renderer_scene_cull.h 44 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 RENDERER_SCENE_CULL_H
  31. #define RENDERER_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_occlusion_cull.h"
  41. #include "servers/rendering/renderer_scene_render.h"
  42. #include "servers/rendering/rendering_method.h"
  43. #include "servers/rendering/storage/utilities.h"
  44. #include "servers/xr/xr_interface.h"
  45. class RendererSceneCull : public RenderingMethod {
  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 attributes;
  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_attributes(RID p_camera, RID p_attributes);
  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. RenderGeometryInstance *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_attributes;
  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_attributes(RID p_scenario, RID p_attributes);
  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_uniforms;
  359. bool instance_allocated_shader_uniforms = false;
  360. int32_t instance_allocated_shader_uniforms_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. // sorting
  386. float sorting_offset = 0.0;
  387. bool use_aabb_center = true;
  388. 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
  389. uint64_t last_frame_pass;
  390. uint64_t version; // changes to this, and changes to base increase version
  391. InstanceBaseData *base_data = nullptr;
  392. SelfList<InstancePair>::List pairs;
  393. uint64_t pair_check;
  394. DependencyTracker dependency_tracker;
  395. static void dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *tracker) {
  396. Instance *instance = (Instance *)tracker->userdata;
  397. switch (p_notification) {
  398. case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA:
  399. case Dependency::DEPENDENCY_CHANGED_SKELETON_BONES:
  400. case Dependency::DEPENDENCY_CHANGED_AABB: {
  401. singleton->_instance_queue_update(instance, true, false);
  402. } break;
  403. case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
  404. case Dependency::DEPENDENCY_CHANGED_MATERIAL: {
  405. singleton->_instance_queue_update(instance, false, true);
  406. } break;
  407. case Dependency::DEPENDENCY_CHANGED_MESH:
  408. case Dependency::DEPENDENCY_CHANGED_PARTICLES:
  409. case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
  410. case Dependency::DEPENDENCY_CHANGED_DECAL:
  411. case Dependency::DEPENDENCY_CHANGED_LIGHT:
  412. case Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
  413. singleton->_instance_queue_update(instance, true, true);
  414. } break;
  415. case Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: {
  416. //requires repairing
  417. if (instance->indexer_id.is_valid()) {
  418. singleton->_unpair_instance(instance);
  419. singleton->_instance_queue_update(instance, true, true);
  420. }
  421. } break;
  422. }
  423. }
  424. static void dependency_deleted(const RID &p_dependency, DependencyTracker *tracker) {
  425. Instance *instance = (Instance *)tracker->userdata;
  426. if (p_dependency == instance->base) {
  427. singleton->instance_set_base(instance->self, RID());
  428. } else if (p_dependency == instance->skeleton) {
  429. singleton->instance_attach_skeleton(instance->self, RID());
  430. } else {
  431. singleton->_instance_queue_update(instance, false, true);
  432. }
  433. }
  434. Instance() :
  435. scenario_item(this),
  436. update_item(this) {
  437. base_type = RS::INSTANCE_NONE;
  438. cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
  439. receive_shadows = true;
  440. visible = true;
  441. layer_mask = 1;
  442. baked_light = true;
  443. dynamic_gi = false;
  444. redraw_if_visible = false;
  445. lightmap_slice_index = 0;
  446. lightmap = nullptr;
  447. lightmap_cull_index = 0;
  448. lod_bias = 1.0;
  449. ignore_occlusion_culling = false;
  450. ignore_all_culling = false;
  451. scenario = nullptr;
  452. update_aabb = false;
  453. update_dependencies = false;
  454. extra_margin = 0;
  455. visible = true;
  456. visibility_range_begin = 0;
  457. visibility_range_end = 0;
  458. visibility_range_begin_margin = 0;
  459. visibility_range_end_margin = 0;
  460. last_frame_pass = 0;
  461. version = 1;
  462. base_data = nullptr;
  463. custom_aabb = nullptr;
  464. pair_check = 0;
  465. array_index = -1;
  466. dependency_tracker.userdata = this;
  467. dependency_tracker.changed_callback = dependency_changed;
  468. dependency_tracker.deleted_callback = dependency_deleted;
  469. }
  470. ~Instance() {
  471. if (base_data) {
  472. memdelete(base_data);
  473. }
  474. if (custom_aabb) {
  475. memdelete(custom_aabb);
  476. }
  477. }
  478. };
  479. SelfList<Instance>::List _instance_update_list;
  480. void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
  481. struct InstanceGeometryData : public InstanceBaseData {
  482. RenderGeometryInstance *geometry_instance = nullptr;
  483. HashSet<Instance *> lights;
  484. bool can_cast_shadows;
  485. bool material_is_animated;
  486. uint32_t projector_count = 0;
  487. uint32_t softshadow_count = 0;
  488. HashSet<Instance *> decals;
  489. HashSet<Instance *> reflection_probes;
  490. HashSet<Instance *> voxel_gi_instances;
  491. HashSet<Instance *> lightmap_captures;
  492. InstanceGeometryData() {
  493. can_cast_shadows = true;
  494. material_is_animated = true;
  495. }
  496. };
  497. struct InstanceReflectionProbeData : public InstanceBaseData {
  498. Instance *owner = nullptr;
  499. HashSet<Instance *> geometries;
  500. RID instance;
  501. SelfList<InstanceReflectionProbeData> update_list;
  502. int render_step;
  503. InstanceReflectionProbeData() :
  504. update_list(this) {
  505. render_step = -1;
  506. }
  507. };
  508. struct InstanceDecalData : public InstanceBaseData {
  509. Instance *owner = nullptr;
  510. RID instance;
  511. HashSet<Instance *> geometries;
  512. InstanceDecalData() {
  513. }
  514. };
  515. SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
  516. struct InstanceParticlesCollisionData : public InstanceBaseData {
  517. RID instance;
  518. };
  519. struct InstanceFogVolumeData : public InstanceBaseData {
  520. RID instance;
  521. bool is_global;
  522. };
  523. struct InstanceVisibilityNotifierData : public InstanceBaseData {
  524. bool just_visible = false;
  525. uint64_t visible_in_frame = 0;
  526. RID base;
  527. SelfList<InstanceVisibilityNotifierData> list_element;
  528. InstanceVisibilityNotifierData() :
  529. list_element(this) {}
  530. };
  531. SpinLock visible_notifier_list_lock;
  532. SelfList<InstanceVisibilityNotifierData>::List visible_notifier_list;
  533. struct InstanceLightData : public InstanceBaseData {
  534. RID instance;
  535. uint64_t last_version;
  536. List<Instance *>::Element *D; // directional light in scenario
  537. bool shadow_dirty;
  538. bool uses_projector = false;
  539. bool uses_softshadow = false;
  540. HashSet<Instance *> geometries;
  541. Instance *baked_light = nullptr;
  542. RS::LightBakeMode bake_mode;
  543. uint32_t max_sdfgi_cascade = 2;
  544. InstanceLightData() {
  545. bake_mode = RS::LIGHT_BAKE_DISABLED;
  546. shadow_dirty = true;
  547. D = nullptr;
  548. last_version = 0;
  549. baked_light = nullptr;
  550. }
  551. };
  552. struct InstanceVoxelGIData : public InstanceBaseData {
  553. Instance *owner = nullptr;
  554. HashSet<Instance *> geometries;
  555. HashSet<Instance *> dynamic_geometries;
  556. HashSet<Instance *> lights;
  557. struct LightCache {
  558. RS::LightType type;
  559. Transform3D transform;
  560. Color color;
  561. float energy;
  562. float intensity;
  563. float bake_energy;
  564. float radius;
  565. float attenuation;
  566. float spot_angle;
  567. float spot_attenuation;
  568. bool has_shadow;
  569. RS::LightDirectionalSkyMode sky_mode;
  570. };
  571. Vector<LightCache> light_cache;
  572. Vector<RID> light_instances;
  573. RID probe_instance;
  574. bool invalid;
  575. uint32_t base_version;
  576. SelfList<InstanceVoxelGIData> update_element;
  577. InstanceVoxelGIData() :
  578. update_element(this) {
  579. invalid = true;
  580. base_version = 0;
  581. }
  582. };
  583. SelfList<InstanceVoxelGIData>::List voxel_gi_update_list;
  584. struct InstanceLightmapData : public InstanceBaseData {
  585. RID instance;
  586. HashSet<Instance *> geometries;
  587. HashSet<Instance *> users;
  588. InstanceLightmapData() {
  589. }
  590. };
  591. uint64_t pair_pass = 1;
  592. struct PairInstances {
  593. Instance *instance = nullptr;
  594. PagedAllocator<InstancePair> *pair_allocator = nullptr;
  595. SelfList<InstancePair>::List pairs_found;
  596. DynamicBVH *bvh = nullptr;
  597. DynamicBVH *bvh2 = nullptr; //some may need to cull in two
  598. uint32_t pair_mask;
  599. uint64_t pair_pass;
  600. uint32_t cull_mask = 0xFFFFFFFF; // Needed for decals and lights in the mobile and compatibility renderers.
  601. _FORCE_INLINE_ bool operator()(void *p_data) {
  602. Instance *p_instance = (Instance *)p_data;
  603. if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type)) && (cull_mask & p_instance->layer_mask)) {
  604. //test is more coarse in indexer
  605. p_instance->pair_check = pair_pass;
  606. InstancePair *pair = pair_allocator->alloc();
  607. pair->a = instance;
  608. pair->b = p_instance;
  609. pairs_found.add(&pair->list_a);
  610. }
  611. return false;
  612. }
  613. void pair() {
  614. if (bvh) {
  615. bvh->aabb_query(instance->transformed_aabb, *this);
  616. }
  617. if (bvh2) {
  618. bvh2->aabb_query(instance->transformed_aabb, *this);
  619. }
  620. while (instance->pairs.first()) {
  621. InstancePair *pair = instance->pairs.first()->self();
  622. Instance *other_instance = instance == pair->a ? pair->b : pair->a;
  623. if (other_instance->pair_check != pair_pass) {
  624. //unpaired
  625. _instance_unpair(instance, other_instance);
  626. } else {
  627. //kept
  628. other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones
  629. }
  630. pair_allocator->free(pair);
  631. }
  632. while (pairs_found.first()) {
  633. InstancePair *pair = pairs_found.first()->self();
  634. pairs_found.remove(pairs_found.first());
  635. if (pair->b->pair_check == pair_pass) {
  636. //paired
  637. _instance_pair(instance, pair->b);
  638. }
  639. pair->a->pairs.add(&pair->list_a);
  640. pair->b->pairs.add(&pair->list_b);
  641. }
  642. }
  643. };
  644. HashSet<Instance *> heightfield_particle_colliders_update_list;
  645. PagedArrayPool<Instance *> instance_cull_page_pool;
  646. PagedArrayPool<RenderGeometryInstance *> geometry_instance_cull_page_pool;
  647. PagedArrayPool<RID> rid_cull_page_pool;
  648. PagedArray<Instance *> instance_cull_result;
  649. PagedArray<Instance *> instance_shadow_cull_result;
  650. struct InstanceCullResult {
  651. PagedArray<RenderGeometryInstance *> geometry_instances;
  652. PagedArray<Instance *> lights;
  653. PagedArray<RID> light_instances;
  654. PagedArray<RID> lightmaps;
  655. PagedArray<RID> reflections;
  656. PagedArray<RID> decals;
  657. PagedArray<RID> voxel_gi_instances;
  658. PagedArray<RID> mesh_instances;
  659. PagedArray<RID> fog_volumes;
  660. struct DirectionalShadow {
  661. PagedArray<RenderGeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
  662. } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
  663. PagedArray<RenderGeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
  664. PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
  665. void clear() {
  666. geometry_instances.clear();
  667. lights.clear();
  668. light_instances.clear();
  669. lightmaps.clear();
  670. reflections.clear();
  671. decals.clear();
  672. voxel_gi_instances.clear();
  673. mesh_instances.clear();
  674. fog_volumes.clear();
  675. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  676. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  677. directional_shadows[i].cascade_geometry_instances[j].clear();
  678. }
  679. }
  680. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  681. sdfgi_region_geometry_instances[i].clear();
  682. }
  683. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  684. sdfgi_cascade_lights[i].clear();
  685. }
  686. }
  687. void reset() {
  688. geometry_instances.reset();
  689. lights.reset();
  690. light_instances.reset();
  691. lightmaps.reset();
  692. reflections.reset();
  693. decals.reset();
  694. voxel_gi_instances.reset();
  695. mesh_instances.reset();
  696. fog_volumes.reset();
  697. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  698. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  699. directional_shadows[i].cascade_geometry_instances[j].reset();
  700. }
  701. }
  702. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  703. sdfgi_region_geometry_instances[i].reset();
  704. }
  705. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  706. sdfgi_cascade_lights[i].reset();
  707. }
  708. }
  709. void append_from(InstanceCullResult &p_cull_result) {
  710. geometry_instances.merge_unordered(p_cull_result.geometry_instances);
  711. lights.merge_unordered(p_cull_result.lights);
  712. light_instances.merge_unordered(p_cull_result.light_instances);
  713. lightmaps.merge_unordered(p_cull_result.lightmaps);
  714. reflections.merge_unordered(p_cull_result.reflections);
  715. decals.merge_unordered(p_cull_result.decals);
  716. voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances);
  717. mesh_instances.merge_unordered(p_cull_result.mesh_instances);
  718. fog_volumes.merge_unordered(p_cull_result.fog_volumes);
  719. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  720. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  721. directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
  722. }
  723. }
  724. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  725. sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
  726. }
  727. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  728. sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
  729. }
  730. }
  731. void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RenderGeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
  732. geometry_instances.set_page_pool(p_geometry_instance_pool);
  733. light_instances.set_page_pool(p_rid_pool);
  734. lights.set_page_pool(p_instance_pool);
  735. lightmaps.set_page_pool(p_rid_pool);
  736. reflections.set_page_pool(p_rid_pool);
  737. decals.set_page_pool(p_rid_pool);
  738. voxel_gi_instances.set_page_pool(p_rid_pool);
  739. mesh_instances.set_page_pool(p_rid_pool);
  740. fog_volumes.set_page_pool(p_rid_pool);
  741. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  742. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  743. directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
  744. }
  745. }
  746. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  747. sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
  748. }
  749. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  750. sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
  751. }
  752. }
  753. };
  754. InstanceCullResult scene_cull_result;
  755. LocalVector<InstanceCullResult> scene_cull_result_threads;
  756. RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
  757. uint32_t max_shadows_used = 0;
  758. RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
  759. RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data;
  760. uint32_t thread_cull_threshold = 200;
  761. RID_Owner<Instance, true> instance_owner;
  762. uint32_t geometry_instance_pair_mask = 0; // used in traditional forward, unnecessary on clustered
  763. const int TAA_JITTER_COUNT = 16;
  764. LocalVector<Vector2> taa_jitter_array;
  765. virtual RID instance_allocate();
  766. virtual void instance_initialize(RID p_rid);
  767. virtual void instance_set_base(RID p_instance, RID p_base);
  768. virtual void instance_set_scenario(RID p_instance, RID p_scenario);
  769. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
  770. virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
  771. virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform);
  772. virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
  773. virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
  774. virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);
  775. virtual void instance_set_visible(RID p_instance, bool p_visible);
  776. virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency);
  777. virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
  778. virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
  779. virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
  780. virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance);
  781. virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled);
  782. bool _update_instance_visibility_depth(Instance *p_instance);
  783. void _update_instance_visibility_dependencies(Instance *p_instance);
  784. // don't use these in a game!
  785. virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
  786. virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
  787. virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
  788. virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
  789. virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
  790. virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
  791. virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material);
  792. 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);
  793. virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
  794. virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
  795. void _update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
  796. virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
  797. virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
  798. virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
  799. virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
  800. _FORCE_INLINE_ void _update_instance(Instance *p_instance);
  801. _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
  802. _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
  803. _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
  804. void _unpair_instance(Instance *p_instance);
  805. void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
  806. _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold, uint32_t p_visible_layers = 0xFFFFFF);
  807. RID _render_get_environment(RID p_camera, RID p_scenario);
  808. struct Cull {
  809. struct Shadow {
  810. RID light_instance;
  811. struct Cascade {
  812. Frustum frustum;
  813. Projection projection;
  814. Transform3D transform;
  815. real_t zfar;
  816. real_t split;
  817. real_t shadow_texel_size;
  818. real_t bias_scale;
  819. real_t range_begin;
  820. Vector2 uv_scale;
  821. } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
  822. uint32_t cascade_count;
  823. } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
  824. uint32_t shadow_count;
  825. struct SDFGI {
  826. //have arrays here because SDFGI functions expects this, plus regions can have areas
  827. AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
  828. uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
  829. uint32_t region_count = 0;
  830. uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
  831. uint32_t cascade_light_count = 0;
  832. } sdfgi;
  833. SpinLock lock;
  834. Frustum frustum;
  835. } cull;
  836. struct VisibilityCullData {
  837. uint64_t viewport_mask;
  838. Scenario *scenario = nullptr;
  839. Vector3 camera_position;
  840. uint32_t cull_offset;
  841. uint32_t cull_count;
  842. };
  843. void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data);
  844. void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to);
  845. template <bool p_fade_check>
  846. _FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask);
  847. struct CullData {
  848. Cull *cull = nullptr;
  849. Scenario *scenario = nullptr;
  850. RID shadow_atlas;
  851. Transform3D cam_transform;
  852. uint32_t visible_layers;
  853. Instance *render_reflection_probe = nullptr;
  854. const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
  855. const Projection *camera_matrix;
  856. uint64_t visibility_viewport_mask;
  857. };
  858. void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
  859. void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);
  860. _FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data);
  861. bool _render_reflection_probe_step(Instance *p_instance, int p_step);
  862. void _render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, 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);
  863. void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas);
  864. void render_camera(const Ref<RenderSceneBuffers> &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, RenderingMethod::RenderInfo *r_render_info = nullptr);
  865. void update_dirty_instances();
  866. void render_particle_colliders();
  867. virtual void render_probes();
  868. TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size);
  869. //pass to scene render
  870. /* ENVIRONMENT API */
  871. #ifdef PASSBASE
  872. #undef PASSBASE
  873. #endif
  874. #define PASSBASE scene_render
  875. PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
  876. /* SKY API */
  877. PASS0R(RID, sky_allocate)
  878. PASS1(sky_initialize, RID)
  879. PASS2(sky_set_radiance_size, RID, int)
  880. PASS2(sky_set_mode, RID, RS::SkyMode)
  881. PASS2(sky_set_material, RID, RID)
  882. PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
  883. PASS0R(RID, environment_allocate)
  884. PASS1(environment_initialize, RID)
  885. PASS1RC(bool, is_environment, RID)
  886. // Background
  887. PASS2(environment_set_background, RID, RS::EnvironmentBG)
  888. PASS2(environment_set_sky, RID, RID)
  889. PASS2(environment_set_sky_custom_fov, RID, float)
  890. PASS2(environment_set_sky_orientation, RID, const Basis &)
  891. PASS2(environment_set_bg_color, RID, const Color &)
  892. PASS3(environment_set_bg_energy, RID, float, float)
  893. PASS2(environment_set_canvas_max_layer, RID, int)
  894. PASS6(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource)
  895. PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
  896. PASS1RC(RID, environment_get_sky, RID)
  897. PASS1RC(float, environment_get_sky_custom_fov, RID)
  898. PASS1RC(Basis, environment_get_sky_orientation, RID)
  899. PASS1RC(Color, environment_get_bg_color, RID)
  900. PASS1RC(float, environment_get_bg_energy_multiplier, RID)
  901. PASS1RC(float, environment_get_bg_intensity, RID)
  902. PASS1RC(int, environment_get_canvas_max_layer, RID)
  903. PASS1RC(RS::EnvironmentAmbientSource, environment_get_ambient_source, RID)
  904. PASS1RC(Color, environment_get_ambient_light, RID)
  905. PASS1RC(float, environment_get_ambient_light_energy, RID)
  906. PASS1RC(float, environment_get_ambient_sky_contribution, RID)
  907. PASS1RC(RS::EnvironmentReflectionSource, environment_get_reflection_source, RID)
  908. // Tonemap
  909. PASS4(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float)
  910. PASS1RC(RS::EnvironmentToneMapper, environment_get_tone_mapper, RID)
  911. PASS1RC(float, environment_get_exposure, RID)
  912. PASS1RC(float, environment_get_white, RID)
  913. // Fog
  914. PASS10(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float)
  915. PASS1RC(bool, environment_get_fog_enabled, RID)
  916. PASS1RC(Color, environment_get_fog_light_color, RID)
  917. PASS1RC(float, environment_get_fog_light_energy, RID)
  918. PASS1RC(float, environment_get_fog_sun_scatter, RID)
  919. PASS1RC(float, environment_get_fog_density, RID)
  920. PASS1RC(float, environment_get_fog_sky_affect, RID)
  921. PASS1RC(float, environment_get_fog_height, RID)
  922. PASS1RC(float, environment_get_fog_height_density, RID)
  923. PASS1RC(float, environment_get_fog_aerial_perspective, RID)
  924. PASS2(environment_set_volumetric_fog_volume_size, int, int)
  925. PASS1(environment_set_volumetric_fog_filter_active, bool)
  926. // Volumentric Fog
  927. PASS14(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float, float)
  928. PASS1RC(bool, environment_get_volumetric_fog_enabled, RID)
  929. PASS1RC(float, environment_get_volumetric_fog_density, RID)
  930. PASS1RC(Color, environment_get_volumetric_fog_scattering, RID)
  931. PASS1RC(Color, environment_get_volumetric_fog_emission, RID)
  932. PASS1RC(float, environment_get_volumetric_fog_emission_energy, RID)
  933. PASS1RC(float, environment_get_volumetric_fog_anisotropy, RID)
  934. PASS1RC(float, environment_get_volumetric_fog_length, RID)
  935. PASS1RC(float, environment_get_volumetric_fog_detail_spread, RID)
  936. PASS1RC(float, environment_get_volumetric_fog_gi_inject, RID)
  937. PASS1RC(float, environment_get_volumetric_fog_sky_affect, RID)
  938. PASS1RC(bool, environment_get_volumetric_fog_temporal_reprojection, RID)
  939. PASS1RC(float, environment_get_volumetric_fog_temporal_reprojection_amount, RID)
  940. PASS1RC(float, environment_get_volumetric_fog_ambient_inject, RID)
  941. // Glow
  942. PASS13(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float, float, RID)
  943. PASS1RC(bool, environment_get_glow_enabled, RID)
  944. PASS1RC(Vector<float>, environment_get_glow_levels, RID)
  945. PASS1RC(float, environment_get_glow_intensity, RID)
  946. PASS1RC(float, environment_get_glow_strength, RID)
  947. PASS1RC(float, environment_get_glow_bloom, RID)
  948. PASS1RC(float, environment_get_glow_mix, RID)
  949. PASS1RC(RS::EnvironmentGlowBlendMode, environment_get_glow_blend_mode, RID)
  950. PASS1RC(float, environment_get_glow_hdr_bleed_threshold, RID)
  951. PASS1RC(float, environment_get_glow_hdr_luminance_cap, RID)
  952. PASS1RC(float, environment_get_glow_hdr_bleed_scale, RID)
  953. PASS1RC(float, environment_get_glow_map_strength, RID)
  954. PASS1RC(RID, environment_get_glow_map, RID)
  955. PASS1(environment_glow_set_use_bicubic_upscale, bool)
  956. // SSR
  957. PASS6(environment_set_ssr, RID, bool, int, float, float, float)
  958. PASS1RC(bool, environment_get_ssr_enabled, RID)
  959. PASS1RC(int, environment_get_ssr_max_steps, RID)
  960. PASS1RC(float, environment_get_ssr_fade_in, RID)
  961. PASS1RC(float, environment_get_ssr_fade_out, RID)
  962. PASS1RC(float, environment_get_ssr_depth_tolerance, RID)
  963. PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
  964. // SSAO
  965. PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
  966. PASS1RC(bool, environment_get_ssao_enabled, RID)
  967. PASS1RC(float, environment_get_ssao_radius, RID)
  968. PASS1RC(float, environment_get_ssao_intensity, RID)
  969. PASS1RC(float, environment_get_ssao_power, RID)
  970. PASS1RC(float, environment_get_ssao_detail, RID)
  971. PASS1RC(float, environment_get_ssao_horizon, RID)
  972. PASS1RC(float, environment_get_ssao_sharpness, RID)
  973. PASS1RC(float, environment_get_ssao_direct_light_affect, RID)
  974. PASS1RC(float, environment_get_ssao_ao_channel_affect, RID)
  975. PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)
  976. // SSIL
  977. PASS6(environment_set_ssil, RID, bool, float, float, float, float)
  978. PASS1RC(bool, environment_get_ssil_enabled, RID)
  979. PASS1RC(float, environment_get_ssil_radius, RID)
  980. PASS1RC(float, environment_get_ssil_intensity, RID)
  981. PASS1RC(float, environment_get_ssil_sharpness, RID)
  982. PASS1RC(float, environment_get_ssil_normal_rejection, RID)
  983. PASS6(environment_set_ssil_quality, RS::EnvironmentSSILQuality, bool, float, int, float, float)
  984. // SDFGI
  985. PASS11(environment_set_sdfgi, RID, bool, int, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
  986. PASS1RC(bool, environment_get_sdfgi_enabled, RID)
  987. PASS1RC(int, environment_get_sdfgi_cascades, RID)
  988. PASS1RC(float, environment_get_sdfgi_min_cell_size, RID)
  989. PASS1RC(bool, environment_get_sdfgi_use_occlusion, RID)
  990. PASS1RC(float, environment_get_sdfgi_bounce_feedback, RID)
  991. PASS1RC(bool, environment_get_sdfgi_read_sky_light, RID)
  992. PASS1RC(float, environment_get_sdfgi_energy, RID)
  993. PASS1RC(float, environment_get_sdfgi_normal_bias, RID)
  994. PASS1RC(float, environment_get_sdfgi_probe_bias, RID)
  995. PASS1RC(RS::EnvironmentSDFGIYScale, environment_get_sdfgi_y_scale, RID)
  996. PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
  997. PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
  998. PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)
  999. // Adjustment
  1000. PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
  1001. PASS1RC(bool, environment_get_adjustments_enabled, RID)
  1002. PASS1RC(float, environment_get_adjustments_brightness, RID)
  1003. PASS1RC(float, environment_get_adjustments_contrast, RID)
  1004. PASS1RC(float, environment_get_adjustments_saturation, RID)
  1005. PASS1RC(bool, environment_get_use_1d_color_correction, RID)
  1006. PASS1RC(RID, environment_get_color_correction, RID)
  1007. PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
  1008. PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
  1009. PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
  1010. PASS2(sub_surface_scattering_set_scale, float, float)
  1011. PASS1(positional_soft_shadow_filter_set_quality, RS::ShadowQuality)
  1012. PASS1(directional_soft_shadow_filter_set_quality, RS::ShadowQuality)
  1013. PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
  1014. /* Render Buffers */
  1015. PASS0R(Ref<RenderSceneBuffers>, render_buffers_create)
  1016. PASS1(gi_set_use_half_resolution, bool)
  1017. /* Misc */
  1018. PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
  1019. PASS1(decals_set_filter, RS::DecalFilter)
  1020. PASS1(light_projectors_set_filter, RS::LightProjectorFilter)
  1021. virtual void update();
  1022. bool free(RID p_rid);
  1023. void set_scene_render(RendererSceneRender *p_scene_render);
  1024. virtual void update_visibility_notifiers();
  1025. RendererSceneCull();
  1026. virtual ~RendererSceneCull();
  1027. };
  1028. #endif // RENDERER_SCENE_CULL_H