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- /*************************************************************************/
- /* renderer_scene_render_rd.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef RENDERING_SERVER_SCENE_RENDER_RD_H
- #define RENDERING_SERVER_SCENE_RENDER_RD_H
- #include "core/templates/local_vector.h"
- #include "core/templates/rid_owner.h"
- #include "servers/rendering/renderer_compositor.h"
- #include "servers/rendering/renderer_rd/cluster_builder_rd.h"
- #include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
- #include "servers/rendering/renderer_rd/renderer_scene_gi_rd.h"
- #include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
- #include "servers/rendering/renderer_rd/renderer_storage_rd.h"
- #include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h"
- #include "servers/rendering/renderer_scene.h"
- #include "servers/rendering/renderer_scene_render.h"
- #include "servers/rendering/rendering_device.h"
- struct RenderDataRD {
- RID render_buffers = RID();
- Transform3D cam_transform = Transform3D();
- CameraMatrix cam_projection = CameraMatrix();
- bool cam_ortogonal = false;
- // For stereo rendering
- uint32_t view_count = 1;
- CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
- float z_near = 0.0;
- float z_far = 0.0;
- const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
- const PagedArray<RID> *lights = nullptr;
- const PagedArray<RID> *reflection_probes = nullptr;
- const PagedArray<RID> *voxel_gi_instances = nullptr;
- const PagedArray<RID> *decals = nullptr;
- const PagedArray<RID> *lightmaps = nullptr;
- const PagedArray<RID> *fog_volumes = nullptr;
- RID environment = RID();
- RID camera_effects = RID();
- RID shadow_atlas = RID();
- RID reflection_atlas = RID();
- RID reflection_probe = RID();
- int reflection_probe_pass = 0;
- float lod_distance_multiplier = 0.0;
- Plane lod_camera_plane = Plane();
- float screen_mesh_lod_threshold = 0.0;
- RID cluster_buffer = RID();
- uint32_t cluster_size = 0;
- uint32_t cluster_max_elements = 0;
- uint32_t directional_light_count = 0;
- bool directional_light_soft_shadows = false;
- RendererScene::RenderInfo *render_info = nullptr;
- };
- class RendererSceneRenderRD : public RendererSceneRender {
- friend RendererSceneSkyRD;
- friend RendererSceneGIRD;
- protected:
- RendererStorageRD *storage;
- double time;
- double time_step = 0;
- struct RenderBufferData {
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) = 0;
- virtual ~RenderBufferData() {}
- };
- virtual RenderBufferData *_create_render_buffer_data() = 0;
- 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);
- void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
- void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
- virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
- virtual void _render_shadow_begin() = 0;
- virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_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;
- virtual void _render_shadow_process() = 0;
- virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
- virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
- void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
- void _debug_draw_cluster(RID p_render_buffers);
- RenderBufferData *render_buffers_get_data(RID p_render_buffers);
- virtual void _base_uniforms_changed() = 0;
- virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
- void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
- void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
- void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
- void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform);
- void _copy_framebuffer_to_ssil(RID p_render_buffers);
- void _ensure_ss_effects(RID p_render_buffers, bool p_using_ssil);
- bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
- void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
- void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
- void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
- void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
- void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
- void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
- void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
- void _disable_clear_request(const RenderDataRD *p_render_data);
- // needed for a single argument calls (material and uv2)
- PagedArrayPool<GeometryInstance *> cull_argument_pool;
- PagedArray<GeometryInstance *> cull_argument; //need this to exist
- RendererSceneGIRD gi;
- RendererSceneSkyRD sky;
- RendererSceneEnvironmentRD *get_environment(RID p_environment) {
- if (p_environment.is_valid()) {
- return environment_owner.get_or_null(p_environment);
- } else {
- return nullptr;
- }
- };
- //used for mobile renderer mostly
- typedef int32_t ForwardID;
- enum ForwardIDType {
- FORWARD_ID_TYPE_OMNI_LIGHT,
- FORWARD_ID_TYPE_SPOT_LIGHT,
- FORWARD_ID_TYPE_REFLECTION_PROBE,
- FORWARD_ID_TYPE_DECAL,
- FORWARD_ID_MAX,
- };
- virtual ForwardID _allocate_forward_id(ForwardIDType p_type) { return -1; }
- virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) {}
- virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {}
- virtual bool _uses_forward_ids() const { return false; }
- virtual void _update_shader_quality_settings() {}
- private:
- RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
- static RendererSceneRenderRD *singleton;
- /* REFLECTION ATLAS */
- struct ReflectionAtlas {
- int count = 0;
- int size = 0;
- RID reflection;
- RID depth_buffer;
- RID depth_fb;
- struct Reflection {
- RID owner;
- RendererSceneSkyRD::ReflectionData data;
- RID fbs[6];
- };
- Vector<Reflection> reflections;
- ClusterBuilderRD *cluster_builder = nullptr;
- };
- mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
- /* REFLECTION PROBE INSTANCE */
- struct ReflectionProbeInstance {
- RID probe;
- int atlas_index = -1;
- RID atlas;
- bool dirty = true;
- bool rendering = false;
- int processing_layer = 1;
- int processing_side = 0;
- uint32_t render_step = 0;
- uint64_t last_pass = 0;
- uint32_t cull_mask = 0;
- ForwardID forward_id = -1;
- Transform3D transform;
- };
- mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
- /* DECAL INSTANCE */
- struct DecalInstance {
- RID decal;
- Transform3D transform;
- uint32_t cull_mask;
- ForwardID forward_id = -1;
- };
- mutable RID_Owner<DecalInstance> decal_instance_owner;
- /* LIGHTMAP INSTANCE */
- struct LightmapInstance {
- RID lightmap;
- Transform3D transform;
- };
- mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
- /* SHADOW ATLAS */
- struct ShadowShrinkStage {
- RID texture;
- RID filter_texture;
- uint32_t size;
- };
- struct ShadowAtlas {
- enum {
- QUADRANT_SHIFT = 27,
- OMNI_LIGHT_FLAG = 1 << 26,
- SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1,
- SHADOW_INVALID = 0xFFFFFFFF
- };
- struct Quadrant {
- uint32_t subdivision;
- struct Shadow {
- RID owner;
- uint64_t version;
- uint64_t fog_version; // used for fog
- uint64_t alloc_tick;
- Shadow() {
- version = 0;
- fog_version = 0;
- alloc_tick = 0;
- }
- };
- Vector<Shadow> shadows;
- Quadrant() {
- subdivision = 0; //not in use
- }
- } quadrants[4];
- int size_order[4] = { 0, 1, 2, 3 };
- uint32_t smallest_subdiv = 0;
- int size = 0;
- bool use_16_bits = false;
- RID depth;
- RID fb; //for copying
- Map<RID, uint32_t> shadow_owners;
- };
- RID_Owner<ShadowAtlas> shadow_atlas_owner;
- void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
- 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);
- 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);
- 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);
- RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
- RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
- float shadows_quality_radius = 1.0;
- float directional_shadow_quality_radius = 1.0;
- float *directional_penumbra_shadow_kernel;
- float *directional_soft_shadow_kernel;
- float *penumbra_shadow_kernel;
- float *soft_shadow_kernel;
- int directional_penumbra_shadow_samples = 0;
- int directional_soft_shadow_samples = 0;
- int penumbra_shadow_samples = 0;
- int soft_shadow_samples = 0;
- RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
- RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
- /* DIRECTIONAL SHADOW */
- struct DirectionalShadow {
- RID depth;
- RID fb; //when renderign direct
- int light_count = 0;
- int size = 0;
- bool use_16_bits = false;
- int current_light = 0;
- } directional_shadow;
- void _update_directional_shadow_atlas();
- /* SHADOW CUBEMAPS */
- struct ShadowCubemap {
- RID cubemap;
- RID side_fb[6];
- };
- Map<int, ShadowCubemap> shadow_cubemaps;
- ShadowCubemap *_get_shadow_cubemap(int p_size);
- void _create_shadow_cubemaps();
- /* LIGHT INSTANCE */
- struct LightInstance {
- struct ShadowTransform {
- CameraMatrix camera;
- Transform3D transform;
- float farplane;
- float split;
- float bias_scale;
- float shadow_texel_size;
- float range_begin;
- Rect2 atlas_rect;
- Vector2 uv_scale;
- };
- RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
- ShadowTransform shadow_transform[6];
- AABB aabb;
- RID self;
- RID light;
- Transform3D transform;
- Vector3 light_vector;
- Vector3 spot_vector;
- float linear_att = 0.0;
- uint64_t shadow_pass = 0;
- uint64_t last_scene_pass = 0;
- uint64_t last_scene_shadow_pass = 0;
- uint64_t last_pass = 0;
- uint32_t cull_mask = 0;
- uint32_t light_directional_index = 0;
- Rect2 directional_rect;
- Set<RID> shadow_atlases; //shadow atlases where this light is registered
- ForwardID forward_id = -1;
- LightInstance() {}
- };
- mutable RID_Owner<LightInstance> light_instance_owner;
- /* FOG VOLUMES */
- struct FogVolumeInstance {
- RID volume;
- Transform3D transform;
- bool active = false;
- };
- mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
- /* ENVIRONMENT */
- RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
- bool ssao_half_size = false;
- bool ssao_using_half_size = false;
- float ssao_adaptive_target = 0.5;
- int ssao_blur_passes = 2;
- float ssao_fadeout_from = 50.0;
- float ssao_fadeout_to = 300.0;
- RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM;
- bool ssil_half_size = false;
- bool ssil_using_half_size = false;
- float ssil_adaptive_target = 0.5;
- int ssil_blur_passes = 4;
- float ssil_fadeout_from = 50.0;
- float ssil_fadeout_to = 300.0;
- bool glow_bicubic_upscale = false;
- bool glow_high_quality = false;
- RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
- mutable RID_Owner<RendererSceneEnvironmentRD, true> environment_owner;
- /* CAMERA EFFECTS */
- struct CameraEffects {
- bool dof_blur_far_enabled = false;
- float dof_blur_far_distance = 10;
- float dof_blur_far_transition = 5;
- bool dof_blur_near_enabled = false;
- float dof_blur_near_distance = 2;
- float dof_blur_near_transition = 1;
- float dof_blur_amount = 0.1;
- bool override_exposure_enabled = false;
- float override_exposure = 1;
- };
- RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
- RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
- bool dof_blur_use_jitter = false;
- RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
- float sss_scale = 0.05;
- float sss_depth_scale = 0.01;
- mutable RID_Owner<CameraEffects, true> camera_effects_owner;
- /* RENDER BUFFERS */
- ClusterBuilderSharedDataRD cluster_builder_shared;
- ClusterBuilderRD *current_cluster_builder = nullptr;
- struct VolumetricFog;
- struct RenderBuffers {
- RenderBufferData *data = nullptr;
- int internal_width = 0;
- int internal_height = 0;
- int width = 0;
- int height = 0;
- float fsr_sharpness = 0.2f;
- RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
- RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
- bool use_debanding = false;
- uint32_t view_count = 1;
- RID render_target;
- uint64_t auto_exposure_version = 1;
- RID sss_texture; //texture for sss. This needs to be a different resolution than blur[0]
- RID internal_texture; //main texture for rendering to, must be filled after done rendering
- RID texture; //upscaled version of main texture (This uses the same resource as internal_texture if there is no upscaling)
- RID depth_texture; //main depth texture
- RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
- RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling)
- RendererSceneGIRD::SDFGI *sdfgi = nullptr;
- VolumetricFog *volumetric_fog = nullptr;
- RendererSceneGIRD::RenderBuffersGI gi;
- ClusterBuilderRD *cluster_builder = nullptr;
- //built-in textures used for ping pong image processing and blurring
- struct Blur {
- RID texture;
- struct Mipmap {
- RID texture;
- int width;
- int height;
- // only used on mobile renderer
- RID fb;
- RID half_texture;
- RID half_fb;
- };
- Vector<Mipmap> mipmaps;
- };
- Blur blur[2]; //the second one starts from the first mipmap
- struct WeightBuffers {
- RID weight;
- RID fb; // FB with both texture and weight
- };
- // 2 full size, 2 half size
- WeightBuffers weight_buffers[4]; // Only used in raster
- RID base_weight_fb; // base buffer for weight
- RID depth_back_texture;
- RID depth_back_fb; // only used on mobile
- struct Luminance {
- Vector<RID> reduce;
- RID current;
- // used only on mobile renderer
- Vector<RID> fb;
- RID current_fb;
- } luminance;
- struct SSEffects {
- RID linear_depth;
- Vector<RID> linear_depth_slices;
- RID downsample_uniform_set;
- RID last_frame;
- Vector<RID> last_frame_slices;
- CameraMatrix last_frame_projection;
- Transform3D last_frame_transform;
- struct SSAO {
- RID ao_deinterleaved;
- Vector<RID> ao_deinterleaved_slices;
- RID ao_pong;
- Vector<RID> ao_pong_slices;
- RID ao_final;
- RID importance_map[2];
- RID depth_texture_view;
- RID gather_uniform_set;
- RID importance_map_uniform_set;
- } ssao;
- struct SSIL {
- RID ssil_final;
- RID deinterleaved;
- Vector<RID> deinterleaved_slices;
- RID pong;
- Vector<RID> pong_slices;
- RID edges;
- Vector<RID> edges_slices;
- RID importance_map[2];
- RID depth_texture_view;
- RID gather_uniform_set;
- RID importance_map_uniform_set;
- RID projection_uniform_set;
- } ssil;
- } ss_effects;
- struct SSR {
- RID normal_scaled;
- RID depth_scaled;
- RID blur_radius[2];
- } ssr;
- RID ambient_buffer;
- RID reflection_buffer;
- };
- /* GI */
- bool screen_space_roughness_limiter = false;
- float screen_space_roughness_limiter_amount = 0.25;
- float screen_space_roughness_limiter_limit = 0.18;
- mutable RID_Owner<RenderBuffers> render_buffers_owner;
- void _free_render_buffer_data(RenderBuffers *rb);
- void _allocate_blur_textures(RenderBuffers *rb);
- void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
- void _allocate_luminance_textures(RenderBuffers *rb);
- void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
- /* Cluster */
- struct Cluster {
- /* Scene State UBO */
- // !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
- enum {
- REFLECTION_AMBIENT_DISABLED = 0,
- REFLECTION_AMBIENT_ENVIRONMENT = 1,
- REFLECTION_AMBIENT_COLOR = 2,
- };
- struct ReflectionData {
- float box_extents[3];
- float index;
- float box_offset[3];
- uint32_t mask;
- float ambient[3]; // ambient color,
- float intensity;
- uint32_t exterior;
- uint32_t box_project;
- uint32_t ambient_mode;
- uint32_t pad;
- float local_matrix[16]; // up to here for spot and omni, rest is for directional
- };
- struct LightData {
- float position[3];
- float inv_radius;
- float direction[3]; // in omni, x and y are used for dual paraboloid offset
- float size;
- float color[3];
- float attenuation;
- float inv_spot_attenuation;
- float cos_spot_angle;
- float specular_amount;
- uint32_t shadow_enabled;
- float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
- float shadow_matrix[16];
- float shadow_bias;
- float shadow_normal_bias;
- float transmittance_bias;
- float soft_shadow_size;
- float soft_shadow_scale;
- uint32_t mask;
- float shadow_volumetric_fog_fade;
- uint32_t bake_mode;
- float projector_rect[4];
- };
- struct DirectionalLightData {
- float direction[3];
- float energy;
- float color[3];
- float size;
- float specular;
- uint32_t mask;
- float softshadow_angle;
- float soft_shadow_scale;
- uint32_t blend_splits;
- uint32_t shadow_enabled;
- float fade_from;
- float fade_to;
- uint32_t pad[2];
- uint32_t bake_mode;
- float shadow_volumetric_fog_fade;
- float shadow_bias[4];
- float shadow_normal_bias[4];
- float shadow_transmittance_bias[4];
- float shadow_z_range[4];
- float shadow_range_begin[4];
- float shadow_split_offsets[4];
- float shadow_matrices[4][16];
- float shadow_color1[4];
- float shadow_color2[4];
- float shadow_color3[4];
- float shadow_color4[4];
- float uv_scale1[2];
- float uv_scale2[2];
- float uv_scale3[2];
- float uv_scale4[2];
- };
- struct DecalData {
- float xform[16];
- float inv_extents[3];
- float albedo_mix;
- float albedo_rect[4];
- float normal_rect[4];
- float orm_rect[4];
- float emission_rect[4];
- float modulate[4];
- float emission_energy;
- uint32_t mask;
- float upper_fade;
- float lower_fade;
- float normal_xform[12];
- float normal[3];
- float normal_fade;
- };
- template <class T>
- struct InstanceSort {
- float depth;
- T *instance;
- bool operator<(const InstanceSort &p_sort) const {
- return depth < p_sort.depth;
- }
- };
- ReflectionData *reflections;
- InstanceSort<ReflectionProbeInstance> *reflection_sort;
- uint32_t max_reflections;
- RID reflection_buffer;
- uint32_t max_reflection_probes_per_instance;
- uint32_t reflection_count = 0;
- DecalData *decals;
- InstanceSort<DecalInstance> *decal_sort;
- uint32_t max_decals;
- RID decal_buffer;
- uint32_t decal_count;
- LightData *omni_lights;
- LightData *spot_lights;
- InstanceSort<LightInstance> *omni_light_sort;
- InstanceSort<LightInstance> *spot_light_sort;
- uint32_t max_lights;
- RID omni_light_buffer;
- RID spot_light_buffer;
- uint32_t omni_light_count = 0;
- uint32_t spot_light_count = 0;
- DirectionalLightData *directional_lights;
- uint32_t max_directional_lights;
- RID directional_light_buffer;
- } cluster;
- struct RenderState {
- const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
- int render_shadow_count = 0;
- const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
- int render_sdfgi_region_count = 0;
- const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
- uint32_t voxel_gi_count = 0;
- LocalVector<int> cube_shadows;
- LocalVector<int> shadows;
- LocalVector<int> directional_shadows;
- bool depth_prepass_used; // this does not seem used anywhere...
- } render_state;
- struct VolumetricFog {
- enum {
- MAX_TEMPORAL_FRAMES = 16
- };
- uint32_t width = 0;
- uint32_t height = 0;
- uint32_t depth = 0;
- float length;
- float spread;
- RID light_density_map;
- RID prev_light_density_map;
- RID fog_map;
- RID density_map;
- RID light_map;
- RID emissive_map;
- RID fog_uniform_set;
- RID copy_uniform_set;
- RID process_uniform_set;
- RID process_uniform_set2;
- RID sdfgi_uniform_set;
- RID sky_uniform_set;
- int last_shadow_filter = -1;
- Transform3D prev_cam_transform;
- };
- struct VolumetricFogShader {
- enum FogSet {
- FOG_SET_BASE,
- FOG_SET_UNIFORMS,
- FOG_SET_MATERIAL,
- FOG_SET_MAX,
- };
- struct FogPushConstant {
- float position[3];
- float pad;
- float extents[3];
- float pad2;
- int32_t corner[3];
- uint32_t shape;
- float transform[16];
- };
- struct VolumeUBO {
- float fog_frustum_size_begin[2];
- float fog_frustum_size_end[2];
- float fog_frustum_end;
- float z_near;
- float z_far;
- float time;
- int32_t fog_volume_size[3];
- uint32_t directional_light_count;
- uint32_t use_temporal_reprojection;
- uint32_t temporal_frame;
- float detail_spread;
- float temporal_blend;
- float to_prev_view[16];
- float transform[16];
- };
- ShaderCompiler compiler;
- VolumetricFogShaderRD shader;
- FogPushConstant push_constant;
- RID volume_ubo;
- RID default_shader;
- RID default_material;
- RID default_shader_rd;
- RID base_uniform_set;
- RID params_ubo;
- enum {
- VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
- VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
- VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
- VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
- VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
- VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
- };
- struct ParamsUBO {
- float fog_frustum_size_begin[2];
- float fog_frustum_size_end[2];
- float fog_frustum_end;
- float ambient_inject;
- float z_far;
- uint32_t filter_axis;
- float ambient_color[3];
- float sky_contribution;
- int32_t fog_volume_size[3];
- uint32_t directional_light_count;
- float base_emission[3];
- float base_density;
- float base_scattering[3];
- float phase_g;
- float detail_spread;
- float gi_inject;
- uint32_t max_voxel_gi_instances;
- uint32_t cluster_type_size;
- float screen_size[2];
- uint32_t cluster_shift;
- uint32_t cluster_width;
- uint32_t max_cluster_element_count_div_32;
- uint32_t use_temporal_reprojection;
- uint32_t temporal_frame;
- float temporal_blend;
- float cam_rotation[12];
- float to_prev_view[16];
- float radiance_inverse_xform[12];
- };
- VolumetricFogProcessShaderRD process_shader;
- RID process_shader_version;
- RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
- } volumetric_fog;
- uint32_t volumetric_fog_depth = 128;
- uint32_t volumetric_fog_size = 128;
- bool volumetric_fog_filter_active = true;
- Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
- void _volumetric_fog_erase(RenderBuffers *rb);
- void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
- struct FogShaderData : public RendererStorageRD::ShaderData {
- bool valid;
- RID version;
- RID pipeline;
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
- String path;
- String code;
- Map<StringName, Map<int, RID>> default_texture_params;
- bool uses_time;
- virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
- virtual bool is_param_texture(const StringName &p_param) const;
- virtual bool is_animated() const;
- virtual bool casts_shadows() const;
- virtual Variant get_default_parameter(const StringName &p_parameter) const;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const;
- FogShaderData();
- virtual ~FogShaderData();
- };
- struct FogMaterialData : public RendererStorageRD::MaterialData {
- uint64_t last_frame;
- FogShaderData *shader_data;
- RID uniform_set;
- bool uniform_set_updated;
- virtual void set_render_priority(int p_priority) {}
- virtual void set_next_pass(RID p_pass) {}
- virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual ~FogMaterialData();
- };
- RendererStorageRD::ShaderData *_create_fog_shader_func();
- static RendererStorageRD::ShaderData *_create_fog_shader_funcs();
- RendererStorageRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
- static RendererStorageRD::MaterialData *_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader);
- RID shadow_sampler;
- uint64_t scene_pass = 0;
- uint64_t shadow_atlas_realloc_tolerance_msec = 500;
- /* !BAS! is this used anywhere?
- struct SDFGICosineNeighbour {
- uint32_t neighbour;
- float weight;
- };
- */
- uint32_t max_cluster_elements = 512;
- void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_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);
- public:
- virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
- virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
- /* SHADOW ATLAS API */
- virtual RID shadow_atlas_create() override;
- virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override;
- virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
- virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override;
- _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
- ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
- ERR_FAIL_COND_V(!atlas, false);
- return atlas->shadow_owners.has(p_light_intance);
- }
- _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
- ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
- ERR_FAIL_COND_V(!atlas, RID());
- return atlas->depth;
- }
- _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
- ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
- ERR_FAIL_COND_V(!atlas, Size2i());
- return Size2(atlas->size, atlas->size);
- }
- virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override;
- virtual int get_directional_light_shadow_size(RID p_light_intance) override;
- virtual void set_directional_shadow_count(int p_count) override;
- _FORCE_INLINE_ RID directional_shadow_get_texture() {
- return directional_shadow.depth;
- }
- _FORCE_INLINE_ Size2i directional_shadow_get_size() {
- return Size2i(directional_shadow.size, directional_shadow.size);
- }
- /* SDFGI UPDATE */
- virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
- virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
- virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
- virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
- RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
- /* SKY API */
- virtual RID sky_allocate() override;
- virtual void sky_initialize(RID p_rid) override;
- virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
- virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
- virtual void sky_set_material(RID p_sky, RID p_material) override;
- virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
- /* ENVIRONMENT API */
- virtual RID environment_allocate() override;
- virtual void environment_initialize(RID p_rid) override;
- virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override;
- virtual void environment_set_sky(RID p_env, RID p_sky) override;
- virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) override;
- virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override;
- virtual void environment_set_bg_color(RID p_env, const Color &p_color) override;
- virtual void environment_set_bg_energy(RID p_env, float p_energy) override;
- virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override;
- 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;
- virtual RS::EnvironmentBG environment_get_background(RID p_env) const override;
- RID environment_get_sky(RID p_env) const;
- float environment_get_sky_custom_fov(RID p_env) const;
- Basis environment_get_sky_orientation(RID p_env) const;
- Color environment_get_bg_color(RID p_env) const;
- float environment_get_bg_energy(RID p_env) const;
- virtual int environment_get_canvas_max_layer(RID p_env) const override;
- Color environment_get_ambient_light_color(RID p_env) const;
- RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
- float environment_get_ambient_light_energy(RID p_env) const;
- float environment_get_ambient_sky_contribution(RID p_env) const;
- RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
- virtual bool is_environment(RID p_env) const override;
- virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) override;
- virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
- virtual void environment_glow_set_use_high_quality(bool p_enable) override;
- 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;
- bool environment_is_fog_enabled(RID p_env) const;
- Color environment_get_fog_light_color(RID p_env) const;
- float environment_get_fog_light_energy(RID p_env) const;
- float environment_get_fog_sun_scatter(RID p_env) const;
- float environment_get_fog_density(RID p_env) const;
- float environment_get_fog_height(RID p_env) const;
- float environment_get_fog_height_density(RID p_env) const;
- float environment_get_fog_aerial_perspective(RID p_env) const;
- 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;
- virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
- virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
- 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;
- 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;
- 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;
- 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;
- 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;
- bool environment_is_ssao_enabled(RID p_env) const;
- float environment_get_ssao_ao_affect(RID p_env) const;
- float environment_get_ssao_light_affect(RID p_env) const;
- bool environment_is_ssil_enabled(RID p_env) const;
- bool environment_is_ssr_enabled(RID p_env) const;
- bool environment_is_sdfgi_enabled(RID p_env) const;
- virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override;
- virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
- virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
- virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
- virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
- RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
- 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;
- 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;
- virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
- /* CAMERA EFFECTS */
- virtual RID camera_effects_allocate() override;
- virtual void camera_effects_initialize(RID p_rid) override;
- virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
- virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
- 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;
- virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
- bool camera_effects_uses_dof(RID p_camera_effects) {
- CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
- return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
- }
- /* LIGHT INSTANCE API */
- virtual RID light_instance_create(RID p_light) override;
- virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
- virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
- virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
- virtual void light_instance_mark_visible(RID p_light_instance) override;
- _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->light;
- }
- _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->transform;
- }
- _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- uint32_t key = shadow_atlas->shadow_owners[li->self];
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
- uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
- ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
- uint32_t atlas_size = shadow_atlas->size;
- uint32_t quadrant_size = atlas_size >> 1;
- uint32_t x = (quadrant & 1) * quadrant_size;
- uint32_t y = (quadrant >> 1) * quadrant_size;
- uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
- x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
- y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
- if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
- if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) {
- r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision);
- r_omni_offset.y = 1;
- } else {
- r_omni_offset.x = 1;
- r_omni_offset.y = 0;
- }
- }
- uint32_t width = shadow_size;
- uint32_t height = shadow_size;
- return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
- }
- _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->shadow_transform[p_index].camera;
- }
- _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
- #ifdef DEBUG_ENABLED
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
- #endif
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
- ERR_FAIL_COND_V(!shadow_atlas, 0);
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
- #endif
- uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
- uint32_t quadrant_size = shadow_atlas->size >> 1;
- uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
- return float(1.0) / shadow_size;
- }
- _FORCE_INLINE_ Transform3D
- light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->shadow_transform[p_index].transform;
- }
- _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->shadow_transform[p_index].bias_scale;
- }
- _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->shadow_transform[p_index].farplane;
- }
- _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->shadow_transform[p_index].range_begin;
- }
- _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->shadow_transform[p_index].uv_scale;
- }
- _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->shadow_transform[p_index].atlas_rect;
- }
- _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->shadow_transform[p_index].split;
- }
- _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->shadow_transform[p_index].shadow_texel_size;
- }
- _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- li->last_pass = p_pass;
- }
- _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->last_pass;
- }
- _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->forward_id;
- }
- _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
- LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
- return li->light_type;
- }
- /* FOG VOLUMES */
- virtual RID fog_volume_instance_create(RID p_fog_volume) override;
- virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
- virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
- virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
- virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
- virtual RID reflection_atlas_create() override;
- virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
- virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;
- _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
- ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas);
- ERR_FAIL_COND_V(!atlas, RID());
- return atlas->reflection;
- }
- virtual RID reflection_probe_instance_create(RID p_probe) override;
- virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
- virtual void reflection_probe_release_atlas_index(RID p_instance) override;
- virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override;
- virtual bool reflection_probe_instance_has_reflection(RID p_instance) override;
- virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
- virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
- virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override;
- uint32_t reflection_probe_instance_get_resolution(RID p_instance);
- RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
- RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
- _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
- ERR_FAIL_COND_V(!rpi, RID());
- return rpi->probe;
- }
- _FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
- ERR_FAIL_COND_V(!rpi, 0);
- return rpi->forward_id;
- }
- _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
- ERR_FAIL_COND(!rpi);
- rpi->last_pass = p_render_pass;
- }
- _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
- ERR_FAIL_COND_V(!rpi, 0);
- return rpi->last_pass;
- }
- _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
- ERR_FAIL_COND_V(!rpi, Transform3D());
- return rpi->transform;
- }
- _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
- ERR_FAIL_COND_V(!rpi, -1);
- return rpi->atlas_index;
- }
- virtual RID decal_instance_create(RID p_decal) override;
- virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
- _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
- DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
- return decal->decal;
- }
- _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const {
- DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
- return decal->forward_id;
- }
- _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
- DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
- return decal->transform;
- }
- virtual RID lightmap_instance_create(RID p_lightmap) override;
- virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
- _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
- return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr;
- }
- _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
- LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
- return li->lightmap;
- }
- _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) {
- LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
- return li->transform;
- }
- /* gi light probes */
- virtual RID voxel_gi_instance_create(RID p_base) override;
- virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
- virtual bool voxel_gi_needs_update(RID p_probe) const override;
- virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override;
- virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
- /* render buffers */
- virtual float _render_buffers_get_luminance_multiplier();
- virtual RD::DataFormat _render_buffers_get_color_format();
- virtual bool _render_buffers_can_be_storage();
- virtual RID render_buffers_create() override;
- virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override;
- virtual void gi_set_use_half_resolution(bool p_enable) override;
- RID render_buffers_get_depth_texture(RID p_render_buffers);
- RID render_buffers_get_ao_texture(RID p_render_buffers);
- RID render_buffers_get_ssil_texture(RID p_render_buffers);
- RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
- RID render_buffers_get_back_depth_texture(RID p_render_buffers);
- RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
- RID render_buffers_get_default_voxel_gi_buffer();
- RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
- RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
- uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
- bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
- RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
- Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
- Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
- float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
- float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
- uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
- uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
- bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
- float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
- RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
- bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
- RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
- RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
- float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
- float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
- virtual void update_uniform_sets(){};
- virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_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;
- virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
- virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
- virtual void set_scene_pass(uint64_t p_pass) override {
- scene_pass = p_pass;
- }
- _FORCE_INLINE_ uint64_t get_scene_pass() {
- return scene_pass;
- }
- virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;
- virtual bool screen_space_roughness_limiter_is_active() const override;
- virtual float screen_space_roughness_limiter_get_amount() const;
- virtual float screen_space_roughness_limiter_get_limit() const;
- virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
- RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
- virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
- virtual void shadows_quality_set(RS::ShadowQuality p_quality) override;
- virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override;
- virtual void decals_set_filter(RS::DecalFilter p_filter) override;
- virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
- _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
- _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
- _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
- _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
- _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
- _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
- _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
- _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
- _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
- _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
- _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
- _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
- _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
- _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
- int get_roughness_layers() const;
- bool is_using_radiance_cubemap_array() const;
- virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override;
- virtual bool free(RID p_rid) override;
- virtual void update() override;
- virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
- _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
- return debug_draw;
- }
- virtual void set_time(double p_time, double p_step) override;
- RID get_reflection_probe_buffer();
- RID get_omni_light_buffer();
- RID get_spot_light_buffer();
- RID get_directional_light_buffer();
- RID get_decal_buffer();
- int get_max_directional_lights() const;
- virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
- virtual bool is_dynamic_gi_supported() const;
- virtual bool is_clustered_enabled() const;
- virtual bool is_volumetric_supported() const;
- virtual uint32_t get_max_elements() const;
- void init();
- RendererSceneRenderRD(RendererStorageRD *p_storage);
- ~RendererSceneRenderRD();
- };
- #endif // RASTERIZER_SCENE_RD_H
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