renderer_scene_render_rd.h 51 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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_scene.h"
  42. #include "servers/rendering/renderer_scene_render.h"
  43. #include "servers/rendering/rendering_device.h"
  44. struct RenderDataRD {
  45. RID render_buffers = RID();
  46. Transform3D cam_transform = Transform3D();
  47. CameraMatrix cam_projection = CameraMatrix();
  48. bool cam_ortogonal = false;
  49. // For stereo rendering
  50. uint32_t view_count = 1;
  51. CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  52. float z_near = 0.0;
  53. float z_far = 0.0;
  54. const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
  55. const PagedArray<RID> *lights = nullptr;
  56. const PagedArray<RID> *reflection_probes = nullptr;
  57. const PagedArray<RID> *voxel_gi_instances = nullptr;
  58. const PagedArray<RID> *decals = nullptr;
  59. const PagedArray<RID> *lightmaps = nullptr;
  60. RID environment = RID();
  61. RID camera_effects = RID();
  62. RID shadow_atlas = RID();
  63. RID reflection_atlas = RID();
  64. RID reflection_probe = RID();
  65. int reflection_probe_pass = 0;
  66. float lod_distance_multiplier = 0.0;
  67. Plane lod_camera_plane = Plane();
  68. float screen_lod_threshold = 0.0;
  69. RID cluster_buffer = RID();
  70. uint32_t cluster_size = 0;
  71. uint32_t cluster_max_elements = 0;
  72. uint32_t directional_light_count = 0;
  73. bool directional_light_soft_shadows = false;
  74. RendererScene::RenderInfo *render_info = nullptr;
  75. };
  76. class RendererSceneRenderRD : public RendererSceneRender {
  77. friend RendererSceneSkyRD;
  78. friend RendererSceneGIRD;
  79. protected:
  80. RendererStorageRD *storage;
  81. double time;
  82. double time_step = 0;
  83. struct RenderBufferData {
  84. 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;
  85. virtual ~RenderBufferData() {}
  86. };
  87. virtual RenderBufferData *_create_render_buffer_data() = 0;
  88. 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);
  89. void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
  90. void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
  91. virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
  92. virtual void _render_shadow_begin() = 0;
  93. 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_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;
  94. virtual void _render_shadow_process() = 0;
  95. virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
  96. 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;
  97. virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  98. 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;
  99. 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;
  100. void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
  101. void _debug_draw_cluster(RID p_render_buffers);
  102. RenderBufferData *render_buffers_get_data(RID p_render_buffers);
  103. virtual void _base_uniforms_changed() = 0;
  104. virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
  105. void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
  106. 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);
  107. void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
  108. bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  109. void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  110. void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
  111. void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
  112. void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
  113. void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
  114. void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
  115. void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
  116. void _disable_clear_request(const RenderDataRD *p_render_data);
  117. // needed for a single argument calls (material and uv2)
  118. PagedArrayPool<GeometryInstance *> cull_argument_pool;
  119. PagedArray<GeometryInstance *> cull_argument; //need this to exist
  120. RendererSceneGIRD gi;
  121. RendererSceneSkyRD sky;
  122. RendererSceneEnvironmentRD *get_environment(RID p_environment) {
  123. if (p_environment.is_valid()) {
  124. return environment_owner.getornull(p_environment);
  125. } else {
  126. return nullptr;
  127. }
  128. };
  129. //used for mobile renderer mostly
  130. typedef int32_t ForwardID;
  131. enum ForwardIDType {
  132. FORWARD_ID_TYPE_OMNI_LIGHT,
  133. FORWARD_ID_TYPE_SPOT_LIGHT,
  134. FORWARD_ID_TYPE_REFLECTION_PROBE,
  135. FORWARD_ID_TYPE_DECAL,
  136. FORWARD_ID_MAX,
  137. };
  138. virtual ForwardID _allocate_forward_id(ForwardIDType p_type) { return -1; }
  139. virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) {}
  140. virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {}
  141. virtual bool _uses_forward_ids() const { return false; }
  142. virtual void _update_shader_quality_settings() {}
  143. private:
  144. RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  145. static RendererSceneRenderRD *singleton;
  146. /* REFLECTION ATLAS */
  147. struct ReflectionAtlas {
  148. int count = 0;
  149. int size = 0;
  150. RID reflection;
  151. RID depth_buffer;
  152. RID depth_fb;
  153. struct Reflection {
  154. RID owner;
  155. RendererSceneSkyRD::ReflectionData data;
  156. RID fbs[6];
  157. };
  158. Vector<Reflection> reflections;
  159. ClusterBuilderRD *cluster_builder = nullptr;
  160. };
  161. mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
  162. /* REFLECTION PROBE INSTANCE */
  163. struct ReflectionProbeInstance {
  164. RID probe;
  165. int atlas_index = -1;
  166. RID atlas;
  167. bool dirty = true;
  168. bool rendering = false;
  169. int processing_layer = 1;
  170. int processing_side = 0;
  171. uint32_t render_step = 0;
  172. uint64_t last_pass = 0;
  173. uint32_t cull_mask = 0;
  174. ForwardID forward_id = -1;
  175. Transform3D transform;
  176. };
  177. mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
  178. /* DECAL INSTANCE */
  179. struct DecalInstance {
  180. RID decal;
  181. Transform3D transform;
  182. uint32_t cull_mask;
  183. ForwardID forward_id = -1;
  184. };
  185. mutable RID_Owner<DecalInstance> decal_instance_owner;
  186. /* LIGHTMAP INSTANCE */
  187. struct LightmapInstance {
  188. RID lightmap;
  189. Transform3D transform;
  190. };
  191. mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
  192. /* SHADOW ATLAS */
  193. struct ShadowShrinkStage {
  194. RID texture;
  195. RID filter_texture;
  196. uint32_t size;
  197. };
  198. struct ShadowAtlas {
  199. enum {
  200. QUADRANT_SHIFT = 27,
  201. OMNI_LIGHT_FLAG = 1 << 26,
  202. SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1,
  203. SHADOW_INVALID = 0xFFFFFFFF
  204. };
  205. struct Quadrant {
  206. uint32_t subdivision;
  207. struct Shadow {
  208. RID owner;
  209. uint64_t version;
  210. uint64_t fog_version; // used for fog
  211. uint64_t alloc_tick;
  212. Shadow() {
  213. version = 0;
  214. fog_version = 0;
  215. alloc_tick = 0;
  216. }
  217. };
  218. Vector<Shadow> shadows;
  219. Quadrant() {
  220. subdivision = 0; //not in use
  221. }
  222. } quadrants[4];
  223. int size_order[4] = { 0, 1, 2, 3 };
  224. uint32_t smallest_subdiv = 0;
  225. int size = 0;
  226. bool use_16_bits = false;
  227. RID depth;
  228. RID fb; //for copying
  229. Map<RID, uint32_t> shadow_owners;
  230. };
  231. RID_Owner<ShadowAtlas> shadow_atlas_owner;
  232. void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
  233. 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);
  234. 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);
  235. 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);
  236. RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
  237. RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
  238. float shadows_quality_radius = 1.0;
  239. float directional_shadow_quality_radius = 1.0;
  240. float *directional_penumbra_shadow_kernel;
  241. float *directional_soft_shadow_kernel;
  242. float *penumbra_shadow_kernel;
  243. float *soft_shadow_kernel;
  244. int directional_penumbra_shadow_samples = 0;
  245. int directional_soft_shadow_samples = 0;
  246. int penumbra_shadow_samples = 0;
  247. int soft_shadow_samples = 0;
  248. RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
  249. RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
  250. /* DIRECTIONAL SHADOW */
  251. struct DirectionalShadow {
  252. RID depth;
  253. RID fb; //when renderign direct
  254. int light_count = 0;
  255. int size = 0;
  256. bool use_16_bits = false;
  257. int current_light = 0;
  258. } directional_shadow;
  259. void _update_directional_shadow_atlas();
  260. /* SHADOW CUBEMAPS */
  261. struct ShadowCubemap {
  262. RID cubemap;
  263. RID side_fb[6];
  264. };
  265. Map<int, ShadowCubemap> shadow_cubemaps;
  266. ShadowCubemap *_get_shadow_cubemap(int p_size);
  267. void _create_shadow_cubemaps();
  268. /* LIGHT INSTANCE */
  269. struct LightInstance {
  270. struct ShadowTransform {
  271. CameraMatrix camera;
  272. Transform3D transform;
  273. float farplane;
  274. float split;
  275. float bias_scale;
  276. float shadow_texel_size;
  277. float range_begin;
  278. Rect2 atlas_rect;
  279. Vector2 uv_scale;
  280. };
  281. RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
  282. ShadowTransform shadow_transform[6];
  283. AABB aabb;
  284. RID self;
  285. RID light;
  286. Transform3D transform;
  287. Vector3 light_vector;
  288. Vector3 spot_vector;
  289. float linear_att = 0.0;
  290. uint64_t shadow_pass = 0;
  291. uint64_t last_scene_pass = 0;
  292. uint64_t last_scene_shadow_pass = 0;
  293. uint64_t last_pass = 0;
  294. uint32_t cull_mask = 0;
  295. uint32_t light_directional_index = 0;
  296. Rect2 directional_rect;
  297. Set<RID> shadow_atlases; //shadow atlases where this light is registered
  298. ForwardID forward_id = -1;
  299. LightInstance() {}
  300. };
  301. mutable RID_Owner<LightInstance> light_instance_owner;
  302. /* ENVIRONMENT */
  303. RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
  304. bool ssao_half_size = false;
  305. bool ssao_using_half_size = false;
  306. float ssao_adaptive_target = 0.5;
  307. int ssao_blur_passes = 2;
  308. float ssao_fadeout_from = 50.0;
  309. float ssao_fadeout_to = 300.0;
  310. bool glow_bicubic_upscale = false;
  311. bool glow_high_quality = false;
  312. RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
  313. mutable RID_Owner<RendererSceneEnvironmentRD, true> environment_owner;
  314. /* CAMERA EFFECTS */
  315. struct CameraEffects {
  316. bool dof_blur_far_enabled = false;
  317. float dof_blur_far_distance = 10;
  318. float dof_blur_far_transition = 5;
  319. bool dof_blur_near_enabled = false;
  320. float dof_blur_near_distance = 2;
  321. float dof_blur_near_transition = 1;
  322. float dof_blur_amount = 0.1;
  323. bool override_exposure_enabled = false;
  324. float override_exposure = 1;
  325. };
  326. RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
  327. RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
  328. bool dof_blur_use_jitter = false;
  329. RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
  330. float sss_scale = 0.05;
  331. float sss_depth_scale = 0.01;
  332. mutable RID_Owner<CameraEffects, true> camera_effects_owner;
  333. /* RENDER BUFFERS */
  334. ClusterBuilderSharedDataRD cluster_builder_shared;
  335. ClusterBuilderRD *current_cluster_builder = nullptr;
  336. struct VolumetricFog;
  337. struct RenderBuffers {
  338. RenderBufferData *data = nullptr;
  339. int width = 0, height = 0;
  340. RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
  341. RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
  342. bool use_debanding = false;
  343. uint32_t view_count = 1;
  344. RID render_target;
  345. uint64_t auto_exposure_version = 1;
  346. RID texture; //main texture for rendering to, must be filled after done rendering
  347. RID depth_texture; //main depth texture
  348. RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
  349. RendererSceneGIRD::SDFGI *sdfgi = nullptr;
  350. VolumetricFog *volumetric_fog = nullptr;
  351. RendererSceneGIRD::RenderBuffersGI gi;
  352. ClusterBuilderRD *cluster_builder = nullptr;
  353. //built-in textures used for ping pong image processing and blurring
  354. struct Blur {
  355. RID texture;
  356. struct Mipmap {
  357. RID texture;
  358. int width;
  359. int height;
  360. // only used on mobile renderer
  361. RID fb;
  362. RID half_texture;
  363. RID half_fb;
  364. };
  365. Vector<Mipmap> mipmaps;
  366. };
  367. Blur blur[2]; //the second one starts from the first mipmap
  368. struct WeightBuffers {
  369. RID weight;
  370. RID fb; // FB with both texture and weight
  371. };
  372. // 2 full size, 2 half size
  373. WeightBuffers weight_buffers[4]; // Only used in raster
  374. RID base_weight_fb; // base buffer for weight
  375. RID depth_back_texture;
  376. RID depth_back_fb; // only used on mobile
  377. struct Luminance {
  378. Vector<RID> reduce;
  379. RID current;
  380. // used only on mobile renderer
  381. Vector<RID> fb;
  382. RID current_fb;
  383. } luminance;
  384. struct SSAO {
  385. RID depth;
  386. Vector<RID> depth_slices;
  387. RID ao_deinterleaved;
  388. Vector<RID> ao_deinterleaved_slices;
  389. RID ao_pong;
  390. Vector<RID> ao_pong_slices;
  391. RID ao_final;
  392. RID importance_map[2];
  393. RID downsample_uniform_set;
  394. RID gather_uniform_set;
  395. RID importance_map_uniform_set;
  396. } ssao;
  397. struct SSR {
  398. RID normal_scaled;
  399. RID depth_scaled;
  400. RID blur_radius[2];
  401. } ssr;
  402. RID ambient_buffer;
  403. RID reflection_buffer;
  404. };
  405. /* GI */
  406. bool screen_space_roughness_limiter = false;
  407. float screen_space_roughness_limiter_amount = 0.25;
  408. float screen_space_roughness_limiter_limit = 0.18;
  409. mutable RID_Owner<RenderBuffers> render_buffers_owner;
  410. void _free_render_buffer_data(RenderBuffers *rb);
  411. void _allocate_blur_textures(RenderBuffers *rb);
  412. void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
  413. void _allocate_luminance_textures(RenderBuffers *rb);
  414. void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
  415. /* Cluster */
  416. struct Cluster {
  417. /* Scene State UBO */
  418. // !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
  419. enum {
  420. REFLECTION_AMBIENT_DISABLED = 0,
  421. REFLECTION_AMBIENT_ENVIRONMENT = 1,
  422. REFLECTION_AMBIENT_COLOR = 2,
  423. };
  424. struct ReflectionData {
  425. float box_extents[3];
  426. float index;
  427. float box_offset[3];
  428. uint32_t mask;
  429. float ambient[3]; // ambient color,
  430. float intensity;
  431. uint32_t exterior;
  432. uint32_t box_project;
  433. uint32_t ambient_mode;
  434. uint32_t pad;
  435. float local_matrix[16]; // up to here for spot and omni, rest is for directional
  436. };
  437. struct LightData {
  438. float position[3];
  439. float inv_radius;
  440. float direction[3]; // in omni, x and y are used for dual paraboloid offset
  441. float size;
  442. float color[3];
  443. float attenuation;
  444. float inv_spot_attenuation;
  445. float cos_spot_angle;
  446. float specular_amount;
  447. uint32_t shadow_enabled;
  448. float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
  449. float shadow_matrix[16];
  450. float shadow_bias;
  451. float shadow_normal_bias;
  452. float transmittance_bias;
  453. float soft_shadow_size;
  454. float soft_shadow_scale;
  455. uint32_t mask;
  456. float shadow_volumetric_fog_fade;
  457. uint32_t bake_mode;
  458. float projector_rect[4];
  459. };
  460. struct DirectionalLightData {
  461. float direction[3];
  462. float energy;
  463. float color[3];
  464. float size;
  465. float specular;
  466. uint32_t mask;
  467. float softshadow_angle;
  468. float soft_shadow_scale;
  469. uint32_t blend_splits;
  470. uint32_t shadow_enabled;
  471. float fade_from;
  472. float fade_to;
  473. uint32_t pad[2];
  474. uint32_t bake_mode;
  475. float shadow_volumetric_fog_fade;
  476. float shadow_bias[4];
  477. float shadow_normal_bias[4];
  478. float shadow_transmittance_bias[4];
  479. float shadow_z_range[4];
  480. float shadow_range_begin[4];
  481. float shadow_split_offsets[4];
  482. float shadow_matrices[4][16];
  483. float shadow_color1[4];
  484. float shadow_color2[4];
  485. float shadow_color3[4];
  486. float shadow_color4[4];
  487. float uv_scale1[2];
  488. float uv_scale2[2];
  489. float uv_scale3[2];
  490. float uv_scale4[2];
  491. };
  492. struct DecalData {
  493. float xform[16];
  494. float inv_extents[3];
  495. float albedo_mix;
  496. float albedo_rect[4];
  497. float normal_rect[4];
  498. float orm_rect[4];
  499. float emission_rect[4];
  500. float modulate[4];
  501. float emission_energy;
  502. uint32_t mask;
  503. float upper_fade;
  504. float lower_fade;
  505. float normal_xform[12];
  506. float normal[3];
  507. float normal_fade;
  508. };
  509. template <class T>
  510. struct InstanceSort {
  511. float depth;
  512. T *instance;
  513. bool operator<(const InstanceSort &p_sort) const {
  514. return depth < p_sort.depth;
  515. }
  516. };
  517. ReflectionData *reflections;
  518. InstanceSort<ReflectionProbeInstance> *reflection_sort;
  519. uint32_t max_reflections;
  520. RID reflection_buffer;
  521. uint32_t max_reflection_probes_per_instance;
  522. uint32_t reflection_count = 0;
  523. DecalData *decals;
  524. InstanceSort<DecalInstance> *decal_sort;
  525. uint32_t max_decals;
  526. RID decal_buffer;
  527. uint32_t decal_count;
  528. LightData *omni_lights;
  529. LightData *spot_lights;
  530. InstanceSort<LightInstance> *omni_light_sort;
  531. InstanceSort<LightInstance> *spot_light_sort;
  532. uint32_t max_lights;
  533. RID omni_light_buffer;
  534. RID spot_light_buffer;
  535. uint32_t omni_light_count = 0;
  536. uint32_t spot_light_count = 0;
  537. DirectionalLightData *directional_lights;
  538. uint32_t max_directional_lights;
  539. RID directional_light_buffer;
  540. } cluster;
  541. struct RenderState {
  542. const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
  543. int render_shadow_count = 0;
  544. const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
  545. int render_sdfgi_region_count = 0;
  546. const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
  547. uint32_t voxel_gi_count = 0;
  548. LocalVector<int> cube_shadows;
  549. LocalVector<int> shadows;
  550. LocalVector<int> directional_shadows;
  551. bool depth_prepass_used; // this does not seem used anywhere...
  552. } render_state;
  553. struct VolumetricFog {
  554. enum {
  555. MAX_TEMPORAL_FRAMES = 16
  556. };
  557. uint32_t width = 0;
  558. uint32_t height = 0;
  559. uint32_t depth = 0;
  560. float length;
  561. float spread;
  562. RID light_density_map;
  563. RID prev_light_density_map;
  564. RID fog_map;
  565. RID uniform_set;
  566. RID uniform_set2;
  567. RID sdfgi_uniform_set;
  568. RID sky_uniform_set;
  569. int last_shadow_filter = -1;
  570. Transform3D prev_cam_transform;
  571. };
  572. enum {
  573. VOLUMETRIC_FOG_SHADER_DENSITY,
  574. VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI,
  575. VOLUMETRIC_FOG_SHADER_FILTER,
  576. VOLUMETRIC_FOG_SHADER_FOG,
  577. VOLUMETRIC_FOG_SHADER_MAX,
  578. };
  579. struct VolumetricFogShader {
  580. struct ParamsUBO {
  581. float fog_frustum_size_begin[2];
  582. float fog_frustum_size_end[2];
  583. float fog_frustum_end;
  584. float z_near;
  585. float z_far;
  586. uint32_t filter_axis;
  587. int32_t fog_volume_size[3];
  588. uint32_t directional_light_count;
  589. float light_energy[3];
  590. float base_density;
  591. float detail_spread;
  592. float gi_inject;
  593. uint32_t max_voxel_gi_instances;
  594. uint32_t cluster_type_size;
  595. float screen_size[2];
  596. uint32_t cluster_shift;
  597. uint32_t cluster_width;
  598. uint32_t max_cluster_element_count_div_32;
  599. uint32_t use_temporal_reprojection;
  600. uint32_t temporal_frame;
  601. float temporal_blend;
  602. float cam_rotation[12];
  603. float to_prev_view[16];
  604. };
  605. VolumetricFogShaderRD shader;
  606. RID params_ubo;
  607. RID shader_version;
  608. RID pipelines[VOLUMETRIC_FOG_SHADER_MAX];
  609. } volumetric_fog;
  610. uint32_t volumetric_fog_depth = 128;
  611. uint32_t volumetric_fog_size = 128;
  612. bool volumetric_fog_filter_active = true;
  613. void _volumetric_fog_erase(RenderBuffers *rb);
  614. 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);
  615. RID shadow_sampler;
  616. uint64_t scene_pass = 0;
  617. uint64_t shadow_atlas_realloc_tolerance_msec = 500;
  618. /* !BAS! is this used anywhere?
  619. struct SDFGICosineNeighbour {
  620. uint32_t neighbour;
  621. float weight;
  622. };
  623. */
  624. uint32_t max_cluster_elements = 512;
  625. 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_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);
  626. public:
  627. virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
  628. virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
  629. /* SHADOW ATLAS API */
  630. virtual RID shadow_atlas_create() override;
  631. virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override;
  632. virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
  633. virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override;
  634. _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
  635. ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
  636. ERR_FAIL_COND_V(!atlas, false);
  637. return atlas->shadow_owners.has(p_light_intance);
  638. }
  639. _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
  640. ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
  641. ERR_FAIL_COND_V(!atlas, RID());
  642. return atlas->depth;
  643. }
  644. _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
  645. ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
  646. ERR_FAIL_COND_V(!atlas, Size2i());
  647. return Size2(atlas->size, atlas->size);
  648. }
  649. virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override;
  650. virtual int get_directional_light_shadow_size(RID p_light_intance) override;
  651. virtual void set_directional_shadow_count(int p_count) override;
  652. _FORCE_INLINE_ RID directional_shadow_get_texture() {
  653. return directional_shadow.depth;
  654. }
  655. _FORCE_INLINE_ Size2i directional_shadow_get_size() {
  656. return Size2i(directional_shadow.size, directional_shadow.size);
  657. }
  658. /* SDFGI UPDATE */
  659. virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
  660. virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
  661. virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
  662. virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
  663. RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
  664. /* SKY API */
  665. virtual RID sky_allocate() override;
  666. virtual void sky_initialize(RID p_rid) override;
  667. virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
  668. virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
  669. virtual void sky_set_material(RID p_sky, RID p_material) override;
  670. virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
  671. /* ENVIRONMENT API */
  672. virtual RID environment_allocate() override;
  673. virtual void environment_initialize(RID p_rid) override;
  674. virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override;
  675. virtual void environment_set_sky(RID p_env, RID p_sky) override;
  676. virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) override;
  677. virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override;
  678. virtual void environment_set_bg_color(RID p_env, const Color &p_color) override;
  679. virtual void environment_set_bg_energy(RID p_env, float p_energy) override;
  680. virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override;
  681. 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, const Color &p_ao_color = Color()) override;
  682. virtual RS::EnvironmentBG environment_get_background(RID p_env) const override;
  683. RID environment_get_sky(RID p_env) const;
  684. float environment_get_sky_custom_fov(RID p_env) const;
  685. Basis environment_get_sky_orientation(RID p_env) const;
  686. Color environment_get_bg_color(RID p_env) const;
  687. float environment_get_bg_energy(RID p_env) const;
  688. virtual int environment_get_canvas_max_layer(RID p_env) const override;
  689. Color environment_get_ambient_light_color(RID p_env) const;
  690. RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
  691. float environment_get_ambient_light_energy(RID p_env) const;
  692. float environment_get_ambient_sky_contribution(RID p_env) const;
  693. RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
  694. Color environment_get_ao_color(RID p_env) const;
  695. virtual bool is_environment(RID p_env) const override;
  696. 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;
  697. virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
  698. virtual void environment_glow_set_use_high_quality(bool p_enable) override;
  699. 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;
  700. bool environment_is_fog_enabled(RID p_env) const;
  701. Color environment_get_fog_light_color(RID p_env) const;
  702. float environment_get_fog_light_energy(RID p_env) const;
  703. float environment_get_fog_sun_scatter(RID p_env) const;
  704. float environment_get_fog_density(RID p_env) const;
  705. float environment_get_fog_height(RID p_env) const;
  706. float environment_get_fog_height_density(RID p_env) const;
  707. float environment_get_fog_aerial_perspective(RID p_env) const;
  708. virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) override;
  709. virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
  710. virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
  711. 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;
  712. 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;
  713. 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;
  714. bool environment_is_ssao_enabled(RID p_env) const;
  715. float environment_get_ssao_ao_affect(RID p_env) const;
  716. float environment_get_ssao_light_affect(RID p_env) const;
  717. bool environment_is_ssr_enabled(RID p_env) const;
  718. bool environment_is_sdfgi_enabled(RID p_env) const;
  719. 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;
  720. virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
  721. virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
  722. virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
  723. virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
  724. RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
  725. 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;
  726. 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;
  727. virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
  728. virtual RID camera_effects_allocate() override;
  729. virtual void camera_effects_initialize(RID p_rid) override;
  730. virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
  731. virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
  732. 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;
  733. virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
  734. bool camera_effects_uses_dof(RID p_camera_effects) {
  735. CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
  736. return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
  737. }
  738. virtual RID light_instance_create(RID p_light) override;
  739. virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
  740. virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
  741. 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;
  742. virtual void light_instance_mark_visible(RID p_light_instance) override;
  743. _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
  744. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  745. return li->light;
  746. }
  747. _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) {
  748. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  749. return li->transform;
  750. }
  751. _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
  752. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  753. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  754. uint32_t key = shadow_atlas->shadow_owners[li->self];
  755. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  756. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  757. ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
  758. uint32_t atlas_size = shadow_atlas->size;
  759. uint32_t quadrant_size = atlas_size >> 1;
  760. uint32_t x = (quadrant & 1) * quadrant_size;
  761. uint32_t y = (quadrant >> 1) * quadrant_size;
  762. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  763. x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  764. y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  765. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  766. if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) {
  767. r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision);
  768. r_omni_offset.y = 1;
  769. } else {
  770. r_omni_offset.x = 1;
  771. r_omni_offset.y = 0;
  772. }
  773. }
  774. uint32_t width = shadow_size;
  775. uint32_t height = shadow_size;
  776. return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
  777. }
  778. _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
  779. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  780. return li->shadow_transform[p_index].camera;
  781. }
  782. _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
  783. #ifdef DEBUG_ENABLED
  784. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  785. ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
  786. #endif
  787. ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
  788. ERR_FAIL_COND_V(!shadow_atlas, 0);
  789. #ifdef DEBUG_ENABLED
  790. ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
  791. #endif
  792. uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
  793. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  794. uint32_t quadrant_size = shadow_atlas->size >> 1;
  795. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  796. return float(1.0) / shadow_size;
  797. }
  798. _FORCE_INLINE_ Transform3D
  799. light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
  800. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  801. return li->shadow_transform[p_index].transform;
  802. }
  803. _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
  804. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  805. return li->shadow_transform[p_index].bias_scale;
  806. }
  807. _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
  808. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  809. return li->shadow_transform[p_index].farplane;
  810. }
  811. _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
  812. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  813. return li->shadow_transform[p_index].range_begin;
  814. }
  815. _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
  816. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  817. return li->shadow_transform[p_index].uv_scale;
  818. }
  819. _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
  820. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  821. return li->shadow_transform[p_index].atlas_rect;
  822. }
  823. _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
  824. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  825. return li->shadow_transform[p_index].split;
  826. }
  827. _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
  828. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  829. return li->shadow_transform[p_index].shadow_texel_size;
  830. }
  831. _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
  832. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  833. li->last_pass = p_pass;
  834. }
  835. _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
  836. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  837. return li->last_pass;
  838. }
  839. _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) {
  840. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  841. return li->forward_id;
  842. }
  843. _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
  844. LightInstance *li = light_instance_owner.getornull(p_light_instance);
  845. return li->light_type;
  846. }
  847. virtual RID reflection_atlas_create() override;
  848. virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
  849. virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;
  850. _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
  851. ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_ref_atlas);
  852. ERR_FAIL_COND_V(!atlas, RID());
  853. return atlas->reflection;
  854. }
  855. virtual RID reflection_probe_instance_create(RID p_probe) override;
  856. virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
  857. virtual void reflection_probe_release_atlas_index(RID p_instance) override;
  858. virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override;
  859. virtual bool reflection_probe_instance_has_reflection(RID p_instance) override;
  860. virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
  861. virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
  862. virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override;
  863. uint32_t reflection_probe_instance_get_resolution(RID p_instance);
  864. RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
  865. RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
  866. _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
  867. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  868. ERR_FAIL_COND_V(!rpi, RID());
  869. return rpi->probe;
  870. }
  871. _FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) {
  872. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  873. ERR_FAIL_COND_V(!rpi, 0);
  874. return rpi->forward_id;
  875. }
  876. _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
  877. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  878. ERR_FAIL_COND(!rpi);
  879. rpi->last_pass = p_render_pass;
  880. }
  881. _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
  882. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  883. ERR_FAIL_COND_V(!rpi, 0);
  884. return rpi->last_pass;
  885. }
  886. _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) {
  887. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  888. ERR_FAIL_COND_V(!rpi, Transform3D());
  889. return rpi->transform;
  890. }
  891. _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
  892. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
  893. ERR_FAIL_COND_V(!rpi, -1);
  894. return rpi->atlas_index;
  895. }
  896. virtual RID decal_instance_create(RID p_decal) override;
  897. virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
  898. _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
  899. DecalInstance *decal = decal_instance_owner.getornull(p_decal);
  900. return decal->decal;
  901. }
  902. _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const {
  903. DecalInstance *decal = decal_instance_owner.getornull(p_decal);
  904. return decal->forward_id;
  905. }
  906. _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
  907. DecalInstance *decal = decal_instance_owner.getornull(p_decal);
  908. return decal->transform;
  909. }
  910. virtual RID lightmap_instance_create(RID p_lightmap) override;
  911. virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
  912. _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
  913. return lightmap_instance_owner.getornull(p_lightmap_instance) != nullptr;
  914. }
  915. _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
  916. LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance);
  917. return li->lightmap;
  918. }
  919. _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) {
  920. LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance);
  921. return li->transform;
  922. }
  923. /* gi light probes */
  924. virtual RID voxel_gi_instance_create(RID p_base) override;
  925. virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
  926. virtual bool voxel_gi_needs_update(RID p_probe) const override;
  927. 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;
  928. virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
  929. /* render buffers */
  930. virtual float _render_buffers_get_luminance_multiplier();
  931. virtual RD::DataFormat _render_buffers_get_color_format();
  932. virtual bool _render_buffers_can_be_storage();
  933. virtual RID render_buffers_create() override;
  934. virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override;
  935. virtual void gi_set_use_half_resolution(bool p_enable) override;
  936. RID render_buffers_get_depth_texture(RID p_render_buffers);
  937. RID render_buffers_get_ao_texture(RID p_render_buffers);
  938. RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
  939. RID render_buffers_get_back_depth_texture(RID p_render_buffers);
  940. RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
  941. RID render_buffers_get_default_voxel_gi_buffer();
  942. RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
  943. RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
  944. uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
  945. bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
  946. RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
  947. Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
  948. Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
  949. float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
  950. float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
  951. uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
  952. uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
  953. bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
  954. float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
  955. RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
  956. bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
  957. RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
  958. RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
  959. float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
  960. float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
  961. 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, 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_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;
  962. 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;
  963. virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
  964. virtual void set_scene_pass(uint64_t p_pass) override {
  965. scene_pass = p_pass;
  966. }
  967. _FORCE_INLINE_ uint64_t get_scene_pass() {
  968. return scene_pass;
  969. }
  970. virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;
  971. virtual bool screen_space_roughness_limiter_is_active() const override;
  972. virtual float screen_space_roughness_limiter_get_amount() const;
  973. virtual float screen_space_roughness_limiter_get_limit() const;
  974. virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
  975. RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
  976. virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
  977. virtual void shadows_quality_set(RS::ShadowQuality p_quality) override;
  978. virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override;
  979. virtual void decals_set_filter(RS::DecalFilter p_filter) override;
  980. virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
  981. _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
  982. _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
  983. _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
  984. _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
  985. _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
  986. _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
  987. _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
  988. _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
  989. _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
  990. _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
  991. _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
  992. _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
  993. _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
  994. _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
  995. int get_roughness_layers() const;
  996. bool is_using_radiance_cubemap_array() const;
  997. virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override;
  998. virtual bool free(RID p_rid) override;
  999. virtual void update() override;
  1000. virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
  1001. _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
  1002. return debug_draw;
  1003. }
  1004. virtual void set_time(double p_time, double p_step) override;
  1005. RID get_reflection_probe_buffer();
  1006. RID get_omni_light_buffer();
  1007. RID get_spot_light_buffer();
  1008. RID get_directional_light_buffer();
  1009. RID get_decal_buffer();
  1010. int get_max_directional_lights() const;
  1011. virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
  1012. virtual bool is_dynamic_gi_supported() const;
  1013. virtual bool is_clustered_enabled() const;
  1014. virtual bool is_volumetric_supported() const;
  1015. virtual uint32_t get_max_elements() const;
  1016. void init();
  1017. RendererSceneRenderRD(RendererStorageRD *p_storage);
  1018. ~RendererSceneRenderRD();
  1019. };
  1020. #endif // RASTERIZER_SCENE_RD_H