renderer_scene_render_rd.h 57 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 RENDERING_SERVER_SCENE_RENDER_RD_H
  31. #define RENDERING_SERVER_SCENE_RENDER_RD_H
  32. #include "core/templates/local_vector.h"
  33. #include "core/templates/rid_owner.h"
  34. #include "servers/rendering/renderer_compositor.h"
  35. #include "servers/rendering/renderer_rd/cluster_builder_rd.h"
  36. #include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
  37. #include "servers/rendering/renderer_rd/renderer_scene_gi_rd.h"
  38. #include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
  39. #include "servers/rendering/renderer_rd/renderer_storage_rd.h"
  40. #include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
  41. #include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h"
  42. #include "servers/rendering/renderer_scene.h"
  43. #include "servers/rendering/renderer_scene_render.h"
  44. #include "servers/rendering/rendering_device.h"
  45. struct RenderDataRD {
  46. RID render_buffers = RID();
  47. Transform3D cam_transform = Transform3D();
  48. CameraMatrix cam_projection = CameraMatrix();
  49. bool cam_ortogonal = false;
  50. // For stereo rendering
  51. uint32_t view_count = 1;
  52. CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  53. float z_near = 0.0;
  54. float z_far = 0.0;
  55. const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
  56. const PagedArray<RID> *lights = nullptr;
  57. const PagedArray<RID> *reflection_probes = nullptr;
  58. const PagedArray<RID> *voxel_gi_instances = nullptr;
  59. const PagedArray<RID> *decals = nullptr;
  60. const PagedArray<RID> *lightmaps = nullptr;
  61. const PagedArray<RID> *fog_volumes = nullptr;
  62. RID environment = RID();
  63. RID camera_effects = RID();
  64. RID shadow_atlas = RID();
  65. RID reflection_atlas = RID();
  66. RID reflection_probe = RID();
  67. int reflection_probe_pass = 0;
  68. float lod_distance_multiplier = 0.0;
  69. Plane lod_camera_plane = Plane();
  70. float screen_mesh_lod_threshold = 0.0;
  71. RID cluster_buffer = RID();
  72. uint32_t cluster_size = 0;
  73. uint32_t cluster_max_elements = 0;
  74. uint32_t directional_light_count = 0;
  75. bool directional_light_soft_shadows = false;
  76. RendererScene::RenderInfo *render_info = nullptr;
  77. };
  78. class RendererSceneRenderRD : public RendererSceneRender {
  79. friend RendererSceneSkyRD;
  80. friend RendererSceneGIRD;
  81. protected:
  82. RendererStorageRD *storage;
  83. double time;
  84. double time_step = 0;
  85. struct RenderBufferData {
  86. virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) = 0;
  87. virtual ~RenderBufferData() {}
  88. };
  89. virtual RenderBufferData *_create_render_buffer_data() = 0;
  90. void _setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows);
  91. void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
  92. void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
  93. virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
  94. virtual void _render_shadow_begin() = 0;
  95. virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_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;
  96. virtual void _render_shadow_process() = 0;
  97. virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
  98. virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  99. virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  100. virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
  101. virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
  102. void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
  103. void _debug_draw_cluster(RID p_render_buffers);
  104. RenderBufferData *render_buffers_get_data(RID p_render_buffers);
  105. virtual void _base_uniforms_changed() = 0;
  106. virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
  107. void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
  108. void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
  109. void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
  110. void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform);
  111. void _copy_framebuffer_to_ssil(RID p_render_buffers);
  112. void _ensure_ss_effects(RID p_render_buffers, bool p_using_ssil);
  113. bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  114. void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  115. void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
  116. 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);
  117. void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
  118. void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
  119. void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
  120. void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
  121. void _disable_clear_request(const RenderDataRD *p_render_data);
  122. // needed for a single argument calls (material and uv2)
  123. PagedArrayPool<GeometryInstance *> cull_argument_pool;
  124. PagedArray<GeometryInstance *> cull_argument; //need this to exist
  125. RendererSceneGIRD gi;
  126. RendererSceneSkyRD sky;
  127. RendererSceneEnvironmentRD *get_environment(RID p_environment) {
  128. if (p_environment.is_valid()) {
  129. return environment_owner.get_or_null(p_environment);
  130. } else {
  131. return nullptr;
  132. }
  133. };
  134. //used for mobile renderer mostly
  135. typedef int32_t ForwardID;
  136. enum ForwardIDType {
  137. FORWARD_ID_TYPE_OMNI_LIGHT,
  138. FORWARD_ID_TYPE_SPOT_LIGHT,
  139. FORWARD_ID_TYPE_REFLECTION_PROBE,
  140. FORWARD_ID_TYPE_DECAL,
  141. FORWARD_ID_MAX,
  142. };
  143. virtual ForwardID _allocate_forward_id(ForwardIDType p_type) { return -1; }
  144. virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) {}
  145. virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {}
  146. virtual bool _uses_forward_ids() const { return false; }
  147. virtual void _update_shader_quality_settings() {}
  148. private:
  149. RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  150. static RendererSceneRenderRD *singleton;
  151. /* REFLECTION ATLAS */
  152. struct ReflectionAtlas {
  153. int count = 0;
  154. int size = 0;
  155. RID reflection;
  156. RID depth_buffer;
  157. RID depth_fb;
  158. struct Reflection {
  159. RID owner;
  160. RendererSceneSkyRD::ReflectionData data;
  161. RID fbs[6];
  162. };
  163. Vector<Reflection> reflections;
  164. ClusterBuilderRD *cluster_builder = nullptr;
  165. };
  166. mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
  167. /* REFLECTION PROBE INSTANCE */
  168. struct ReflectionProbeInstance {
  169. RID probe;
  170. int atlas_index = -1;
  171. RID atlas;
  172. bool dirty = true;
  173. bool rendering = false;
  174. int processing_layer = 1;
  175. int processing_side = 0;
  176. uint32_t render_step = 0;
  177. uint64_t last_pass = 0;
  178. uint32_t cull_mask = 0;
  179. ForwardID forward_id = -1;
  180. Transform3D transform;
  181. };
  182. mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
  183. /* DECAL INSTANCE */
  184. struct DecalInstance {
  185. RID decal;
  186. Transform3D transform;
  187. uint32_t cull_mask;
  188. ForwardID forward_id = -1;
  189. };
  190. mutable RID_Owner<DecalInstance> decal_instance_owner;
  191. /* LIGHTMAP INSTANCE */
  192. struct LightmapInstance {
  193. RID lightmap;
  194. Transform3D transform;
  195. };
  196. mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
  197. /* SHADOW ATLAS */
  198. struct ShadowShrinkStage {
  199. RID texture;
  200. RID filter_texture;
  201. uint32_t size;
  202. };
  203. struct ShadowAtlas {
  204. enum {
  205. QUADRANT_SHIFT = 27,
  206. OMNI_LIGHT_FLAG = 1 << 26,
  207. SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1,
  208. SHADOW_INVALID = 0xFFFFFFFF
  209. };
  210. struct Quadrant {
  211. uint32_t subdivision;
  212. struct Shadow {
  213. RID owner;
  214. uint64_t version;
  215. uint64_t fog_version; // used for fog
  216. uint64_t alloc_tick;
  217. Shadow() {
  218. version = 0;
  219. fog_version = 0;
  220. alloc_tick = 0;
  221. }
  222. };
  223. Vector<Shadow> shadows;
  224. Quadrant() {
  225. subdivision = 0; //not in use
  226. }
  227. } quadrants[4];
  228. int size_order[4] = { 0, 1, 2, 3 };
  229. uint32_t smallest_subdiv = 0;
  230. int size = 0;
  231. bool use_16_bits = false;
  232. RID depth;
  233. RID fb; //for copying
  234. Map<RID, uint32_t> shadow_owners;
  235. };
  236. RID_Owner<ShadowAtlas> shadow_atlas_owner;
  237. void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
  238. 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);
  239. 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);
  240. 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);
  241. RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
  242. RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
  243. float shadows_quality_radius = 1.0;
  244. float directional_shadow_quality_radius = 1.0;
  245. float *directional_penumbra_shadow_kernel;
  246. float *directional_soft_shadow_kernel;
  247. float *penumbra_shadow_kernel;
  248. float *soft_shadow_kernel;
  249. int directional_penumbra_shadow_samples = 0;
  250. int directional_soft_shadow_samples = 0;
  251. int penumbra_shadow_samples = 0;
  252. int soft_shadow_samples = 0;
  253. RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
  254. RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
  255. /* DIRECTIONAL SHADOW */
  256. struct DirectionalShadow {
  257. RID depth;
  258. RID fb; //when renderign direct
  259. int light_count = 0;
  260. int size = 0;
  261. bool use_16_bits = false;
  262. int current_light = 0;
  263. } directional_shadow;
  264. void _update_directional_shadow_atlas();
  265. /* SHADOW CUBEMAPS */
  266. struct ShadowCubemap {
  267. RID cubemap;
  268. RID side_fb[6];
  269. };
  270. Map<int, ShadowCubemap> shadow_cubemaps;
  271. ShadowCubemap *_get_shadow_cubemap(int p_size);
  272. void _create_shadow_cubemaps();
  273. /* LIGHT INSTANCE */
  274. struct LightInstance {
  275. struct ShadowTransform {
  276. CameraMatrix camera;
  277. Transform3D transform;
  278. float farplane;
  279. float split;
  280. float bias_scale;
  281. float shadow_texel_size;
  282. float range_begin;
  283. Rect2 atlas_rect;
  284. Vector2 uv_scale;
  285. };
  286. RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
  287. ShadowTransform shadow_transform[6];
  288. AABB aabb;
  289. RID self;
  290. RID light;
  291. Transform3D transform;
  292. Vector3 light_vector;
  293. Vector3 spot_vector;
  294. float linear_att = 0.0;
  295. uint64_t shadow_pass = 0;
  296. uint64_t last_scene_pass = 0;
  297. uint64_t last_scene_shadow_pass = 0;
  298. uint64_t last_pass = 0;
  299. uint32_t cull_mask = 0;
  300. uint32_t light_directional_index = 0;
  301. Rect2 directional_rect;
  302. Set<RID> shadow_atlases; //shadow atlases where this light is registered
  303. ForwardID forward_id = -1;
  304. LightInstance() {}
  305. };
  306. mutable RID_Owner<LightInstance> light_instance_owner;
  307. /* FOG VOLUMES */
  308. struct FogVolumeInstance {
  309. RID volume;
  310. Transform3D transform;
  311. bool active = false;
  312. };
  313. mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
  314. /* ENVIRONMENT */
  315. RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
  316. bool ssao_half_size = false;
  317. bool ssao_using_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_ROUGNESS_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 VolumetricFog;
  356. struct RenderBuffers {
  357. RenderBufferData *data = nullptr;
  358. int internal_width = 0;
  359. int internal_height = 0;
  360. int width = 0;
  361. int height = 0;
  362. float fsr_sharpness = 0.2f;
  363. RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
  364. RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
  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. RendererSceneGIRD::SDFGI *sdfgi = nullptr;
  376. VolumetricFog *volumetric_fog = nullptr;
  377. RendererSceneGIRD::RenderBuffersGI gi;
  378. ClusterBuilderRD *cluster_builder = nullptr;
  379. //built-in textures used for ping pong image processing and blurring
  380. struct Blur {
  381. RID texture;
  382. struct Mipmap {
  383. RID texture;
  384. int width;
  385. int height;
  386. // only used on mobile renderer
  387. RID fb;
  388. RID half_texture;
  389. RID half_fb;
  390. };
  391. Vector<Mipmap> mipmaps;
  392. };
  393. Blur blur[2]; //the second one starts from the first mipmap
  394. struct WeightBuffers {
  395. RID weight;
  396. RID fb; // FB with both texture and weight
  397. };
  398. // 2 full size, 2 half size
  399. WeightBuffers weight_buffers[4]; // Only used in raster
  400. RID base_weight_fb; // base buffer for weight
  401. RID depth_back_texture;
  402. RID depth_back_fb; // only used on mobile
  403. struct Luminance {
  404. Vector<RID> reduce;
  405. RID current;
  406. // used only on mobile renderer
  407. Vector<RID> fb;
  408. RID current_fb;
  409. } luminance;
  410. struct SSEffects {
  411. RID linear_depth;
  412. Vector<RID> linear_depth_slices;
  413. RID downsample_uniform_set;
  414. RID last_frame;
  415. Vector<RID> last_frame_slices;
  416. CameraMatrix last_frame_projection;
  417. Transform3D last_frame_transform;
  418. struct SSAO {
  419. RID ao_deinterleaved;
  420. Vector<RID> ao_deinterleaved_slices;
  421. RID ao_pong;
  422. Vector<RID> ao_pong_slices;
  423. RID ao_final;
  424. RID importance_map[2];
  425. RID depth_texture_view;
  426. RID gather_uniform_set;
  427. RID importance_map_uniform_set;
  428. } ssao;
  429. struct SSIL {
  430. RID ssil_final;
  431. RID deinterleaved;
  432. Vector<RID> deinterleaved_slices;
  433. RID pong;
  434. Vector<RID> pong_slices;
  435. RID edges;
  436. Vector<RID> edges_slices;
  437. RID importance_map[2];
  438. RID depth_texture_view;
  439. RID gather_uniform_set;
  440. RID importance_map_uniform_set;
  441. RID projection_uniform_set;
  442. } ssil;
  443. } ss_effects;
  444. struct SSR {
  445. RID normal_scaled;
  446. RID depth_scaled;
  447. RID blur_radius[2];
  448. } ssr;
  449. RID ambient_buffer;
  450. RID reflection_buffer;
  451. };
  452. /* GI */
  453. bool screen_space_roughness_limiter = false;
  454. float screen_space_roughness_limiter_amount = 0.25;
  455. float screen_space_roughness_limiter_limit = 0.18;
  456. mutable RID_Owner<RenderBuffers> render_buffers_owner;
  457. void _free_render_buffer_data(RenderBuffers *rb);
  458. void _allocate_blur_textures(RenderBuffers *rb);
  459. void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
  460. void _allocate_luminance_textures(RenderBuffers *rb);
  461. void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
  462. /* Cluster */
  463. struct Cluster {
  464. /* Scene State UBO */
  465. // !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
  466. enum {
  467. REFLECTION_AMBIENT_DISABLED = 0,
  468. REFLECTION_AMBIENT_ENVIRONMENT = 1,
  469. REFLECTION_AMBIENT_COLOR = 2,
  470. };
  471. struct ReflectionData {
  472. float box_extents[3];
  473. float index;
  474. float box_offset[3];
  475. uint32_t mask;
  476. float ambient[3]; // ambient color,
  477. float intensity;
  478. uint32_t exterior;
  479. uint32_t box_project;
  480. uint32_t ambient_mode;
  481. uint32_t pad;
  482. float local_matrix[16]; // up to here for spot and omni, rest is for directional
  483. };
  484. struct LightData {
  485. float position[3];
  486. float inv_radius;
  487. float direction[3]; // in omni, x and y are used for dual paraboloid offset
  488. float size;
  489. float color[3];
  490. float attenuation;
  491. float inv_spot_attenuation;
  492. float cos_spot_angle;
  493. float specular_amount;
  494. uint32_t shadow_enabled;
  495. float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
  496. float shadow_matrix[16];
  497. float shadow_bias;
  498. float shadow_normal_bias;
  499. float transmittance_bias;
  500. float soft_shadow_size;
  501. float soft_shadow_scale;
  502. uint32_t mask;
  503. float shadow_volumetric_fog_fade;
  504. uint32_t bake_mode;
  505. float projector_rect[4];
  506. };
  507. struct DirectionalLightData {
  508. float direction[3];
  509. float energy;
  510. float color[3];
  511. float size;
  512. float specular;
  513. uint32_t mask;
  514. float softshadow_angle;
  515. float soft_shadow_scale;
  516. uint32_t blend_splits;
  517. uint32_t shadow_enabled;
  518. float fade_from;
  519. float fade_to;
  520. uint32_t pad[2];
  521. uint32_t bake_mode;
  522. float shadow_volumetric_fog_fade;
  523. float shadow_bias[4];
  524. float shadow_normal_bias[4];
  525. float shadow_transmittance_bias[4];
  526. float shadow_z_range[4];
  527. float shadow_range_begin[4];
  528. float shadow_split_offsets[4];
  529. float shadow_matrices[4][16];
  530. float shadow_color1[4];
  531. float shadow_color2[4];
  532. float shadow_color3[4];
  533. float shadow_color4[4];
  534. float uv_scale1[2];
  535. float uv_scale2[2];
  536. float uv_scale3[2];
  537. float uv_scale4[2];
  538. };
  539. struct DecalData {
  540. float xform[16];
  541. float inv_extents[3];
  542. float albedo_mix;
  543. float albedo_rect[4];
  544. float normal_rect[4];
  545. float orm_rect[4];
  546. float emission_rect[4];
  547. float modulate[4];
  548. float emission_energy;
  549. uint32_t mask;
  550. float upper_fade;
  551. float lower_fade;
  552. float normal_xform[12];
  553. float normal[3];
  554. float normal_fade;
  555. };
  556. template <class T>
  557. struct InstanceSort {
  558. float depth;
  559. T *instance;
  560. bool operator<(const InstanceSort &p_sort) const {
  561. return depth < p_sort.depth;
  562. }
  563. };
  564. ReflectionData *reflections;
  565. InstanceSort<ReflectionProbeInstance> *reflection_sort;
  566. uint32_t max_reflections;
  567. RID reflection_buffer;
  568. uint32_t max_reflection_probes_per_instance;
  569. uint32_t reflection_count = 0;
  570. DecalData *decals;
  571. InstanceSort<DecalInstance> *decal_sort;
  572. uint32_t max_decals;
  573. RID decal_buffer;
  574. uint32_t decal_count;
  575. LightData *omni_lights;
  576. LightData *spot_lights;
  577. InstanceSort<LightInstance> *omni_light_sort;
  578. InstanceSort<LightInstance> *spot_light_sort;
  579. uint32_t max_lights;
  580. RID omni_light_buffer;
  581. RID spot_light_buffer;
  582. uint32_t omni_light_count = 0;
  583. uint32_t spot_light_count = 0;
  584. DirectionalLightData *directional_lights;
  585. uint32_t max_directional_lights;
  586. RID directional_light_buffer;
  587. } cluster;
  588. struct RenderState {
  589. const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
  590. int render_shadow_count = 0;
  591. const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
  592. int render_sdfgi_region_count = 0;
  593. const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
  594. uint32_t voxel_gi_count = 0;
  595. LocalVector<int> cube_shadows;
  596. LocalVector<int> shadows;
  597. LocalVector<int> directional_shadows;
  598. bool depth_prepass_used; // this does not seem used anywhere...
  599. } render_state;
  600. struct VolumetricFog {
  601. enum {
  602. MAX_TEMPORAL_FRAMES = 16
  603. };
  604. uint32_t width = 0;
  605. uint32_t height = 0;
  606. uint32_t depth = 0;
  607. float length;
  608. float spread;
  609. RID light_density_map;
  610. RID prev_light_density_map;
  611. RID fog_map;
  612. RID density_map;
  613. RID light_map;
  614. RID emissive_map;
  615. RID fog_uniform_set;
  616. RID copy_uniform_set;
  617. RID process_uniform_set;
  618. RID process_uniform_set2;
  619. RID sdfgi_uniform_set;
  620. RID sky_uniform_set;
  621. int last_shadow_filter = -1;
  622. Transform3D prev_cam_transform;
  623. };
  624. struct VolumetricFogShader {
  625. enum FogSet {
  626. FOG_SET_BASE,
  627. FOG_SET_UNIFORMS,
  628. FOG_SET_MATERIAL,
  629. FOG_SET_MAX,
  630. };
  631. struct FogPushConstant {
  632. float position[3];
  633. float pad;
  634. float extents[3];
  635. float pad2;
  636. int32_t corner[3];
  637. uint32_t shape;
  638. float transform[16];
  639. };
  640. struct VolumeUBO {
  641. float fog_frustum_size_begin[2];
  642. float fog_frustum_size_end[2];
  643. float fog_frustum_end;
  644. float z_near;
  645. float z_far;
  646. float time;
  647. int32_t fog_volume_size[3];
  648. uint32_t directional_light_count;
  649. uint32_t use_temporal_reprojection;
  650. uint32_t temporal_frame;
  651. float detail_spread;
  652. float temporal_blend;
  653. float to_prev_view[16];
  654. float transform[16];
  655. };
  656. ShaderCompiler compiler;
  657. VolumetricFogShaderRD shader;
  658. FogPushConstant push_constant;
  659. RID volume_ubo;
  660. RID default_shader;
  661. RID default_material;
  662. RID default_shader_rd;
  663. RID base_uniform_set;
  664. RID params_ubo;
  665. enum {
  666. VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
  667. VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
  668. VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
  669. VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
  670. VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
  671. VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
  672. };
  673. struct ParamsUBO {
  674. float fog_frustum_size_begin[2];
  675. float fog_frustum_size_end[2];
  676. float fog_frustum_end;
  677. float ambient_inject;
  678. float z_far;
  679. uint32_t filter_axis;
  680. float ambient_color[3];
  681. float sky_contribution;
  682. int32_t fog_volume_size[3];
  683. uint32_t directional_light_count;
  684. float base_emission[3];
  685. float base_density;
  686. float base_scattering[3];
  687. float phase_g;
  688. float detail_spread;
  689. float gi_inject;
  690. uint32_t max_voxel_gi_instances;
  691. uint32_t cluster_type_size;
  692. float screen_size[2];
  693. uint32_t cluster_shift;
  694. uint32_t cluster_width;
  695. uint32_t max_cluster_element_count_div_32;
  696. uint32_t use_temporal_reprojection;
  697. uint32_t temporal_frame;
  698. float temporal_blend;
  699. float cam_rotation[12];
  700. float to_prev_view[16];
  701. float radiance_inverse_xform[12];
  702. };
  703. VolumetricFogProcessShaderRD process_shader;
  704. RID process_shader_version;
  705. RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
  706. } volumetric_fog;
  707. uint32_t volumetric_fog_depth = 128;
  708. uint32_t volumetric_fog_size = 128;
  709. bool volumetric_fog_filter_active = true;
  710. 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);
  711. void _volumetric_fog_erase(RenderBuffers *rb);
  712. 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);
  713. struct FogShaderData : public RendererStorageRD::ShaderData {
  714. bool valid;
  715. RID version;
  716. RID pipeline;
  717. Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
  718. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  719. Vector<uint32_t> ubo_offsets;
  720. uint32_t ubo_size;
  721. String path;
  722. String code;
  723. Map<StringName, Map<int, RID>> default_texture_params;
  724. bool uses_time;
  725. virtual void set_code(const String &p_Code);
  726. virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
  727. virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
  728. virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
  729. virtual bool is_param_texture(const StringName &p_param) const;
  730. virtual bool is_animated() const;
  731. virtual bool casts_shadows() const;
  732. virtual Variant get_default_parameter(const StringName &p_parameter) const;
  733. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  734. FogShaderData();
  735. virtual ~FogShaderData();
  736. };
  737. struct FogMaterialData : public RendererStorageRD::MaterialData {
  738. uint64_t last_frame;
  739. FogShaderData *shader_data;
  740. RID uniform_set;
  741. bool uniform_set_updated;
  742. virtual void set_render_priority(int p_priority) {}
  743. virtual void set_next_pass(RID p_pass) {}
  744. virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  745. virtual ~FogMaterialData();
  746. };
  747. RendererStorageRD::ShaderData *_create_fog_shader_func();
  748. static RendererStorageRD::ShaderData *_create_fog_shader_funcs();
  749. RendererStorageRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
  750. static RendererStorageRD::MaterialData *_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader);
  751. RID shadow_sampler;
  752. uint64_t scene_pass = 0;
  753. uint64_t shadow_atlas_realloc_tolerance_msec = 500;
  754. /* !BAS! is this used anywhere?
  755. struct SDFGICosineNeighbour {
  756. uint32_t neighbour;
  757. float weight;
  758. };
  759. */
  760. uint32_t max_cluster_elements = 512;
  761. 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);
  762. public:
  763. virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
  764. virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
  765. /* SHADOW ATLAS API */
  766. virtual RID shadow_atlas_create() override;
  767. virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override;
  768. virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
  769. virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override;
  770. _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
  771. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  772. ERR_FAIL_COND_V(!atlas, false);
  773. return atlas->shadow_owners.has(p_light_intance);
  774. }
  775. _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
  776. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  777. ERR_FAIL_COND_V(!atlas, RID());
  778. return atlas->depth;
  779. }
  780. _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
  781. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  782. ERR_FAIL_COND_V(!atlas, Size2i());
  783. return Size2(atlas->size, atlas->size);
  784. }
  785. virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override;
  786. virtual int get_directional_light_shadow_size(RID p_light_intance) override;
  787. virtual void set_directional_shadow_count(int p_count) override;
  788. _FORCE_INLINE_ RID directional_shadow_get_texture() {
  789. return directional_shadow.depth;
  790. }
  791. _FORCE_INLINE_ Size2i directional_shadow_get_size() {
  792. return Size2i(directional_shadow.size, directional_shadow.size);
  793. }
  794. /* SDFGI UPDATE */
  795. virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
  796. virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
  797. virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
  798. virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
  799. RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
  800. /* SKY API */
  801. virtual RID sky_allocate() override;
  802. virtual void sky_initialize(RID p_rid) override;
  803. virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
  804. virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
  805. virtual void sky_set_material(RID p_sky, RID p_material) override;
  806. virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
  807. /* ENVIRONMENT API */
  808. virtual RID environment_allocate() override;
  809. virtual void environment_initialize(RID p_rid) override;
  810. virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override;
  811. virtual void environment_set_sky(RID p_env, RID p_sky) override;
  812. virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) override;
  813. virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override;
  814. virtual void environment_set_bg_color(RID p_env, const Color &p_color) override;
  815. virtual void environment_set_bg_energy(RID p_env, float p_energy) override;
  816. virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override;
  817. 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;
  818. virtual RS::EnvironmentBG environment_get_background(RID p_env) const override;
  819. RID environment_get_sky(RID p_env) const;
  820. float environment_get_sky_custom_fov(RID p_env) const;
  821. Basis environment_get_sky_orientation(RID p_env) const;
  822. Color environment_get_bg_color(RID p_env) const;
  823. float environment_get_bg_energy(RID p_env) const;
  824. virtual int environment_get_canvas_max_layer(RID p_env) const override;
  825. Color environment_get_ambient_light_color(RID p_env) const;
  826. RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
  827. float environment_get_ambient_light_energy(RID p_env) const;
  828. float environment_get_ambient_sky_contribution(RID p_env) const;
  829. RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
  830. virtual bool is_environment(RID p_env) const override;
  831. 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;
  832. virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
  833. virtual void environment_glow_set_use_high_quality(bool p_enable) override;
  834. 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;
  835. bool environment_is_fog_enabled(RID p_env) const;
  836. Color environment_get_fog_light_color(RID p_env) const;
  837. float environment_get_fog_light_energy(RID p_env) const;
  838. float environment_get_fog_sun_scatter(RID p_env) const;
  839. float environment_get_fog_density(RID p_env) const;
  840. float environment_get_fog_height(RID p_env) const;
  841. float environment_get_fog_height_density(RID p_env) const;
  842. float environment_get_fog_aerial_perspective(RID p_env) const;
  843. 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;
  844. virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
  845. virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
  846. 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;
  847. 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;
  848. 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;
  849. 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;
  850. 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;
  851. bool environment_is_ssao_enabled(RID p_env) const;
  852. float environment_get_ssao_ao_affect(RID p_env) const;
  853. float environment_get_ssao_light_affect(RID p_env) const;
  854. bool environment_is_ssil_enabled(RID p_env) const;
  855. bool environment_is_ssr_enabled(RID p_env) const;
  856. bool environment_is_sdfgi_enabled(RID p_env) const;
  857. 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;
  858. virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
  859. virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
  860. virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
  861. virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
  862. RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
  863. 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;
  864. 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;
  865. virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
  866. /* CAMERA EFFECTS */
  867. virtual RID camera_effects_allocate() override;
  868. virtual void camera_effects_initialize(RID p_rid) override;
  869. virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
  870. virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
  871. 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;
  872. virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
  873. bool camera_effects_uses_dof(RID p_camera_effects) {
  874. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  875. return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
  876. }
  877. /* LIGHT INSTANCE API */
  878. virtual RID light_instance_create(RID p_light) override;
  879. virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
  880. virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
  881. 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;
  882. virtual void light_instance_mark_visible(RID p_light_instance) override;
  883. _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
  884. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  885. return li->light;
  886. }
  887. _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) {
  888. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  889. return li->transform;
  890. }
  891. _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
  892. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  893. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  894. uint32_t key = shadow_atlas->shadow_owners[li->self];
  895. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  896. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  897. ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
  898. uint32_t atlas_size = shadow_atlas->size;
  899. uint32_t quadrant_size = atlas_size >> 1;
  900. uint32_t x = (quadrant & 1) * quadrant_size;
  901. uint32_t y = (quadrant >> 1) * quadrant_size;
  902. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  903. x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  904. y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  905. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  906. if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) {
  907. r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision);
  908. r_omni_offset.y = 1;
  909. } else {
  910. r_omni_offset.x = 1;
  911. r_omni_offset.y = 0;
  912. }
  913. }
  914. uint32_t width = shadow_size;
  915. uint32_t height = shadow_size;
  916. return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
  917. }
  918. _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
  919. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  920. return li->shadow_transform[p_index].camera;
  921. }
  922. _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
  923. #ifdef DEBUG_ENABLED
  924. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  925. ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
  926. #endif
  927. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  928. ERR_FAIL_COND_V(!shadow_atlas, 0);
  929. #ifdef DEBUG_ENABLED
  930. ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
  931. #endif
  932. uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
  933. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  934. uint32_t quadrant_size = shadow_atlas->size >> 1;
  935. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  936. return float(1.0) / shadow_size;
  937. }
  938. _FORCE_INLINE_ Transform3D
  939. light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
  940. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  941. return li->shadow_transform[p_index].transform;
  942. }
  943. _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
  944. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  945. return li->shadow_transform[p_index].bias_scale;
  946. }
  947. _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
  948. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  949. return li->shadow_transform[p_index].farplane;
  950. }
  951. _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
  952. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  953. return li->shadow_transform[p_index].range_begin;
  954. }
  955. _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
  956. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  957. return li->shadow_transform[p_index].uv_scale;
  958. }
  959. _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
  960. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  961. return li->shadow_transform[p_index].atlas_rect;
  962. }
  963. _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
  964. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  965. return li->shadow_transform[p_index].split;
  966. }
  967. _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
  968. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  969. return li->shadow_transform[p_index].shadow_texel_size;
  970. }
  971. _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
  972. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  973. li->last_pass = p_pass;
  974. }
  975. _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
  976. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  977. return li->last_pass;
  978. }
  979. _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) {
  980. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  981. return li->forward_id;
  982. }
  983. _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
  984. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  985. return li->light_type;
  986. }
  987. /* FOG VOLUMES */
  988. virtual RID fog_volume_instance_create(RID p_fog_volume) override;
  989. virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
  990. virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
  991. virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
  992. virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
  993. virtual RID reflection_atlas_create() override;
  994. virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
  995. virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;
  996. _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
  997. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas);
  998. ERR_FAIL_COND_V(!atlas, RID());
  999. return atlas->reflection;
  1000. }
  1001. virtual RID reflection_probe_instance_create(RID p_probe) override;
  1002. virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
  1003. virtual void reflection_probe_release_atlas_index(RID p_instance) override;
  1004. virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override;
  1005. virtual bool reflection_probe_instance_has_reflection(RID p_instance) override;
  1006. virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
  1007. virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
  1008. virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override;
  1009. uint32_t reflection_probe_instance_get_resolution(RID p_instance);
  1010. RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
  1011. RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
  1012. _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
  1013. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1014. ERR_FAIL_COND_V(!rpi, RID());
  1015. return rpi->probe;
  1016. }
  1017. _FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) {
  1018. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1019. ERR_FAIL_COND_V(!rpi, 0);
  1020. return rpi->forward_id;
  1021. }
  1022. _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
  1023. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1024. ERR_FAIL_COND(!rpi);
  1025. rpi->last_pass = p_render_pass;
  1026. }
  1027. _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
  1028. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1029. ERR_FAIL_COND_V(!rpi, 0);
  1030. return rpi->last_pass;
  1031. }
  1032. _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) {
  1033. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1034. ERR_FAIL_COND_V(!rpi, Transform3D());
  1035. return rpi->transform;
  1036. }
  1037. _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
  1038. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1039. ERR_FAIL_COND_V(!rpi, -1);
  1040. return rpi->atlas_index;
  1041. }
  1042. virtual RID decal_instance_create(RID p_decal) override;
  1043. virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
  1044. _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
  1045. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  1046. return decal->decal;
  1047. }
  1048. _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const {
  1049. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  1050. return decal->forward_id;
  1051. }
  1052. _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
  1053. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  1054. return decal->transform;
  1055. }
  1056. virtual RID lightmap_instance_create(RID p_lightmap) override;
  1057. virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
  1058. _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
  1059. return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr;
  1060. }
  1061. _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
  1062. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
  1063. return li->lightmap;
  1064. }
  1065. _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) {
  1066. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
  1067. return li->transform;
  1068. }
  1069. /* gi light probes */
  1070. virtual RID voxel_gi_instance_create(RID p_base) override;
  1071. virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
  1072. virtual bool voxel_gi_needs_update(RID p_probe) const override;
  1073. 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;
  1074. virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
  1075. /* render buffers */
  1076. virtual float _render_buffers_get_luminance_multiplier();
  1077. virtual RD::DataFormat _render_buffers_get_color_format();
  1078. virtual bool _render_buffers_can_be_storage();
  1079. virtual RID render_buffers_create() override;
  1080. 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;
  1081. virtual void gi_set_use_half_resolution(bool p_enable) override;
  1082. RID render_buffers_get_depth_texture(RID p_render_buffers);
  1083. RID render_buffers_get_ao_texture(RID p_render_buffers);
  1084. RID render_buffers_get_ssil_texture(RID p_render_buffers);
  1085. RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
  1086. RID render_buffers_get_back_depth_texture(RID p_render_buffers);
  1087. RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
  1088. RID render_buffers_get_default_voxel_gi_buffer();
  1089. RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
  1090. RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
  1091. uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
  1092. bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
  1093. RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
  1094. Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
  1095. Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
  1096. float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
  1097. float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
  1098. uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
  1099. uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
  1100. bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
  1101. float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
  1102. RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
  1103. bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
  1104. RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
  1105. RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
  1106. float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
  1107. float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
  1108. virtual void update_uniform_sets(){};
  1109. 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;
  1110. 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;
  1111. virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
  1112. virtual void set_scene_pass(uint64_t p_pass) override {
  1113. scene_pass = p_pass;
  1114. }
  1115. _FORCE_INLINE_ uint64_t get_scene_pass() {
  1116. return scene_pass;
  1117. }
  1118. virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;
  1119. virtual bool screen_space_roughness_limiter_is_active() const override;
  1120. virtual float screen_space_roughness_limiter_get_amount() const;
  1121. virtual float screen_space_roughness_limiter_get_limit() const;
  1122. virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
  1123. RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
  1124. virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
  1125. virtual void shadows_quality_set(RS::ShadowQuality p_quality) override;
  1126. virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override;
  1127. virtual void decals_set_filter(RS::DecalFilter p_filter) override;
  1128. virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
  1129. _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
  1130. _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
  1131. _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
  1132. _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
  1133. _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
  1134. _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
  1135. _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
  1136. _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
  1137. _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
  1138. _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
  1139. _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
  1140. _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
  1141. _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
  1142. _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
  1143. int get_roughness_layers() const;
  1144. bool is_using_radiance_cubemap_array() const;
  1145. virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override;
  1146. virtual bool free(RID p_rid) override;
  1147. virtual void update() override;
  1148. virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
  1149. _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
  1150. return debug_draw;
  1151. }
  1152. virtual void set_time(double p_time, double p_step) override;
  1153. RID get_reflection_probe_buffer();
  1154. RID get_omni_light_buffer();
  1155. RID get_spot_light_buffer();
  1156. RID get_directional_light_buffer();
  1157. RID get_decal_buffer();
  1158. int get_max_directional_lights() const;
  1159. virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
  1160. virtual bool is_dynamic_gi_supported() const;
  1161. virtual bool is_clustered_enabled() const;
  1162. virtual bool is_volumetric_supported() const;
  1163. virtual uint32_t get_max_elements() const;
  1164. void init();
  1165. RendererSceneRenderRD(RendererStorageRD *p_storage);
  1166. ~RendererSceneRenderRD();
  1167. };
  1168. #endif // RASTERIZER_SCENE_RD_H