t blend_splits;
  486. uint32_t shadow_enabled;
  487. float fade_from;
  488. float fade_to;
  489. uint32_t pad[2];
  490. uint32_t bake_mode;
  491. float shadow_volumetric_fog_fade;
  492. float shadow_bias[4];
  493. float shadow_normal_bias[4];
  494. float shadow_transmittance_bias[4];
  495. float shadow_z_range[4];
  496. float shadow_range_begin[4];
  497. float shadow_split_offsets[4];
  498. float shadow_matrices[4][16];
  499. float shadow_color1[4];
  500. float shadow_color2[4];
  501. float shadow_color3[4];
  502. float shadow_color4[4];
  503. float uv_scale1[2];
  504. float uv_scale2[2];
  505. float uv_scale3[2];
  506. float uv_scale4[2];
  507. };
  508. struct DecalData {
  509. float xform[16];
  510. float inv_extents[3];
  511. float albedo_mix;
  512. float albedo_rect[4];
  513. float normal_rect[4];
  514. float orm_rect[4];
  515. float emission_rect[4];
  516. float modulate[4];
  517. float emission_energy;
  518. uint32_t mask;
  519. float upper_fade;
  520. float lower_fade;
  521. float normal_xform[12];
  522. float normal[3];
  523. float normal_fade;
  524. };
  525. template <class T>
  526. struct InstanceSort {
  527. float depth;
  528. T *instance;
  529. bool operator<(const InstanceSort &p_sort) const {
  530. return depth < p_sort.depth;
  531. }
  532. };
  533. ReflectionData *reflections;
  534. InstanceSort<ReflectionProbeInstance> *reflection_sort;
  535. uint32_t max_reflections;
  536. RID reflection_buffer;
  537. uint32_t max_reflection_probes_per_instance;
  538. uint32_t reflection_count = 0;
  539. DecalData *decals;
  540. InstanceSort<DecalInstance> *decal_sort;
  541. uint32_t max_decals;
  542. RID decal_buffer;
  543. uint32_t decal_count;
  544. LightData *omni_lights;
  545. LightData *spot_lights;
  546. InstanceSort<LightInstance> *omni_light_sort;
  547. InstanceSort<LightInstance> *spot_light_sort;
  548. uint32_t max_lights;
  549. RID omni_light_buffer;
  550. RID spot_light_buffer;
  551. uint32_t omni_light_count = 0;
  552. uint32_t spot_light_count = 0;
  553. DirectionalLightData *directional_lights;
  554. uint32_t max_directional_lights;
  555. RID directional_light_buffer;
  556. } cluster;
  557. struct RenderState {
  558. const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
  559. int render_shadow_count = 0;
  560. const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
  561. int render_sdfgi_region_count = 0;
  562. const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
  563. uint32_t voxel_gi_count = 0;
  564. LocalVector<int> cube_shadows;
  565. LocalVector<int> shadows;
  566. LocalVector<int> directional_shadows;
  567. bool depth_prepass_used; // this does not seem used anywhere...
  568. } render_state;
  569. struct VolumetricFog {
  570. enum {
  571. MAX_TEMPORAL_FRAMES = 16
  572. };
  573. uint32_t width = 0;
  574. uint32_t height = 0;
  575. uint32_t depth = 0;
  576. float length;
  577. float spread;
  578. RID light_density_map;
  579. RID prev_light_density_map;
  580. RID fog_map;
  581. RID density_map;
  582. RID light_map;
  583. RID emissive_map;
  584. RID fog_uniform_set;
  585. RID copy_uniform_set;
  586. RID process_uniform_set;
  587. RID process_uniform_set2;
  588. RID sdfgi_uniform_set;
  589. RID sky_uniform_set;
  590. int last_shadow_filter = -1;
  591. Transform3D prev_cam_transform;
  592. };
  593. struct VolumetricFogShader {
  594. enum FogSet {
  595. FOG_SET_BASE,
  596. FOG_SET_UNIFORMS,
  597. FOG_SET_MATERIAL,
  598. FOG_SET_MAX,
  599. };
  600. struct FogPushConstant {
  601. float position[3];
  602. float pad;
  603. float extents[3];
  604. float pad2;
  605. int32_t corner[3];
  606. uint32_t shape;
  607. float transform[16];
  608. };
  609. struct VolumeUBO {
  610. float fog_frustum_size_begin[2];
  611. float fog_frustum_size_end[2];
  612. float fog_frustum_end;
  613. float z_near;
  614. float z_far;
  615. float time;
  616. int32_t fog_volume_size[3];
  617. uint32_t directional_light_count;
  618. uint32_t use_temporal_reprojection;
  619. uint32_t temporal_frame;
  620. float detail_spread;
  621. float temporal_blend;
  622. float to_prev_view[16];
  623. float transform[16];
  624. };
  625. ShaderCompilerRD compiler;
  626. VolumetricFogShaderRD shader;
  627. FogPushConstant push_constant;
  628. RID volume_ubo;
  629. RID default_shader;
  630. RID default_material;
  631. RID default_shader_rd;
  632. RID base_uniform_set;
  633. RID params_ubo;
  634. enum {
  635. VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
  636. VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
  637. VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
  638. VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
  639. VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
  640. VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
  641. };
  642. struct ParamsUBO {
  643. float fog_frustum_size_begin[2];
  644. float fog_frustum_size_end[2];
  645. float fog_frustum_end;
  646. float ambient_inject;
  647. float z_far;
  648. uint32_t filter_axis;
  649. float ambient_color[3];
  650. float sky_contribution;
  651. int32_t fog_volume_size[3];
  652. uint32_t directional_light_count;
  653. float base_emission[3];
  654. float base_density;
  655. float base_scattering[3];
  656. float phase_g;
  657. float detail_spread;
  658. float gi_inject;
  659. uint32_t max_voxel_gi_instances;
  660. uint32_t cluster_type_size;
  661. float screen_size[2];
  662. uint32_t cluster_shift;
  663. uint32_t cluster_width;
  664. uint32_t max_cluster_element_count_div_32;
  665. uint32_t use_temporal_reprojection;
  666. uint32_t temporal_frame;
  667. float temporal_blend;
  668. float cam_rotation[12];
  669. float to_prev_view[16];
  670. float radiance_inverse_xform[12];
  671. };
  672. VolumetricFogProcessShaderRD process_shader;
  673. RID process_shader_version;
  674. RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
  675. } volumetric_fog;
  676. uint32_t volumetric_fog_depth = 128;
  677. uint32_t volumetric_fog_size = 128;
  678. bool volumetric_fog_filter_active = true;
  679. Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
  680. void _volumetric_fog_erase(RenderBuffers *rb);
  681. void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
  682. struct FogShaderData : public RendererStorageRD::ShaderData {
  683. bool valid;
  684. RID version;
  685. RID pipeline;
  686. Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
  687. Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
  688. Vector<uint32_t> ubo_offsets;
  689. uint32_t ubo_size;
  690. String path;
  691. String code;
  692. Map<StringName, Map<int, RID>> default_texture_params;
  693. bool uses_time;
  694. virtual void set_code(const String &p_Code);
  695. virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
  696. virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
  697. virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
  698. virtual bool is_param_texture(const StringName &p_param) const;
  699. virtual bool is_animated() const;
  700. virtual bool casts_shadows() const;
  701. virtual Variant get_default_parameter(const StringName &p_parameter) const;
  702. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  703. FogShaderData();
  704. virtual ~FogShaderData();
  705. };
  706. struct FogMaterialData : public RendererStorageRD::MaterialData {
  707. uint64_t last_frame;
  708. FogShaderData *shader_data;
  709. RID uniform_set;
  710. bool uniform_set_updated;
  711. virtual void set_render_priority(int p_priority) {}
  712. virtual void set_next_pass(RID p_pass) {}
  713. virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  714. virtual ~FogMaterialData();
  715. };
  716. RendererStorageRD::ShaderData *_create_fog_shader_func();
  717. static RendererStorageRD::ShaderData *_create_fog_shader_funcs();
  718. RendererStorageRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
  719. static RendererStorageRD::MaterialData *_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader);
  720. RID shadow_sampler;
  721. uint64_t scene_pass = 0;
  722. uint64_t shadow_atlas_realloc_tolerance_msec = 500;
  723. /* !BAS! is this used anywhere?
  724. struct SDFGICosineNeighbour {
  725. uint32_t neighbour;
  726. float weight;
  727. };
  728. */
  729. uint32_t max_cluster_elements = 512;
  730. void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
  731. public:
  732. virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
  733. virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
  734. /* SHADOW ATLAS API */
  735. virtual RID shadow_atlas_create() override;
  736. virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override;
  737. virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
  738. virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override;
  739. _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
  740. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  741. ERR_FAIL_COND_V(!atlas, false);
  742. return atlas->shadow_owners.has(p_light_intance);
  743. }
  744. _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
  745. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  746. ERR_FAIL_COND_V(!atlas, RID());
  747. return atlas->depth;
  748. }
  749. _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
  750. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  751. ERR_FAIL_COND_V(!atlas, Size2i());
  752. return Size2(atlas->size, atlas->size);
  753. }
  754. virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override;
  755. virtual int get_directional_light_shadow_size(RID p_light_intance) override;
  756. virtual void set_directional_shadow_count(int p_count) override;
  757. _FORCE_INLINE_ RID directional_shadow_get_texture() {
  758. return directional_shadow.depth;
  759. }
  760. _FORCE_INLINE_ Size2i directional_shadow_get_size() {
  761. return Size2i(directional_shadow.size, directional_shadow.size);
  762. }
  763. /* SDFGI UPDATE */
  764. virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
  765. virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
  766. virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
  767. virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
  768. RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
  769. /* SKY API */
  770. virtual RID sky_allocate() override;
  771. virtual void sky_initialize(RID p_rid) override;
  772. virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
  773. virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
  774. virtual void sky_set_material(RID p_sky, RID p_material) override;
  775. virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
  776. /* ENVIRONMENT API */
  777. virtual RID environment_allocate() override;
  778. virtual void environment_initialize(RID p_rid) override;
  779. virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override;
  780. virtual void environment_set_sky(RID p_env, RID p_sky) override;
  781. virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) override;
  782. virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override;
  783. virtual void environment_set_bg_color(RID p_env, const Color &p_color) override;
  784. virtual void environment_set_bg_energy(RID p_env, float p_energy) override;
  785. virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override;
  786. virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) override;
  787. virtual RS::EnvironmentBG environment_get_background(RID p_env) const override;
  788. RID environment_get_sky(RID p_env) const;
  789. float environment_get_sky_custom_fov(RID p_env) const;
  790. Basis environment_get_sky_orientation(RID p_env) const;
  791. Color environment_get_bg_color(RID p_env) const;
  792. float environment_get_bg_energy(RID p_env) const;
  793. virtual int environment_get_canvas_max_layer(RID p_env) const override;
  794. Color environment_get_ambient_light_color(RID p_env) const;
  795. RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
  796. float environment_get_ambient_light_energy(RID p_env) const;
  797. float environment_get_ambient_sky_contribution(RID p_env) const;
  798. RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
  799. virtual bool is_environment(RID p_env) const override;
  800. virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) override;
  801. virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
  802. virtual void environment_glow_set_use_high_quality(bool p_enable) override;
  803. virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override;
  804. bool environment_is_fog_enabled(RID p_env) const;
  805. Color environment_get_fog_light_color(RID p_env) const;
  806. float environment_get_fog_light_energy(RID p_env) const;
  807. float environment_get_fog_sun_scatter(RID p_env) const;
  808. float environment_get_fog_density(RID p_env) const;
  809. float environment_get_fog_height(RID p_env) const;
  810. float environment_get_fog_height_density(RID p_env) const;
  811. float environment_get_fog_aerial_perspective(RID p_env) const;
  812. virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override;
  813. virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
  814. virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
  815. virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override;
  816. virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override;
  817. virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
  818. bool environment_is_ssao_enabled(RID p_env) const;
  819. float environment_get_ssao_ao_affect(RID p_env) const;
  820. float environment_get_ssao_light_affect(RID p_env) const;
  821. bool environment_is_ssr_enabled(RID p_env) const;
  822. bool environment_is_sdfgi_enabled(RID p_env) const;
  823. virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override;
  824. virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
  825. virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
  826. virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
  827. virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
  828. RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
  829. virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override;
  830. virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override;
  831. virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
  832. /* CAMERA EFFECTS */
  833. virtual RID camera_effects_allocate() override;
  834. virtual void camera_effects_initialize(RID p_rid) override;
  835. virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
  836. virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
  837. virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override;
  838. virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
  839. bool camera_effects_uses_dof(RID p_camera_effects) {
  840. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  841. return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
  842. }
  843. /* LIGHT INSTANCE API */
  844. virtual RID light_instance_create(RID p_light) override;
  845. virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
  846. virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
  847. virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
  848. virtual void light_instance_mark_visible(RID p_light_instance) override;
  849. _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
  850. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  851. return li->light;
  852. }
  853. _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) {
  854. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  855. return li->transform;
  856. }
  857. _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
  858. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  859. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  860. uint32_t key = shadow_atlas->shadow_owners[li->self];
  861. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  862. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  863. ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
  864. uint32_t atlas_size = shadow_atlas->size;
  865. uint32_t quadrant_size = atlas_size >> 1;
  866. uint32_t x = (quadrant & 1) * quadrant_size;
  867. uint32_t y = (quadrant >> 1) * quadrant_size;
  868. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  869. x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  870. y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  871. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  872. if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) {
  873. r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision);
  874. r_omni_offset.y = 1;
  875. } else {
  876. r_omni_offset.x = 1;
  877. r_omni_offset.y = 0;
  878. }
  879. }
  880. uint32_t width = shadow_size;
  881. uint32_t height = shadow_size;
  882. return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
  883. }
  884. _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
  885. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  886. return li->shadow_transform[p_index].camera;
  887. }
  888. _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
  889. #ifdef DEBUG_ENABLED
  890. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  891. ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
  892. #endif
  893. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  894. ERR_FAIL_COND_V(!shadow_atlas, 0);
  895. #ifdef DEBUG_ENABLED
  896. ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
  897. #endif
  898. uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
  899. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  900. uint32_t quadrant_size = shadow_atlas->size >> 1;
  901. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  902. return float(1.0) / shadow_size;
  903. }
  904. _FORCE_INLINE_ Transform3D
  905. light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
  906. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  907. return li->shadow_transform[p_index].transform;
  908. }
  909. _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
  910. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  911. return li->shadow_transform[p_index].bias_scale;
  912. }
  913. _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
  914. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  915. return li->shadow_transform[p_index].farplane;
  916. }
  917. _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
  918. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  919. return li->shadow_transform[p_index].range_begin;
  920. }
  921. _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
  922. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  923. return li->shadow_transform[p_index].uv_scale;
  924. }
  925. _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
  926. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  927. return li->shadow_transform[p_index].atlas_rect;
  928. }
  929. _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
  930. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  931. return li->shadow_transform[p_index].split;
  932. }
  933. _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
  934. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  935. return li->shadow_transform[p_index].shadow_texel_size;
  936. }
  937. _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
  938. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  939. li->last_pass = p_pass;
  940. }
  941. _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
  942. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  943. return li->last_pass;
  944. }
  945. _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) {
  946. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  947. return li->forward_id;
  948. }
  949. _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
  950. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  951. return li->light_type;
  952. }
  953. /* FOG VOLUMES */
  954. virtual RID fog_volume_instance_create(RID p_fog_volume) override;
  955. virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
  956. virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
  957. virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
  958. virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
  959. virtual RID reflection_atlas_create() override;
  960. virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
  961. virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;
  962. _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
  963. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas);
  964. ERR_FAIL_COND_V(!atlas, RID());
  965. return atlas->reflection;
  966. }
  967. virtual RID reflection_probe_instance_create(RID p_probe) override;
  968. virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
  969. virtual void reflection_probe_release_atlas_index(RID p_instance) override;
  970. virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override;
  971. virtual bool reflection_probe_instance_has_reflection(RID p_instance) override;
  972. virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
  973. virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
  974. virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override;
  975. uint32_t reflection_probe_instance_get_resolution(RID p_instance);
  976. RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
  977. RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
  978. _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
  979. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  980. ERR_FAIL_COND_V(!rpi, RID());
  981. return rpi->probe;
  982. }
  983. _FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) {
  984. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  985. ERR_FAIL_COND_V(!rpi, 0);
  986. return rpi->forward_id;
  987. }
  988. _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
  989. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  990. ERR_FAIL_COND(!rpi);
  991. rpi->last_pass = p_render_pass;
  992. }
  993. _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
  994. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  995. ERR_FAIL_COND_V(!rpi, 0);
  996. return rpi->last_pass;
  997. }
  998. _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) {
  999. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1000. ERR_FAIL_COND_V(!rpi, Transform3D());
  1001. return rpi->transform;
  1002. }
  1003. _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
  1004. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1005. ERR_FAIL_COND_V(!rpi, -1);
  1006. return rpi->atlas_index;
  1007. }
  1008. virtual RID decal_instance_create(RID p_decal) override;
  1009. virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
  1010. _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
  1011. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  1012. return decal->decal;
  1013. }
  1014. _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const {
  1015. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  1016. return decal->forward_id;
  1017. }
  1018. _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
  1019. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  1020. return decal->transform;
  1021. }
  1022. virtual RID lightmap_instance_create(RID p_lightmap) override;
  1023. virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
  1024. _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
  1025. return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr;
  1026. }
  1027. _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
  1028. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
  1029. return li->lightmap;
  1030. }
  1031. _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) {
  1032. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
  1033. return li->transform;
  1034. }
  1035. /* gi light probes */
  1036. virtual RID voxel_gi_instance_create(RID p_base) override;
  1037. virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
  1038. virtual bool voxel_gi_needs_update(RID p_probe) const override;
  1039. virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override;
  1040. virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
  1041. /* render buffers */
  1042. virtual float _render_buffers_get_luminance_multiplier();
  1043. virtual RD::DataFormat _render_buffers_get_color_format();
  1044. virtual bool _render_buffers_can_be_storage();
  1045. virtual RID render_buffers_create() override;
  1046. virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override;
  1047. virtual void gi_set_use_half_resolution(bool p_enable) override;
  1048. RID render_buffers_get_depth_texture(RID p_render_buffers);
  1049. RID render_buffers_get_ao_texture(RID p_render_buffers);
  1050. RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
  1051. RID render_buffers_get_back_depth_texture(RID p_render_buffers);
  1052. RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
  1053. RID render_buffers_get_default_voxel_gi_buffer();
  1054. RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
  1055. RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
  1056. uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
  1057. bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
  1058. RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
  1059. Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
  1060. Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
  1061. float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
  1062. float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
  1063. uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
  1064. uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
  1065. bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
  1066. float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
  1067. RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
  1068. bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
  1069. RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
  1070. RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
  1071. float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
  1072. float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
  1073. virtual void update_uniform_sets(){};
  1074. virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
  1075. virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
  1076. virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
  1077. virtual void set_scene_pass(uint64_t p_pass) override {
  1078. scene_pass = p_pass;
  1079. }
  1080. _FORCE_INLINE_ uint64_t get_scene_pass() {
  1081. return scene_pass;
  1082. }
  1083. virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;
  1084. virtual bool screen_space_roughness_limiter_is_active() const override;
  1085. virtual float screen_space_roughness_limiter_get_amount() const;
  1086. virtual float screen_space_roughness_limiter_get_limit() const;
  1087. virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
  1088. RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
  1089. virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
  1090. virtual void shadows_quality_set(RS::ShadowQuality p_quality) override;
  1091. virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override;
  1092. virtual void decals_set_filter(RS::DecalFilter p_filter) override;
  1093. virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
  1094. _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
  1095. _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
  1096. _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
  1097. _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
  1098. _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
  1099. _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
  1100. _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
  1101. _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
  1102. _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
  1103. _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
  1104. _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
  1105. _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
  1106. _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
  1107. _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
  1108. int get_roughness_layers() const;
  1109. bool is_using_radiance_cubemap_array() const;
  1110. virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override;
  1111. virtual bool free(RID p_rid) override;
  1112. virtual void update() override;
  1113. virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
  1114. _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
  1115. return debug_draw;
  1116. }
  1117. virtual void set_time(double p_time, double p_step) override;
  1118. RID get_reflection_probe_buffer();
  1119. RID get_omni_light_buffer();
  1120. RID get_spot_light_buffer();
  1121. RID get_directional_light_buffer();
  1122. RID get_decal_buffer();
  1123. int get_max_directional_lights() const;
  1124. virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
  1125. virtual bool is_dynamic_gi_supported() const;
  1126. virtual bool is_clustered_enabled() const;
  1127. virtual bool is_volumetric_supported() const;
  1128. virtual uint32_t get_max_elements() const;
  1129. void init();
  1130. RendererSceneRenderRD(RendererStorageRD *p_storage);
  1131. ~RendererSceneRenderRD();
  1132. };
  1133. #endif // RASTERIZER_SCENE_RD_H