renderer_scene_render_rd.h 53 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 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 RENDERER_SCENE_RENDER_RD_H
  31. #define RENDERER_SCENE_RENDER_RD_H
  32. #include "core/templates/local_vector.h"
  33. #include "core/templates/rid_owner.h"
  34. #include "servers/rendering/renderer_compositor.h"
  35. #include "servers/rendering/renderer_rd/cluster_builder_rd.h"
  36. #include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
  37. #include "servers/rendering/renderer_rd/effects/copy_effects.h"
  38. #include "servers/rendering/renderer_rd/effects/ss_effects.h"
  39. #include "servers/rendering/renderer_rd/effects/tone_mapper.h"
  40. #include "servers/rendering/renderer_rd/effects/vrs.h"
  41. #include "servers/rendering/renderer_rd/environment/fog.h"
  42. #include "servers/rendering/renderer_rd/environment/gi.h"
  43. #include "servers/rendering/renderer_rd/environment/sky.h"
  44. #include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
  45. #include "servers/rendering/renderer_scene.h"
  46. #include "servers/rendering/renderer_scene_render.h"
  47. #include "servers/rendering/rendering_device.h"
  48. struct RenderDataRD {
  49. RID render_buffers;
  50. Transform3D cam_transform;
  51. Projection cam_projection;
  52. Vector2 taa_jitter;
  53. bool cam_orthogonal = false;
  54. // For stereo rendering
  55. uint32_t view_count = 1;
  56. Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
  57. Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  58. Transform3D prev_cam_transform;
  59. Projection prev_cam_projection;
  60. Vector2 prev_taa_jitter;
  61. Projection prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  62. float z_near = 0.0;
  63. float z_far = 0.0;
  64. const PagedArray<RenderGeometryInstance *> *instances = nullptr;
  65. const PagedArray<RID> *lights = nullptr;
  66. const PagedArray<RID> *reflection_probes = nullptr;
  67. const PagedArray<RID> *voxel_gi_instances = nullptr;
  68. const PagedArray<RID> *decals = nullptr;
  69. const PagedArray<RID> *lightmaps = nullptr;
  70. const PagedArray<RID> *fog_volumes = nullptr;
  71. RID environment;
  72. RID camera_effects;
  73. RID shadow_atlas;
  74. RID reflection_atlas;
  75. RID reflection_probe;
  76. int reflection_probe_pass = 0;
  77. float lod_distance_multiplier = 0.0;
  78. Plane lod_camera_plane;
  79. float screen_mesh_lod_threshold = 0.0;
  80. RID cluster_buffer;
  81. uint32_t cluster_size = 0;
  82. uint32_t cluster_max_elements = 0;
  83. uint32_t directional_light_count = 0;
  84. bool directional_light_soft_shadows = false;
  85. RendererScene::RenderInfo *render_info = nullptr;
  86. };
  87. class RendererSceneRenderRD : public RendererSceneRender {
  88. friend RendererRD::SkyRD;
  89. friend RendererRD::GI;
  90. protected:
  91. RendererRD::BokehDOF *bokeh_dof = nullptr;
  92. RendererRD::CopyEffects *copy_effects = nullptr;
  93. RendererRD::ToneMapper *tone_mapper = nullptr;
  94. RendererRD::VRS *vrs = nullptr;
  95. double time = 0.0;
  96. double time_step = 0.0;
  97. struct RenderBufferData {
  98. virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) = 0;
  99. virtual ~RenderBufferData() {}
  100. };
  101. virtual RenderBufferData *_create_render_buffer_data() = 0;
  102. void _setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows);
  103. void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
  104. void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
  105. virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
  106. virtual void _render_shadow_begin() = 0;
  107. virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
  108. virtual void _render_shadow_process() = 0;
  109. virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
  110. virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  111. virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  112. virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
  113. virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;
  114. void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
  115. void _debug_draw_cluster(RID p_render_buffers);
  116. RenderBufferData *render_buffers_get_data(RID p_render_buffers);
  117. virtual void _base_uniforms_changed() = 0;
  118. virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
  119. virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) = 0;
  120. void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
  121. void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
  122. void _process_sss(RID p_render_buffers, const Projection &p_camera);
  123. void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);
  124. void _copy_framebuffer_to_ssil(RID p_render_buffers);
  125. void _process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far);
  126. bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  127. void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  128. void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
  129. void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices);
  130. void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
  131. void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
  132. void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
  133. void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
  134. void _disable_clear_request(const RenderDataRD *p_render_data);
  135. // needed for a single argument calls (material and uv2)
  136. PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;
  137. PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist
  138. RendererRD::SSEffects *ss_effects = nullptr;
  139. RendererRD::GI gi;
  140. RendererRD::SkyRD sky;
  141. RendererSceneEnvironmentRD *get_environment(RID p_environment) {
  142. if (p_environment.is_valid()) {
  143. return environment_owner.get_or_null(p_environment);
  144. } else {
  145. return nullptr;
  146. }
  147. };
  148. //used for mobile renderer mostly
  149. typedef int32_t ForwardID;
  150. enum ForwardIDType {
  151. FORWARD_ID_TYPE_OMNI_LIGHT,
  152. FORWARD_ID_TYPE_SPOT_LIGHT,
  153. FORWARD_ID_TYPE_REFLECTION_PROBE,
  154. FORWARD_ID_TYPE_DECAL,
  155. FORWARD_ID_MAX,
  156. };
  157. virtual ForwardID _allocate_forward_id(ForwardIDType p_type) { return -1; }
  158. virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) {}
  159. virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {}
  160. virtual bool _uses_forward_ids() const { return false; }
  161. virtual void _update_shader_quality_settings() {}
  162. private:
  163. RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  164. static RendererSceneRenderRD *singleton;
  165. /* REFLECTION ATLAS */
  166. struct ReflectionAtlas {
  167. int count = 0;
  168. int size = 0;
  169. RID reflection;
  170. RID depth_buffer;
  171. RID depth_fb;
  172. struct Reflection {
  173. RID owner;
  174. RendererRD::SkyRD::ReflectionData data;
  175. RID fbs[6];
  176. };
  177. Vector<Reflection> reflections;
  178. ClusterBuilderRD *cluster_builder = nullptr;
  179. };
  180. mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
  181. /* REFLECTION PROBE INSTANCE */
  182. struct ReflectionProbeInstance {
  183. RID probe;
  184. int atlas_index = -1;
  185. RID atlas;
  186. bool dirty = true;
  187. bool rendering = false;
  188. int processing_layer = 1;
  189. int processing_side = 0;
  190. uint32_t render_step = 0;
  191. uint64_t last_pass = 0;
  192. uint32_t cull_mask = 0;
  193. ForwardID forward_id = -1;
  194. Transform3D transform;
  195. };
  196. mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
  197. /* DECAL INSTANCE */
  198. struct DecalInstance {
  199. RID decal;
  200. Transform3D transform;
  201. uint32_t cull_mask = 0;
  202. ForwardID forward_id = -1;
  203. };
  204. mutable RID_Owner<DecalInstance> decal_instance_owner;
  205. /* LIGHTMAP INSTANCE */
  206. struct LightmapInstance {
  207. RID lightmap;
  208. Transform3D transform;
  209. };
  210. mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
  211. /* SHADOW ATLAS */
  212. struct ShadowShrinkStage {
  213. RID texture;
  214. RID filter_texture;
  215. uint32_t size = 0;
  216. };
  217. struct ShadowAtlas {
  218. enum {
  219. QUADRANT_SHIFT = 27,
  220. OMNI_LIGHT_FLAG = 1 << 26,
  221. SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1,
  222. SHADOW_INVALID = 0xFFFFFFFF
  223. };
  224. struct Quadrant {
  225. uint32_t subdivision = 0;
  226. struct Shadow {
  227. RID owner;
  228. uint64_t version = 0;
  229. uint64_t fog_version = 0; // used for fog
  230. uint64_t alloc_tick = 0;
  231. Shadow() {}
  232. };
  233. Vector<Shadow> shadows;
  234. Quadrant() {}
  235. } quadrants[4];
  236. int size_order[4] = { 0, 1, 2, 3 };
  237. uint32_t smallest_subdiv = 0;
  238. int size = 0;
  239. bool use_16_bits = true;
  240. RID depth;
  241. RID fb; //for copying
  242. HashMap<RID, uint32_t> shadow_owners;
  243. };
  244. RID_Owner<ShadowAtlas> shadow_atlas_owner;
  245. void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
  246. void _shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx);
  247. bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
  248. bool _shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
  249. RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
  250. RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
  251. float shadows_quality_radius = 1.0;
  252. float directional_shadow_quality_radius = 1.0;
  253. float *directional_penumbra_shadow_kernel = nullptr;
  254. float *directional_soft_shadow_kernel = nullptr;
  255. float *penumbra_shadow_kernel = nullptr;
  256. float *soft_shadow_kernel = nullptr;
  257. int directional_penumbra_shadow_samples = 0;
  258. int directional_soft_shadow_samples = 0;
  259. int penumbra_shadow_samples = 0;
  260. int soft_shadow_samples = 0;
  261. RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
  262. RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
  263. /* DIRECTIONAL SHADOW */
  264. struct DirectionalShadow {
  265. RID depth;
  266. RID fb; //when renderign direct
  267. int light_count = 0;
  268. int size = 0;
  269. bool use_16_bits = true;
  270. int current_light = 0;
  271. } directional_shadow;
  272. void _update_directional_shadow_atlas();
  273. /* SHADOW CUBEMAPS */
  274. struct ShadowCubemap {
  275. RID cubemap;
  276. RID side_fb[6];
  277. };
  278. HashMap<int, ShadowCubemap> shadow_cubemaps;
  279. ShadowCubemap *_get_shadow_cubemap(int p_size);
  280. void _create_shadow_cubemaps();
  281. /* LIGHT INSTANCE */
  282. struct LightInstance {
  283. struct ShadowTransform {
  284. Projection camera;
  285. Transform3D transform;
  286. float farplane;
  287. float split;
  288. float bias_scale;
  289. float shadow_texel_size;
  290. float range_begin;
  291. Rect2 atlas_rect;
  292. Vector2 uv_scale;
  293. };
  294. RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
  295. ShadowTransform shadow_transform[6];
  296. AABB aabb;
  297. RID self;
  298. RID light;
  299. Transform3D transform;
  300. Vector3 light_vector;
  301. Vector3 spot_vector;
  302. float linear_att = 0.0;
  303. uint64_t shadow_pass = 0;
  304. uint64_t last_scene_pass = 0;
  305. uint64_t last_scene_shadow_pass = 0;
  306. uint64_t last_pass = 0;
  307. uint32_t cull_mask = 0;
  308. uint32_t light_directional_index = 0;
  309. Rect2 directional_rect;
  310. HashSet<RID> shadow_atlases; //shadow atlases where this light is registered
  311. ForwardID forward_id = -1;
  312. LightInstance() {}
  313. };
  314. mutable RID_Owner<LightInstance> light_instance_owner;
  315. /* ENVIRONMENT */
  316. RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
  317. bool ssao_half_size = false;
  318. float ssao_adaptive_target = 0.5;
  319. int ssao_blur_passes = 2;
  320. float ssao_fadeout_from = 50.0;
  321. float ssao_fadeout_to = 300.0;
  322. RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM;
  323. bool ssil_half_size = false;
  324. bool ssil_using_half_size = false;
  325. float ssil_adaptive_target = 0.5;
  326. int ssil_blur_passes = 4;
  327. float ssil_fadeout_from = 50.0;
  328. float ssil_fadeout_to = 300.0;
  329. bool glow_bicubic_upscale = false;
  330. bool glow_high_quality = false;
  331. RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
  332. mutable RID_Owner<RendererSceneEnvironmentRD, true> environment_owner;
  333. /* CAMERA EFFECTS */
  334. struct CameraEffects {
  335. bool dof_blur_far_enabled = false;
  336. float dof_blur_far_distance = 10;
  337. float dof_blur_far_transition = 5;
  338. bool dof_blur_near_enabled = false;
  339. float dof_blur_near_distance = 2;
  340. float dof_blur_near_transition = 1;
  341. float dof_blur_amount = 0.1;
  342. bool override_exposure_enabled = false;
  343. float override_exposure = 1;
  344. };
  345. RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
  346. RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
  347. bool dof_blur_use_jitter = false;
  348. RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
  349. float sss_scale = 0.05;
  350. float sss_depth_scale = 0.01;
  351. mutable RID_Owner<CameraEffects, true> camera_effects_owner;
  352. /* RENDER BUFFERS */
  353. ClusterBuilderSharedDataRD cluster_builder_shared;
  354. ClusterBuilderRD *current_cluster_builder = nullptr;
  355. struct RenderBuffers {
  356. RenderBufferData *data = nullptr;
  357. int internal_width = 0;
  358. int internal_height = 0;
  359. int width = 0;
  360. int height = 0;
  361. float fsr_sharpness = 0.2f;
  362. RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
  363. RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
  364. bool use_taa = false;
  365. bool use_debanding = false;
  366. uint32_t view_count = 1;
  367. RID render_target;
  368. uint64_t auto_exposure_version = 1;
  369. RID sss_texture; //texture for sss. This needs to be a different resolution than blur[0]
  370. RID internal_texture; //main texture for rendering to, must be filled after done rendering
  371. RID texture; //upscaled version of main texture (This uses the same resource as internal_texture if there is no upscaling)
  372. RID depth_texture; //main depth texture
  373. RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
  374. RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling)
  375. RID vrs_texture; // texture for vrs.
  376. RID vrs_fb; // framebuffer to write to our vrs texture
  377. // Access to the layers for each of our views (specifically needed for applying post effects on stereoscopic images)
  378. struct View {
  379. RID view_texture; // texture slice for this view/layer
  380. RID view_depth; // depth slice for this view/layer
  381. RID view_fb; // framebuffer for this view/layer, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
  382. };
  383. Vector<View> views;
  384. RendererRD::GI::SDFGI *sdfgi = nullptr;
  385. RendererRD::GI::RenderBuffersGI rbgi;
  386. RendererRD::Fog::VolumetricFog *volumetric_fog = nullptr;
  387. ClusterBuilderRD *cluster_builder = nullptr;
  388. //built-in textures used for ping pong image processing and blurring
  389. struct Blur {
  390. RID texture;
  391. struct Mipmap {
  392. RID texture;
  393. int width;
  394. int height;
  395. // only used on mobile renderer
  396. RID fb;
  397. RID half_texture;
  398. RID half_fb;
  399. };
  400. struct Layer {
  401. Vector<Mipmap> mipmaps;
  402. };
  403. Vector<Layer> layers;
  404. };
  405. Blur blur[2]; //the second one starts from the first mipmap
  406. struct WeightBuffers {
  407. RID weight;
  408. RID fb; // FB with both texture and weight writing into one level lower
  409. };
  410. // 2 full size, 2 half size
  411. WeightBuffers weight_buffers[4]; // Only used in raster
  412. RID depth_back_texture;
  413. RID depth_back_fb; // only used on mobile
  414. struct Luminance {
  415. Vector<RID> reduce;
  416. RID current;
  417. // used only on mobile renderer
  418. Vector<RID> fb;
  419. RID current_fb;
  420. } luminance;
  421. struct SSEffects {
  422. RID linear_depth;
  423. Vector<RID> linear_depth_slices;
  424. RID downsample_uniform_set;
  425. Projection last_frame_projection;
  426. Transform3D last_frame_transform;
  427. RendererRD::SSEffects::SSAORenderBuffers ssao;
  428. RendererRD::SSEffects::SSILRenderBuffers ssil;
  429. } ss_effects;
  430. RendererRD::SSEffects::SSRRenderBuffers ssr;
  431. struct TAA {
  432. RID history;
  433. RID temp;
  434. RID prev_velocity; // Last frame velocity buffer
  435. } taa;
  436. };
  437. /* GI */
  438. bool screen_space_roughness_limiter = false;
  439. float screen_space_roughness_limiter_amount = 0.25;
  440. float screen_space_roughness_limiter_limit = 0.18;
  441. mutable RID_Owner<RenderBuffers> render_buffers_owner;
  442. void _free_render_buffer_data(RenderBuffers *rb);
  443. void _allocate_blur_textures(RenderBuffers *rb);
  444. void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
  445. void _allocate_luminance_textures(RenderBuffers *rb);
  446. void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
  447. /* Cluster */
  448. struct Cluster {
  449. /* Scene State UBO */
  450. // !BAS! Most data here is not just used by our clustering logic but also by other lighting implementations. Maybe rename this struct to something more appropriate
  451. enum {
  452. REFLECTION_AMBIENT_DISABLED = 0,
  453. REFLECTION_AMBIENT_ENVIRONMENT = 1,
  454. REFLECTION_AMBIENT_COLOR = 2,
  455. };
  456. struct ReflectionData {
  457. float box_extents[3];
  458. float index;
  459. float box_offset[3];
  460. uint32_t mask;
  461. float ambient[3]; // ambient color,
  462. float intensity;
  463. uint32_t exterior;
  464. uint32_t box_project;
  465. uint32_t ambient_mode;
  466. uint32_t pad;
  467. float local_matrix[16]; // up to here for spot and omni, rest is for directional
  468. };
  469. struct LightData {
  470. float position[3];
  471. float inv_radius;
  472. float direction[3]; // in omni, x and y are used for dual paraboloid offset
  473. float size;
  474. float color[3];
  475. float attenuation;
  476. float inv_spot_attenuation;
  477. float cos_spot_angle;
  478. float specular_amount;
  479. uint32_t shadow_enabled;
  480. float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
  481. float shadow_matrix[16];
  482. float shadow_bias;
  483. float shadow_normal_bias;
  484. float transmittance_bias;
  485. float soft_shadow_size;
  486. float soft_shadow_scale;
  487. uint32_t mask;
  488. float shadow_volumetric_fog_fade;
  489. uint32_t bake_mode;
  490. float projector_rect[4];
  491. };
  492. struct DirectionalLightData {
  493. float direction[3];
  494. float energy;
  495. float color[3];
  496. float size;
  497. float specular;
  498. uint32_t mask;
  499. float softshadow_angle;
  500. float soft_shadow_scale;
  501. uint32_t blend_splits;
  502. uint32_t shadow_enabled;
  503. float fade_from;
  504. float fade_to;
  505. uint32_t pad[2];
  506. uint32_t bake_mode;
  507. float shadow_volumetric_fog_fade;
  508. float shadow_bias[4];
  509. float shadow_normal_bias[4];
  510. float shadow_transmittance_bias[4];
  511. float shadow_z_range[4];
  512. float shadow_range_begin[4];
  513. float shadow_split_offsets[4];
  514. float shadow_matrices[4][16];
  515. float uv_scale1[2];
  516. float uv_scale2[2];
  517. float uv_scale3[2];
  518. float uv_scale4[2];
  519. };
  520. struct DecalData {
  521. float xform[16];
  522. float inv_extents[3];
  523. float albedo_mix;
  524. float albedo_rect[4];
  525. float normal_rect[4];
  526. float orm_rect[4];
  527. float emission_rect[4];
  528. float modulate[4];
  529. float emission_energy;
  530. uint32_t mask;
  531. float upper_fade;
  532. float lower_fade;
  533. float normal_xform[12];
  534. float normal[3];
  535. float normal_fade;
  536. };
  537. template <class T>
  538. struct InstanceSort {
  539. float depth;
  540. T *instance = nullptr;
  541. bool operator<(const InstanceSort &p_sort) const {
  542. return depth < p_sort.depth;
  543. }
  544. };
  545. ReflectionData *reflections = nullptr;
  546. InstanceSort<ReflectionProbeInstance> *reflection_sort;
  547. uint32_t max_reflections;
  548. RID reflection_buffer;
  549. uint32_t max_reflection_probes_per_instance;
  550. uint32_t reflection_count = 0;
  551. DecalData *decals = nullptr;
  552. InstanceSort<DecalInstance> *decal_sort;
  553. uint32_t max_decals;
  554. RID decal_buffer;
  555. uint32_t decal_count;
  556. LightData *omni_lights = nullptr;
  557. LightData *spot_lights = nullptr;
  558. InstanceSort<LightInstance> *omni_light_sort;
  559. InstanceSort<LightInstance> *spot_light_sort;
  560. uint32_t max_lights;
  561. RID omni_light_buffer;
  562. RID spot_light_buffer;
  563. uint32_t omni_light_count = 0;
  564. uint32_t spot_light_count = 0;
  565. DirectionalLightData *directional_lights = nullptr;
  566. uint32_t max_directional_lights;
  567. RID directional_light_buffer;
  568. } cluster;
  569. struct RenderState {
  570. const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
  571. int render_shadow_count = 0;
  572. const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
  573. int render_sdfgi_region_count = 0;
  574. const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
  575. uint32_t voxel_gi_count = 0;
  576. LocalVector<int> cube_shadows;
  577. LocalVector<int> shadows;
  578. LocalVector<int> directional_shadows;
  579. bool depth_prepass_used; // this does not seem used anywhere...
  580. } render_state;
  581. RID shadow_sampler;
  582. uint64_t scene_pass = 0;
  583. uint64_t shadow_atlas_realloc_tolerance_msec = 500;
  584. /* !BAS! is this used anywhere?
  585. struct SDFGICosineNeighbour {
  586. uint32_t neighbour;
  587. float weight;
  588. };
  589. */
  590. uint32_t max_cluster_elements = 512;
  591. void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
  592. /* Volumetric Fog */
  593. uint32_t volumetric_fog_size = 128;
  594. uint32_t volumetric_fog_depth = 128;
  595. bool volumetric_fog_filter_active = true;
  596. void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
  597. public:
  598. /* GI */
  599. RendererRD::GI *get_gi() { return &gi; }
  600. /* SHADOW ATLAS API */
  601. virtual RID shadow_atlas_create() override;
  602. virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override;
  603. virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
  604. virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) override;
  605. _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
  606. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  607. ERR_FAIL_COND_V(!atlas, false);
  608. return atlas->shadow_owners.has(p_light_intance);
  609. }
  610. _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
  611. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  612. ERR_FAIL_COND_V(!atlas, RID());
  613. return atlas->depth;
  614. }
  615. _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
  616. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  617. ERR_FAIL_COND_V(!atlas, Size2i());
  618. return Size2(atlas->size, atlas->size);
  619. }
  620. virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override;
  621. virtual int get_directional_light_shadow_size(RID p_light_intance) override;
  622. virtual void set_directional_shadow_count(int p_count) override;
  623. _FORCE_INLINE_ RID directional_shadow_get_texture() {
  624. return directional_shadow.depth;
  625. }
  626. _FORCE_INLINE_ Size2i directional_shadow_get_size() {
  627. return Size2i(directional_shadow.size, directional_shadow.size);
  628. }
  629. /* SDFGI UPDATE */
  630. virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
  631. virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
  632. virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
  633. virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
  634. RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
  635. /* SKY API */
  636. virtual RID sky_allocate() override;
  637. virtual void sky_initialize(RID p_rid) override;
  638. virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
  639. virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
  640. virtual void sky_set_material(RID p_sky, RID p_material) override;
  641. virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
  642. /* ENVIRONMENT API */
  643. virtual RID environment_allocate() override;
  644. virtual void environment_initialize(RID p_rid) override;
  645. virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override;
  646. virtual void environment_set_sky(RID p_env, RID p_sky) override;
  647. virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) override;
  648. virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override;
  649. virtual void environment_set_bg_color(RID p_env, const Color &p_color) override;
  650. virtual void environment_set_bg_energy(RID p_env, float p_energy) override;
  651. virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override;
  652. virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) override;
  653. virtual RS::EnvironmentBG environment_get_background(RID p_env) const override;
  654. RID environment_get_sky(RID p_env) const;
  655. float environment_get_sky_custom_fov(RID p_env) const;
  656. Basis environment_get_sky_orientation(RID p_env) const;
  657. Color environment_get_bg_color(RID p_env) const;
  658. float environment_get_bg_energy(RID p_env) const;
  659. virtual int environment_get_canvas_max_layer(RID p_env) const override;
  660. Color environment_get_ambient_light_color(RID p_env) const;
  661. RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
  662. float environment_get_ambient_light_energy(RID p_env) const;
  663. float environment_get_ambient_sky_contribution(RID p_env) const;
  664. RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
  665. virtual bool is_environment(RID p_env) const override;
  666. virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) override;
  667. virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
  668. virtual void environment_glow_set_use_high_quality(bool p_enable) override;
  669. virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override;
  670. bool environment_is_fog_enabled(RID p_env) const;
  671. Color environment_get_fog_light_color(RID p_env) const;
  672. float environment_get_fog_light_energy(RID p_env) const;
  673. float environment_get_fog_sun_scatter(RID p_env) const;
  674. float environment_get_fog_density(RID p_env) const;
  675. float environment_get_fog_height(RID p_env) const;
  676. float environment_get_fog_height_density(RID p_env) const;
  677. float environment_get_fog_aerial_perspective(RID p_env) const;
  678. virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override;
  679. virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
  680. virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
  681. virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override;
  682. virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override;
  683. virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
  684. virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override;
  685. virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
  686. bool environment_is_ssao_enabled(RID p_env) const;
  687. float environment_get_ssao_ao_affect(RID p_env) const;
  688. float environment_get_ssao_light_affect(RID p_env) const;
  689. bool environment_is_ssil_enabled(RID p_env) const;
  690. bool environment_is_ssr_enabled(RID p_env) const;
  691. bool environment_is_sdfgi_enabled(RID p_env) const;
  692. virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override;
  693. virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
  694. virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
  695. virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
  696. virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
  697. RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
  698. virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override;
  699. virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override;
  700. virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
  701. /* CAMERA EFFECTS */
  702. virtual RID camera_effects_allocate() override;
  703. virtual void camera_effects_initialize(RID p_rid) override;
  704. virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
  705. virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
  706. virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override;
  707. virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
  708. bool camera_effects_uses_dof(RID p_camera_effects) {
  709. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  710. return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
  711. }
  712. /* LIGHT INSTANCE API */
  713. virtual RID light_instance_create(RID p_light) override;
  714. virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
  715. virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
  716. virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
  717. virtual void light_instance_mark_visible(RID p_light_instance) override;
  718. _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
  719. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  720. return li->light;
  721. }
  722. _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) {
  723. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  724. return li->transform;
  725. }
  726. _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
  727. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  728. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  729. uint32_t key = shadow_atlas->shadow_owners[li->self];
  730. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  731. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  732. ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
  733. uint32_t atlas_size = shadow_atlas->size;
  734. uint32_t quadrant_size = atlas_size >> 1;
  735. uint32_t x = (quadrant & 1) * quadrant_size;
  736. uint32_t y = (quadrant >> 1) * quadrant_size;
  737. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  738. x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  739. y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  740. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  741. if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) {
  742. r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision);
  743. r_omni_offset.y = 1;
  744. } else {
  745. r_omni_offset.x = 1;
  746. r_omni_offset.y = 0;
  747. }
  748. }
  749. uint32_t width = shadow_size;
  750. uint32_t height = shadow_size;
  751. return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
  752. }
  753. _FORCE_INLINE_ Projection light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
  754. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  755. return li->shadow_transform[p_index].camera;
  756. }
  757. _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
  758. #ifdef DEBUG_ENABLED
  759. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  760. ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
  761. #endif
  762. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  763. ERR_FAIL_COND_V(!shadow_atlas, 0);
  764. #ifdef DEBUG_ENABLED
  765. ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
  766. #endif
  767. uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
  768. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  769. uint32_t quadrant_size = shadow_atlas->size >> 1;
  770. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  771. return float(1.0) / shadow_size;
  772. }
  773. _FORCE_INLINE_ Transform3D
  774. light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
  775. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  776. return li->shadow_transform[p_index].transform;
  777. }
  778. _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
  779. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  780. return li->shadow_transform[p_index].bias_scale;
  781. }
  782. _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
  783. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  784. return li->shadow_transform[p_index].farplane;
  785. }
  786. _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
  787. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  788. return li->shadow_transform[p_index].range_begin;
  789. }
  790. _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
  791. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  792. return li->shadow_transform[p_index].uv_scale;
  793. }
  794. _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
  795. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  796. return li->shadow_transform[p_index].atlas_rect;
  797. }
  798. _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
  799. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  800. return li->shadow_transform[p_index].split;
  801. }
  802. _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
  803. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  804. return li->shadow_transform[p_index].shadow_texel_size;
  805. }
  806. _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
  807. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  808. li->last_pass = p_pass;
  809. }
  810. _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
  811. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  812. return li->last_pass;
  813. }
  814. _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) {
  815. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  816. return li->forward_id;
  817. }
  818. _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
  819. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  820. return li->light_type;
  821. }
  822. /* FOG VOLUMES */
  823. virtual RID fog_volume_instance_create(RID p_fog_volume) override;
  824. virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
  825. virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
  826. virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
  827. virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
  828. virtual RID reflection_atlas_create() override;
  829. virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
  830. virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;
  831. _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
  832. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas);
  833. ERR_FAIL_COND_V(!atlas, RID());
  834. return atlas->reflection;
  835. }
  836. virtual RID reflection_probe_instance_create(RID p_probe) override;
  837. virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
  838. virtual void reflection_probe_release_atlas_index(RID p_instance) override;
  839. virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override;
  840. virtual bool reflection_probe_instance_has_reflection(RID p_instance) override;
  841. virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
  842. virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
  843. virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override;
  844. uint32_t reflection_probe_instance_get_resolution(RID p_instance);
  845. RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
  846. RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
  847. _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
  848. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  849. ERR_FAIL_COND_V(!rpi, RID());
  850. return rpi->probe;
  851. }
  852. _FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) {
  853. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  854. ERR_FAIL_COND_V(!rpi, 0);
  855. return rpi->forward_id;
  856. }
  857. _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
  858. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  859. ERR_FAIL_COND(!rpi);
  860. rpi->last_pass = p_render_pass;
  861. }
  862. _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
  863. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  864. ERR_FAIL_COND_V(!rpi, 0);
  865. return rpi->last_pass;
  866. }
  867. _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) {
  868. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  869. ERR_FAIL_COND_V(!rpi, Transform3D());
  870. return rpi->transform;
  871. }
  872. _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
  873. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  874. ERR_FAIL_COND_V(!rpi, -1);
  875. return rpi->atlas_index;
  876. }
  877. virtual RID decal_instance_create(RID p_decal) override;
  878. virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
  879. _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
  880. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  881. return decal->decal;
  882. }
  883. _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const {
  884. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  885. return decal->forward_id;
  886. }
  887. _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
  888. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  889. return decal->transform;
  890. }
  891. virtual RID lightmap_instance_create(RID p_lightmap) override;
  892. virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
  893. _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
  894. return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr;
  895. }
  896. _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
  897. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
  898. return li->lightmap;
  899. }
  900. _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) {
  901. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
  902. return li->transform;
  903. }
  904. /* gi light probes */
  905. virtual RID voxel_gi_instance_create(RID p_base) override;
  906. virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
  907. virtual bool voxel_gi_needs_update(RID p_probe) const override;
  908. virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override;
  909. virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
  910. /* render buffers */
  911. virtual float _render_buffers_get_luminance_multiplier();
  912. virtual RD::DataFormat _render_buffers_get_color_format();
  913. virtual bool _render_buffers_can_be_storage();
  914. virtual RID render_buffers_create() override;
  915. virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
  916. virtual void gi_set_use_half_resolution(bool p_enable) override;
  917. RID render_buffers_get_depth_texture(RID p_render_buffers);
  918. RID render_buffers_get_ao_texture(RID p_render_buffers);
  919. RID render_buffers_get_ssil_texture(RID p_render_buffers);
  920. RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
  921. RID render_buffers_get_back_depth_texture(RID p_render_buffers);
  922. RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
  923. RID render_buffers_get_default_voxel_gi_buffer();
  924. RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
  925. RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
  926. uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
  927. bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
  928. RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
  929. Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
  930. Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
  931. float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
  932. float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
  933. uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
  934. uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
  935. bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
  936. float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
  937. RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
  938. bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
  939. RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
  940. RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
  941. float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
  942. float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
  943. virtual void update_uniform_sets(){};
  944. virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
  945. virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
  946. virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;
  947. virtual void set_scene_pass(uint64_t p_pass) override {
  948. scene_pass = p_pass;
  949. }
  950. _FORCE_INLINE_ uint64_t get_scene_pass() {
  951. return scene_pass;
  952. }
  953. virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;
  954. virtual bool screen_space_roughness_limiter_is_active() const override;
  955. virtual float screen_space_roughness_limiter_get_amount() const;
  956. virtual float screen_space_roughness_limiter_get_limit() const;
  957. virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
  958. RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
  959. virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
  960. virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
  961. virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
  962. virtual void decals_set_filter(RS::DecalFilter p_filter) override;
  963. virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
  964. _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
  965. _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
  966. _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
  967. _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
  968. _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
  969. _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
  970. _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
  971. _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
  972. _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
  973. _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
  974. _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
  975. _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
  976. _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
  977. _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
  978. int get_roughness_layers() const;
  979. bool is_using_radiance_cubemap_array() const;
  980. virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override;
  981. virtual bool free(RID p_rid) override;
  982. virtual void update() override;
  983. virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
  984. _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
  985. return debug_draw;
  986. }
  987. virtual void set_time(double p_time, double p_step) override;
  988. RID get_reflection_probe_buffer();
  989. RID get_omni_light_buffer();
  990. RID get_spot_light_buffer();
  991. RID get_directional_light_buffer();
  992. RID get_decal_buffer();
  993. int get_max_directional_lights() const;
  994. virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
  995. virtual bool is_vrs_supported() const;
  996. virtual bool is_dynamic_gi_supported() const;
  997. virtual bool is_clustered_enabled() const;
  998. virtual bool is_volumetric_supported() const;
  999. virtual uint32_t get_max_elements() const;
  1000. void init();
  1001. RendererSceneRenderRD();
  1002. ~RendererSceneRenderRD();
  1003. };
  1004. #endif // RENDERER_SCENE_RENDER_RD_H