renderer_scene_cull.h 39 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_cull.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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_CULL_H
  31. #define RENDERING_SERVER_SCENE_CULL_H
  32. #include "core/math/dynamic_bvh.h"
  33. #include "core/templates/bin_sorted_array.h"
  34. #include "core/templates/local_vector.h"
  35. #include "core/templates/paged_allocator.h"
  36. #include "core/templates/paged_array.h"
  37. #include "core/templates/pass_func.h"
  38. #include "core/templates/rid_owner.h"
  39. #include "core/templates/self_list.h"
  40. #include "servers/rendering/renderer_scene.h"
  41. #include "servers/rendering/renderer_scene_occlusion_cull.h"
  42. #include "servers/rendering/renderer_scene_render.h"
  43. #include "servers/rendering/storage/utilities.h"
  44. #include "servers/xr/xr_interface.h"
  45. class RendererSceneCull : public RendererScene {
  46. public:
  47. RendererSceneRender *scene_render = nullptr;
  48. enum {
  49. SDFGI_MAX_CASCADES = 8,
  50. SDFGI_MAX_REGIONS_PER_CASCADE = 3,
  51. MAX_INSTANCE_PAIRS = 32,
  52. MAX_UPDATE_SHADOWS = 512
  53. };
  54. uint64_t render_pass;
  55. static RendererSceneCull *singleton;
  56. /* CAMERA API */
  57. struct Camera {
  58. enum Type {
  59. PERSPECTIVE,
  60. ORTHOGONAL,
  61. FRUSTUM
  62. };
  63. Type type;
  64. float fov;
  65. float znear, zfar;
  66. float size;
  67. Vector2 offset;
  68. uint32_t visible_layers;
  69. bool vaspect;
  70. RID env;
  71. RID effects;
  72. Transform3D transform;
  73. Camera() {
  74. visible_layers = 0xFFFFFFFF;
  75. fov = 75;
  76. type = PERSPECTIVE;
  77. znear = 0.05;
  78. zfar = 4000;
  79. size = 1.0;
  80. offset = Vector2();
  81. vaspect = false;
  82. }
  83. };
  84. mutable RID_Owner<Camera, true> camera_owner;
  85. virtual RID camera_allocate();
  86. virtual void camera_initialize(RID p_rid);
  87. virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
  88. virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
  89. virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
  90. virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform);
  91. virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
  92. virtual void camera_set_environment(RID p_camera, RID p_env);
  93. virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
  94. virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
  95. virtual bool is_camera(RID p_camera) const;
  96. /* OCCLUDER API */
  97. virtual RID occluder_allocate();
  98. virtual void occluder_initialize(RID p_occluder);
  99. virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
  100. /* VISIBILITY NOTIFIER API */
  101. RendererSceneOcclusionCull *dummy_occlusion_culling = nullptr;
  102. /* SCENARIO API */
  103. struct Instance;
  104. struct PlaneSign {
  105. _ALWAYS_INLINE_ PlaneSign() {}
  106. _ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
  107. if (p_plane.normal.x > 0) {
  108. signs[0] = 0;
  109. } else {
  110. signs[0] = 3;
  111. }
  112. if (p_plane.normal.y > 0) {
  113. signs[1] = 1;
  114. } else {
  115. signs[1] = 4;
  116. }
  117. if (p_plane.normal.z > 0) {
  118. signs[2] = 2;
  119. } else {
  120. signs[2] = 5;
  121. }
  122. }
  123. uint32_t signs[3];
  124. };
  125. struct Frustum {
  126. Vector<Plane> planes;
  127. Vector<PlaneSign> plane_signs;
  128. const Plane *planes_ptr;
  129. const PlaneSign *plane_signs_ptr;
  130. uint32_t plane_count;
  131. _ALWAYS_INLINE_ Frustum() {}
  132. _ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
  133. planes = p_frustum.planes;
  134. plane_signs = p_frustum.plane_signs;
  135. planes_ptr = planes.ptr();
  136. plane_signs_ptr = plane_signs.ptr();
  137. plane_count = p_frustum.plane_count;
  138. }
  139. _ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
  140. planes = p_frustum.planes;
  141. plane_signs = p_frustum.plane_signs;
  142. planes_ptr = planes.ptr();
  143. plane_signs_ptr = plane_signs.ptr();
  144. plane_count = p_frustum.plane_count;
  145. }
  146. _ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
  147. planes = p_planes;
  148. planes_ptr = planes.ptrw();
  149. plane_count = planes.size();
  150. for (int i = 0; i < planes.size(); i++) {
  151. PlaneSign ps(p_planes[i]);
  152. plane_signs.push_back(ps);
  153. }
  154. plane_signs_ptr = plane_signs.ptr();
  155. }
  156. };
  157. struct InstanceBounds {
  158. // Efficiently store instance bounds.
  159. // Because bounds checking is performed first,
  160. // keep it separated from data.
  161. real_t bounds[6];
  162. _ALWAYS_INLINE_ InstanceBounds() {}
  163. _ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
  164. bounds[0] = p_aabb.position.x;
  165. bounds[1] = p_aabb.position.y;
  166. bounds[2] = p_aabb.position.z;
  167. bounds[3] = p_aabb.position.x + p_aabb.size.x;
  168. bounds[4] = p_aabb.position.y + p_aabb.size.y;
  169. bounds[5] = p_aabb.position.z + p_aabb.size.z;
  170. }
  171. _ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
  172. // This is not a full SAT check and the possibility of false positives exist,
  173. // but the tradeoff vs performance is still very good.
  174. for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
  175. Vector3 min(
  176. bounds[p_frustum.plane_signs_ptr[i].signs[0]],
  177. bounds[p_frustum.plane_signs_ptr[i].signs[1]],
  178. bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
  179. if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
  180. return false;
  181. }
  182. }
  183. return true;
  184. }
  185. _ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
  186. Vector3 end = p_aabb.position + p_aabb.size;
  187. if (bounds[0] >= end.x) {
  188. return false;
  189. }
  190. if (bounds[3] <= p_aabb.position.x) {
  191. return false;
  192. }
  193. if (bounds[1] >= end.y) {
  194. return false;
  195. }
  196. if (bounds[4] <= p_aabb.position.y) {
  197. return false;
  198. }
  199. if (bounds[2] >= end.z) {
  200. return false;
  201. }
  202. if (bounds[5] <= p_aabb.position.z) {
  203. return false;
  204. }
  205. return true;
  206. }
  207. };
  208. struct InstanceVisibilityNotifierData;
  209. struct InstanceData {
  210. // Store instance pointer as well as common instance processing information,
  211. // to make processing more cache friendly.
  212. enum Flags {
  213. FLAG_BASE_TYPE_MASK = 0xFF,
  214. FLAG_CAST_SHADOWS = (1 << 8),
  215. FLAG_CAST_SHADOWS_ONLY = (1 << 9),
  216. FLAG_REDRAW_IF_VISIBLE = (1 << 10),
  217. FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
  218. FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
  219. FLAG_GEOM_DECAL_DIRTY = (1 << 13),
  220. FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14),
  221. FLAG_LIGHTMAP_CAPTURE = (1 << 15),
  222. FLAG_USES_BAKED_LIGHT = (1 << 16),
  223. FLAG_USES_MESH_INSTANCE = (1 << 17),
  224. FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
  225. FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19),
  226. FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags
  227. FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20),
  228. FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21),
  229. FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN = (1 << 22),
  230. FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 23),
  231. FLAG_IGNORE_ALL_CULLING = (1 << 24),
  232. };
  233. uint32_t flags = 0;
  234. uint32_t layer_mask = 0; //for fast layer-mask discard
  235. RID base_rid;
  236. union {
  237. uint64_t instance_data_rid;
  238. RendererSceneRender::GeometryInstance *instance_geometry;
  239. InstanceVisibilityNotifierData *visibility_notifier = nullptr;
  240. };
  241. Instance *instance = nullptr;
  242. int32_t parent_array_index = -1;
  243. int32_t visibility_index = -1;
  244. };
  245. struct InstanceVisibilityData {
  246. uint64_t viewport_state = 0;
  247. int32_t array_index = -1;
  248. RS::VisibilityRangeFadeMode fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
  249. Vector3 position;
  250. Instance *instance = nullptr;
  251. float range_begin = 0.0f;
  252. float range_end = 0.0f;
  253. float range_begin_margin = 0.0f;
  254. float range_end_margin = 0.0f;
  255. float children_fade_alpha = 1.0f;
  256. };
  257. class VisibilityArray : public BinSortedArray<InstanceVisibilityData> {
  258. _FORCE_INLINE_ virtual void _update_idx(InstanceVisibilityData &r_element, uint64_t p_idx) {
  259. r_element.instance->visibility_index = p_idx;
  260. if (r_element.instance->scenario && r_element.instance->array_index != -1) {
  261. r_element.instance->scenario->instance_data[r_element.instance->array_index].visibility_index = p_idx;
  262. }
  263. }
  264. };
  265. PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
  266. PagedArrayPool<InstanceData> instance_data_page_pool;
  267. PagedArrayPool<InstanceVisibilityData> instance_visibility_data_page_pool;
  268. struct Scenario {
  269. enum IndexerType {
  270. INDEXER_GEOMETRY, //for geometry
  271. INDEXER_VOLUMES, //for everything else
  272. INDEXER_MAX
  273. };
  274. DynamicBVH indexers[INDEXER_MAX];
  275. RID self;
  276. List<Instance *> directional_lights;
  277. RID environment;
  278. RID fallback_environment;
  279. RID camera_effects;
  280. RID reflection_probe_shadow_atlas;
  281. RID reflection_atlas;
  282. uint64_t used_viewport_visibility_bits;
  283. HashMap<RID, uint64_t> viewport_visibility_masks;
  284. SelfList<Instance>::List instances;
  285. LocalVector<RID> dynamic_lights;
  286. PagedArray<InstanceBounds> instance_aabbs;
  287. PagedArray<InstanceData> instance_data;
  288. VisibilityArray instance_visibility;
  289. Scenario() {
  290. indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
  291. indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
  292. used_viewport_visibility_bits = 0;
  293. }
  294. };
  295. int indexer_update_iterations = 0;
  296. mutable RID_Owner<Scenario, true> scenario_owner;
  297. static void _instance_pair(Instance *p_A, Instance *p_B);
  298. static void _instance_unpair(Instance *p_A, Instance *p_B);
  299. void _instance_update_mesh_instance(Instance *p_instance);
  300. virtual RID scenario_allocate();
  301. virtual void scenario_initialize(RID p_rid);
  302. virtual void scenario_set_environment(RID p_scenario, RID p_environment);
  303. virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
  304. virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
  305. virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
  306. virtual bool is_scenario(RID p_scenario) const;
  307. virtual RID scenario_get_environment(RID p_scenario);
  308. virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport);
  309. virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport);
  310. /* INSTANCING API */
  311. struct InstancePair {
  312. Instance *a = nullptr;
  313. Instance *b = nullptr;
  314. SelfList<InstancePair> list_a;
  315. SelfList<InstancePair> list_b;
  316. InstancePair() :
  317. list_a(this), list_b(this) {}
  318. };
  319. PagedAllocator<InstancePair> pair_allocator;
  320. struct InstanceBaseData {
  321. virtual ~InstanceBaseData() {}
  322. };
  323. struct Instance {
  324. RS::InstanceType base_type;
  325. RID base;
  326. RID skeleton;
  327. RID material_override;
  328. RID material_overlay;
  329. RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
  330. Transform3D transform;
  331. float lod_bias;
  332. bool ignore_occlusion_culling;
  333. bool ignore_all_culling;
  334. Vector<RID> materials;
  335. RS::ShadowCastingSetting cast_shadows;
  336. uint32_t layer_mask;
  337. //fit in 32 bits
  338. bool mirror : 8;
  339. bool receive_shadows : 8;
  340. bool visible : 8;
  341. bool baked_light : 2; //this flag is only to know if it actually did use baked light
  342. bool dynamic_gi : 2; //same above for dynamic objects
  343. bool redraw_if_visible : 4;
  344. Instance *lightmap = nullptr;
  345. Rect2 lightmap_uv_scale;
  346. int lightmap_slice_index;
  347. uint32_t lightmap_cull_index;
  348. Vector<Color> lightmap_sh; //spherical harmonic
  349. AABB aabb;
  350. AABB transformed_aabb;
  351. AABB prev_transformed_aabb;
  352. struct InstanceShaderParameter {
  353. int32_t index = -1;
  354. Variant value;
  355. Variant default_value;
  356. PropertyInfo info;
  357. };
  358. HashMap<StringName, InstanceShaderParameter> instance_shader_parameters;
  359. bool instance_allocated_shader_parameters = false;
  360. int32_t instance_allocated_shader_parameters_offset = -1;
  361. //
  362. RID self;
  363. //scenario stuff
  364. DynamicBVH::ID indexer_id;
  365. int32_t array_index = -1;
  366. int32_t visibility_index = -1;
  367. float visibility_range_begin = 0.0f;
  368. float visibility_range_end = 0.0f;
  369. float visibility_range_begin_margin = 0.0f;
  370. float visibility_range_end_margin = 0.0f;
  371. RS::VisibilityRangeFadeMode visibility_range_fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
  372. Instance *visibility_parent = nullptr;
  373. HashSet<Instance *> visibility_dependencies;
  374. uint32_t visibility_dependencies_depth = 0;
  375. float transparency = 0.0f;
  376. Scenario *scenario = nullptr;
  377. SelfList<Instance> scenario_item;
  378. //aabb stuff
  379. bool update_aabb;
  380. bool update_dependencies;
  381. SelfList<Instance> update_item;
  382. AABB *custom_aabb = nullptr; // <Zylann> would using aabb directly with a bool be better?
  383. float extra_margin;
  384. ObjectID object_id;
  385. Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
  386. uint64_t last_frame_pass;
  387. uint64_t version; // changes to this, and changes to base increase version
  388. InstanceBaseData *base_data = nullptr;
  389. SelfList<InstancePair>::List pairs;
  390. uint64_t pair_check;
  391. DependencyTracker dependency_tracker;
  392. static void dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *tracker) {
  393. Instance *instance = (Instance *)tracker->userdata;
  394. switch (p_notification) {
  395. case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA:
  396. case Dependency::DEPENDENCY_CHANGED_AABB: {
  397. singleton->_instance_queue_update(instance, true, false);
  398. } break;
  399. case Dependency::DEPENDENCY_CHANGED_MATERIAL: {
  400. singleton->_instance_queue_update(instance, false, true);
  401. } break;
  402. case Dependency::DEPENDENCY_CHANGED_MESH:
  403. case Dependency::DEPENDENCY_CHANGED_PARTICLES:
  404. case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
  405. case Dependency::DEPENDENCY_CHANGED_DECAL:
  406. case Dependency::DEPENDENCY_CHANGED_LIGHT:
  407. case Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
  408. singleton->_instance_queue_update(instance, true, true);
  409. } break;
  410. case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
  411. case Dependency::DEPENDENCY_CHANGED_SKELETON_BONES: {
  412. //ignored
  413. } break;
  414. case Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: {
  415. //requires repairing
  416. if (instance->indexer_id.is_valid()) {
  417. singleton->_unpair_instance(instance);
  418. singleton->_instance_queue_update(instance, true, true);
  419. }
  420. } break;
  421. }
  422. }
  423. static void dependency_deleted(const RID &p_dependency, DependencyTracker *tracker) {
  424. Instance *instance = (Instance *)tracker->userdata;
  425. if (p_dependency == instance->base) {
  426. singleton->instance_set_base(instance->self, RID());
  427. } else if (p_dependency == instance->skeleton) {
  428. singleton->instance_attach_skeleton(instance->self, RID());
  429. } else {
  430. singleton->_instance_queue_update(instance, false, true);
  431. }
  432. }
  433. Instance() :
  434. scenario_item(this),
  435. update_item(this) {
  436. base_type = RS::INSTANCE_NONE;
  437. cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
  438. receive_shadows = true;
  439. visible = true;
  440. layer_mask = 1;
  441. baked_light = true;
  442. dynamic_gi = false;
  443. redraw_if_visible = false;
  444. lightmap_slice_index = 0;
  445. lightmap = nullptr;
  446. lightmap_cull_index = 0;
  447. lod_bias = 1.0;
  448. ignore_occlusion_culling = false;
  449. ignore_all_culling = false;
  450. scenario = nullptr;
  451. update_aabb = false;
  452. update_dependencies = false;
  453. extra_margin = 0;
  454. visible = true;
  455. visibility_range_begin = 0;
  456. visibility_range_end = 0;
  457. visibility_range_begin_margin = 0;
  458. visibility_range_end_margin = 0;
  459. last_frame_pass = 0;
  460. version = 1;
  461. base_data = nullptr;
  462. custom_aabb = nullptr;
  463. pair_check = 0;
  464. array_index = -1;
  465. dependency_tracker.userdata = this;
  466. dependency_tracker.changed_callback = dependency_changed;
  467. dependency_tracker.deleted_callback = dependency_deleted;
  468. }
  469. ~Instance() {
  470. if (base_data) {
  471. memdelete(base_data);
  472. }
  473. if (custom_aabb) {
  474. memdelete(custom_aabb);
  475. }
  476. }
  477. };
  478. SelfList<Instance>::List _instance_update_list;
  479. void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
  480. struct InstanceGeometryData : public InstanceBaseData {
  481. RendererSceneRender::GeometryInstance *geometry_instance = nullptr;
  482. HashSet<Instance *> lights;
  483. bool can_cast_shadows;
  484. bool material_is_animated;
  485. uint32_t projector_count = 0;
  486. uint32_t softshadow_count = 0;
  487. HashSet<Instance *> decals;
  488. HashSet<Instance *> reflection_probes;
  489. HashSet<Instance *> voxel_gi_instances;
  490. HashSet<Instance *> lightmap_captures;
  491. InstanceGeometryData() {
  492. can_cast_shadows = true;
  493. material_is_animated = true;
  494. }
  495. };
  496. struct InstanceReflectionProbeData : public InstanceBaseData {
  497. Instance *owner = nullptr;
  498. HashSet<Instance *> geometries;
  499. RID instance;
  500. SelfList<InstanceReflectionProbeData> update_list;
  501. int render_step;
  502. InstanceReflectionProbeData() :
  503. update_list(this) {
  504. render_step = -1;
  505. }
  506. };
  507. struct InstanceDecalData : public InstanceBaseData {
  508. Instance *owner = nullptr;
  509. RID instance;
  510. HashSet<Instance *> geometries;
  511. InstanceDecalData() {
  512. }
  513. };
  514. SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
  515. struct InstanceParticlesCollisionData : public InstanceBaseData {
  516. RID instance;
  517. };
  518. struct InstanceFogVolumeData : public InstanceBaseData {
  519. RID instance;
  520. bool is_global;
  521. };
  522. struct InstanceVisibilityNotifierData : public InstanceBaseData {
  523. bool just_visible = false;
  524. uint64_t visible_in_frame = 0;
  525. RID base;
  526. SelfList<InstanceVisibilityNotifierData> list_element;
  527. InstanceVisibilityNotifierData() :
  528. list_element(this) {}
  529. };
  530. SpinLock visible_notifier_list_lock;
  531. SelfList<InstanceVisibilityNotifierData>::List visible_notifier_list;
  532. struct InstanceLightData : public InstanceBaseData {
  533. RID instance;
  534. uint64_t last_version;
  535. List<Instance *>::Element *D; // directional light in scenario
  536. bool shadow_dirty;
  537. bool uses_projector = false;
  538. bool uses_softshadow = false;
  539. HashSet<Instance *> geometries;
  540. Instance *baked_light = nullptr;
  541. RS::LightBakeMode bake_mode;
  542. uint32_t max_sdfgi_cascade = 2;
  543. InstanceLightData() {
  544. bake_mode = RS::LIGHT_BAKE_DISABLED;
  545. shadow_dirty = true;
  546. D = nullptr;
  547. last_version = 0;
  548. baked_light = nullptr;
  549. }
  550. };
  551. struct InstanceVoxelGIData : public InstanceBaseData {
  552. Instance *owner = nullptr;
  553. HashSet<Instance *> geometries;
  554. HashSet<Instance *> dynamic_geometries;
  555. HashSet<Instance *> lights;
  556. struct LightCache {
  557. RS::LightType type;
  558. Transform3D transform;
  559. Color color;
  560. float energy;
  561. float bake_energy;
  562. float radius;
  563. float attenuation;
  564. float spot_angle;
  565. float spot_attenuation;
  566. bool has_shadow;
  567. RS::LightDirectionalSkyMode sky_mode;
  568. };
  569. Vector<LightCache> light_cache;
  570. Vector<RID> light_instances;
  571. RID probe_instance;
  572. bool invalid;
  573. uint32_t base_version;
  574. SelfList<InstanceVoxelGIData> update_element;
  575. InstanceVoxelGIData() :
  576. update_element(this) {
  577. invalid = true;
  578. base_version = 0;
  579. }
  580. };
  581. SelfList<InstanceVoxelGIData>::List voxel_gi_update_list;
  582. struct InstanceLightmapData : public InstanceBaseData {
  583. RID instance;
  584. HashSet<Instance *> geometries;
  585. HashSet<Instance *> users;
  586. InstanceLightmapData() {
  587. }
  588. };
  589. uint64_t pair_pass = 1;
  590. struct PairInstances {
  591. Instance *instance = nullptr;
  592. PagedAllocator<InstancePair> *pair_allocator = nullptr;
  593. SelfList<InstancePair>::List pairs_found;
  594. DynamicBVH *bvh = nullptr;
  595. DynamicBVH *bvh2 = nullptr; //some may need to cull in two
  596. uint32_t pair_mask;
  597. uint64_t pair_pass;
  598. _FORCE_INLINE_ bool operator()(void *p_data) {
  599. Instance *p_instance = (Instance *)p_data;
  600. if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) {
  601. //test is more coarse in indexer
  602. p_instance->pair_check = pair_pass;
  603. InstancePair *pair = pair_allocator->alloc();
  604. pair->a = instance;
  605. pair->b = p_instance;
  606. pairs_found.add(&pair->list_a);
  607. }
  608. return false;
  609. }
  610. void pair() {
  611. if (bvh) {
  612. bvh->aabb_query(instance->transformed_aabb, *this);
  613. }
  614. if (bvh2) {
  615. bvh2->aabb_query(instance->transformed_aabb, *this);
  616. }
  617. while (instance->pairs.first()) {
  618. InstancePair *pair = instance->pairs.first()->self();
  619. Instance *other_instance = instance == pair->a ? pair->b : pair->a;
  620. if (other_instance->pair_check != pair_pass) {
  621. //unpaired
  622. _instance_unpair(instance, other_instance);
  623. } else {
  624. //kept
  625. other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones
  626. }
  627. pair_allocator->free(pair);
  628. }
  629. while (pairs_found.first()) {
  630. InstancePair *pair = pairs_found.first()->self();
  631. pairs_found.remove(pairs_found.first());
  632. if (pair->b->pair_check == pair_pass) {
  633. //paired
  634. _instance_pair(instance, pair->b);
  635. }
  636. pair->a->pairs.add(&pair->list_a);
  637. pair->b->pairs.add(&pair->list_b);
  638. }
  639. }
  640. };
  641. HashSet<Instance *> heightfield_particle_colliders_update_list;
  642. PagedArrayPool<Instance *> instance_cull_page_pool;
  643. PagedArrayPool<RendererSceneRender::GeometryInstance *> geometry_instance_cull_page_pool;
  644. PagedArrayPool<RID> rid_cull_page_pool;
  645. PagedArray<Instance *> instance_cull_result;
  646. PagedArray<Instance *> instance_shadow_cull_result;
  647. struct InstanceCullResult {
  648. PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances;
  649. PagedArray<Instance *> lights;
  650. PagedArray<RID> light_instances;
  651. PagedArray<RID> lightmaps;
  652. PagedArray<RID> reflections;
  653. PagedArray<RID> decals;
  654. PagedArray<RID> voxel_gi_instances;
  655. PagedArray<RID> mesh_instances;
  656. PagedArray<RID> fog_volumes;
  657. struct DirectionalShadow {
  658. PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
  659. } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
  660. PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
  661. PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
  662. void clear() {
  663. geometry_instances.clear();
  664. lights.clear();
  665. light_instances.clear();
  666. lightmaps.clear();
  667. reflections.clear();
  668. decals.clear();
  669. voxel_gi_instances.clear();
  670. mesh_instances.clear();
  671. fog_volumes.clear();
  672. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  673. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  674. directional_shadows[i].cascade_geometry_instances[j].clear();
  675. }
  676. }
  677. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  678. sdfgi_region_geometry_instances[i].clear();
  679. }
  680. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  681. sdfgi_cascade_lights[i].clear();
  682. }
  683. }
  684. void reset() {
  685. geometry_instances.reset();
  686. lights.reset();
  687. light_instances.reset();
  688. lightmaps.reset();
  689. reflections.reset();
  690. decals.reset();
  691. voxel_gi_instances.reset();
  692. mesh_instances.reset();
  693. fog_volumes.reset();
  694. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  695. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  696. directional_shadows[i].cascade_geometry_instances[j].reset();
  697. }
  698. }
  699. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  700. sdfgi_region_geometry_instances[i].reset();
  701. }
  702. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  703. sdfgi_cascade_lights[i].reset();
  704. }
  705. }
  706. void append_from(InstanceCullResult &p_cull_result) {
  707. geometry_instances.merge_unordered(p_cull_result.geometry_instances);
  708. lights.merge_unordered(p_cull_result.lights);
  709. light_instances.merge_unordered(p_cull_result.light_instances);
  710. lightmaps.merge_unordered(p_cull_result.lightmaps);
  711. reflections.merge_unordered(p_cull_result.reflections);
  712. decals.merge_unordered(p_cull_result.decals);
  713. voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances);
  714. mesh_instances.merge_unordered(p_cull_result.mesh_instances);
  715. fog_volumes.merge_unordered(p_cull_result.fog_volumes);
  716. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  717. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  718. directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
  719. }
  720. }
  721. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  722. sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
  723. }
  724. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  725. sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
  726. }
  727. }
  728. void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
  729. geometry_instances.set_page_pool(p_geometry_instance_pool);
  730. light_instances.set_page_pool(p_rid_pool);
  731. lights.set_page_pool(p_instance_pool);
  732. lightmaps.set_page_pool(p_rid_pool);
  733. reflections.set_page_pool(p_rid_pool);
  734. decals.set_page_pool(p_rid_pool);
  735. voxel_gi_instances.set_page_pool(p_rid_pool);
  736. mesh_instances.set_page_pool(p_rid_pool);
  737. fog_volumes.set_page_pool(p_rid_pool);
  738. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  739. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  740. directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
  741. }
  742. }
  743. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  744. sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
  745. }
  746. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  747. sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
  748. }
  749. }
  750. };
  751. InstanceCullResult scene_cull_result;
  752. LocalVector<InstanceCullResult> scene_cull_result_threads;
  753. RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
  754. uint32_t max_shadows_used = 0;
  755. RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
  756. RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data;
  757. uint32_t thread_cull_threshold = 200;
  758. RID_Owner<Instance, true> instance_owner;
  759. uint32_t geometry_instance_pair_mask = 0; // used in traditional forward, unnecessary on clustered
  760. const int TAA_JITTER_COUNT = 16;
  761. LocalVector<Vector2> taa_jitter_array;
  762. virtual RID instance_allocate();
  763. virtual void instance_initialize(RID p_rid);
  764. virtual void instance_set_base(RID p_instance, RID p_base);
  765. virtual void instance_set_scenario(RID p_instance, RID p_scenario);
  766. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
  767. virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform);
  768. virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
  769. virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
  770. virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);
  771. virtual void instance_set_visible(RID p_instance, bool p_visible);
  772. virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency);
  773. virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
  774. virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
  775. virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
  776. virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance);
  777. virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled);
  778. bool _update_instance_visibility_depth(Instance *p_instance);
  779. void _update_instance_visibility_dependencies(Instance *p_instance);
  780. // don't use these in a game!
  781. virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
  782. virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
  783. virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
  784. virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
  785. virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
  786. virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
  787. virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material);
  788. virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode);
  789. virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
  790. virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
  791. void _update_instance_shader_parameters_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
  792. virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
  793. virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
  794. virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
  795. virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
  796. _FORCE_INLINE_ void _update_instance(Instance *p_instance);
  797. _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
  798. _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
  799. _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
  800. void _unpair_instance(Instance *p_instance);
  801. void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
  802. _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold);
  803. RID _render_get_environment(RID p_camera, RID p_scenario);
  804. struct Cull {
  805. struct Shadow {
  806. RID light_instance;
  807. struct Cascade {
  808. Frustum frustum;
  809. CameraMatrix projection;
  810. Transform3D transform;
  811. real_t zfar;
  812. real_t split;
  813. real_t shadow_texel_size;
  814. real_t bias_scale;
  815. real_t range_begin;
  816. Vector2 uv_scale;
  817. } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
  818. uint32_t cascade_count;
  819. } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
  820. uint32_t shadow_count;
  821. struct SDFGI {
  822. //have arrays here because SDFGI functions expects this, plus regions can have areas
  823. AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
  824. uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
  825. uint32_t region_count = 0;
  826. uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
  827. uint32_t cascade_light_count = 0;
  828. } sdfgi;
  829. SpinLock lock;
  830. Frustum frustum;
  831. } cull;
  832. struct VisibilityCullData {
  833. uint64_t viewport_mask;
  834. Scenario *scenario = nullptr;
  835. Vector3 camera_position;
  836. uint32_t cull_offset;
  837. uint32_t cull_count;
  838. };
  839. void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data);
  840. void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to);
  841. template <bool p_fade_check>
  842. _FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask);
  843. struct CullData {
  844. Cull *cull = nullptr;
  845. Scenario *scenario = nullptr;
  846. RID shadow_atlas;
  847. Transform3D cam_transform;
  848. uint32_t visible_layers;
  849. Instance *render_reflection_probe = nullptr;
  850. const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
  851. const CameraMatrix *camera_matrix;
  852. uint64_t visibility_viewport_mask;
  853. };
  854. void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
  855. void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);
  856. _FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data);
  857. bool _render_reflection_probe_step(Instance *p_instance, int p_step);
  858. void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
  859. void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
  860. void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr);
  861. void update_dirty_instances();
  862. void render_particle_colliders();
  863. virtual void render_probes();
  864. TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
  865. //pass to scene render
  866. /* ENVIRONMENT API */
  867. #ifdef PASSBASE
  868. #undef PASSBASE
  869. #endif
  870. #define PASSBASE scene_render
  871. PASS2(directional_shadow_atlas_set_size, int, bool)
  872. PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
  873. /* SKY API */
  874. PASS0R(RID, sky_allocate)
  875. PASS1(sky_initialize, RID)
  876. PASS2(sky_set_radiance_size, RID, int)
  877. PASS2(sky_set_mode, RID, RS::SkyMode)
  878. PASS2(sky_set_material, RID, RID)
  879. PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
  880. PASS0R(RID, environment_allocate)
  881. PASS1(environment_initialize, RID)
  882. PASS1RC(bool, is_environment, RID)
  883. PASS2(environment_set_background, RID, RS::EnvironmentBG)
  884. PASS2(environment_set_sky, RID, RID)
  885. PASS2(environment_set_sky_custom_fov, RID, float)
  886. PASS2(environment_set_sky_orientation, RID, const Basis &)
  887. PASS2(environment_set_bg_color, RID, const Color &)
  888. PASS2(environment_set_bg_energy, RID, float)
  889. PASS2(environment_set_canvas_max_layer, RID, int)
  890. PASS6(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource)
  891. PASS6(environment_set_ssr, RID, bool, int, float, float, float)
  892. PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
  893. PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
  894. PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)
  895. PASS6(environment_set_ssil, RID, bool, float, float, float, float)
  896. PASS6(environment_set_ssil_quality, RS::EnvironmentSSILQuality, bool, float, int, float, float)
  897. PASS13(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float, float, RID)
  898. PASS1(environment_glow_set_use_bicubic_upscale, bool)
  899. PASS1(environment_glow_set_use_high_quality, bool)
  900. PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float)
  901. PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
  902. PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
  903. PASS13(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float)
  904. PASS2(environment_set_volumetric_fog_volume_size, int, int)
  905. PASS1(environment_set_volumetric_fog_filter_active, bool)
  906. PASS11(environment_set_sdfgi, RID, bool, int, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
  907. PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
  908. PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
  909. PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)
  910. PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
  911. PASS1RC(int, environment_get_canvas_max_layer, RID)
  912. PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
  913. PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
  914. PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
  915. PASS2(sub_surface_scattering_set_scale, float, float)
  916. /* CAMERA EFFECTS */
  917. PASS0R(RID, camera_effects_allocate)
  918. PASS1(camera_effects_initialize, RID)
  919. PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
  920. PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)
  921. PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
  922. PASS3(camera_effects_set_custom_exposure, RID, bool, float)
  923. PASS1(positional_soft_shadow_filter_set_quality, RS::ShadowQuality)
  924. PASS1(directional_soft_shadow_filter_set_quality, RS::ShadowQuality)
  925. PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
  926. /* Render Buffers */
  927. PASS0R(RID, render_buffers_create)
  928. PASS13(render_buffers_configure, RID, RID, int, int, int, int, float, float, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool, bool, uint32_t)
  929. PASS1(gi_set_use_half_resolution, bool)
  930. /* Shadow Atlas */
  931. PASS0R(RID, shadow_atlas_create)
  932. PASS3(shadow_atlas_set_size, RID, int, bool)
  933. PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
  934. PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
  935. PASS1(decals_set_filter, RS::DecalFilter)
  936. PASS1(light_projectors_set_filter, RS::LightProjectorFilter)
  937. virtual void update();
  938. bool free(RID p_rid);
  939. void set_scene_render(RendererSceneRender *p_scene_render);
  940. virtual void update_visibility_notifiers();
  941. RendererSceneCull();
  942. virtual ~RendererSceneCull();
  943. };
  944. #endif // RENDERING_SERVER_SCENE_CULL_H