renderer_scene_render_rd.h 48 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef RENDERER_SCENE_RENDER_RD_H
  31. #define RENDERER_SCENE_RENDER_RD_H
  32. #include "core/templates/local_vector.h"
  33. #include "core/templates/rid_owner.h"
  34. #include "servers/rendering/renderer_compositor.h"
  35. #include "servers/rendering/renderer_rd/cluster_builder_rd.h"
  36. #include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
  37. #include "servers/rendering/renderer_rd/effects/copy_effects.h"
  38. #include "servers/rendering/renderer_rd/effects/ss_effects.h"
  39. #include "servers/rendering/renderer_rd/effects/tone_mapper.h"
  40. #include "servers/rendering/renderer_rd/effects/vrs.h"
  41. #include "servers/rendering/renderer_rd/environment/fog.h"
  42. #include "servers/rendering/renderer_rd/environment/gi.h"
  43. #include "servers/rendering/renderer_rd/environment/sky.h"
  44. #include "servers/rendering/renderer_scene.h"
  45. #include "servers/rendering/renderer_scene_render.h"
  46. #include "servers/rendering/rendering_device.h"
  47. struct RenderDataRD {
  48. RID render_buffers;
  49. Transform3D cam_transform;
  50. Projection cam_projection;
  51. Vector2 taa_jitter;
  52. bool cam_orthogonal = false;
  53. // For stereo rendering
  54. uint32_t view_count = 1;
  55. Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
  56. Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  57. Transform3D prev_cam_transform;
  58. Projection prev_cam_projection;
  59. Vector2 prev_taa_jitter;
  60. Projection prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  61. float z_near = 0.0;
  62. float z_far = 0.0;
  63. const PagedArray<RenderGeometryInstance *> *instances = nullptr;
  64. const PagedArray<RID> *lights = nullptr;
  65. const PagedArray<RID> *reflection_probes = nullptr;
  66. const PagedArray<RID> *voxel_gi_instances = nullptr;
  67. const PagedArray<RID> *decals = nullptr;
  68. const PagedArray<RID> *lightmaps = nullptr;
  69. const PagedArray<RID> *fog_volumes = nullptr;
  70. RID environment;
  71. RID camera_effects;
  72. RID shadow_atlas;
  73. RID reflection_atlas;
  74. RID reflection_probe;
  75. int reflection_probe_pass = 0;
  76. float lod_distance_multiplier = 0.0;
  77. Plane lod_camera_plane;
  78. float screen_mesh_lod_threshold = 0.0;
  79. RID cluster_buffer;
  80. uint32_t cluster_size = 0;
  81. uint32_t cluster_max_elements = 0;
  82. uint32_t directional_light_count = 0;
  83. bool directional_light_soft_shadows = false;
  84. RendererScene::RenderInfo *render_info = nullptr;
  85. };
  86. class RendererSceneRenderRD : public RendererSceneRender {
  87. friend RendererRD::SkyRD;
  88. friend RendererRD::GI;
  89. protected:
  90. RendererRD::BokehDOF *bokeh_dof = nullptr;
  91. RendererRD::CopyEffects *copy_effects = nullptr;
  92. RendererRD::ToneMapper *tone_mapper = nullptr;
  93. RendererRD::VRS *vrs = nullptr;
  94. double time = 0.0;
  95. double time_step = 0.0;
  96. struct RenderBufferData {
  97. virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) = 0;
  98. virtual ~RenderBufferData() {}
  99. };
  100. virtual RenderBufferData *_create_render_buffer_data() = 0;
  101. 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);
  102. void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
  103. void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
  104. virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
  105. virtual void _render_shadow_begin() = 0;
  106. virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
  107. virtual void _render_shadow_process() = 0;
  108. virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
  109. virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  110. virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  111. virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
  112. virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;
  113. void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
  114. void _debug_draw_cluster(RID p_render_buffers);
  115. RenderBufferData *render_buffers_get_data(RID p_render_buffers);
  116. virtual void _base_uniforms_changed() = 0;
  117. virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
  118. virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) = 0;
  119. void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
  120. void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
  121. void _process_sss(RID p_render_buffers, const Projection &p_camera);
  122. void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);
  123. void _copy_framebuffer_to_ssil(RID p_render_buffers);
  124. void _process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far);
  125. bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  126. void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  127. void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
  128. void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices);
  129. void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
  130. void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
  131. void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
  132. void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
  133. void _disable_clear_request(const RenderDataRD *p_render_data);
  134. // needed for a single argument calls (material and uv2)
  135. PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;
  136. PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist
  137. RendererRD::SSEffects *ss_effects = nullptr;
  138. RendererRD::GI gi;
  139. RendererRD::SkyRD sky;
  140. //used for mobile renderer mostly
  141. typedef int32_t ForwardID;
  142. enum ForwardIDType {
  143. FORWARD_ID_TYPE_OMNI_LIGHT,
  144. FORWARD_ID_TYPE_SPOT_LIGHT,
  145. FORWARD_ID_TYPE_REFLECTION_PROBE,
  146. FORWARD_ID_TYPE_DECAL,
  147. FORWARD_ID_MAX,
  148. };
  149. virtual ForwardID _allocate_forward_id(ForwardIDType p_type) { return -1; }
  150. virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) {}
  151. virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {}
  152. virtual bool _uses_forward_ids() const { return false; }
  153. virtual void _update_shader_quality_settings() {}
  154. private:
  155. RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  156. static RendererSceneRenderRD *singleton;
  157. /* REFLECTION ATLAS */
  158. struct ReflectionAtlas {
  159. int count = 0;
  160. int size = 0;
  161. RID reflection;
  162. RID depth_buffer;
  163. RID depth_fb;
  164. struct Reflection {
  165. RID owner;
  166. RendererRD::SkyRD::ReflectionData data;
  167. RID fbs[6];
  168. };
  169. Vector<Reflection> reflections;
  170. ClusterBuilderRD *cluster_builder = nullptr;
  171. };
  172. mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
  173. /* REFLECTION PROBE INSTANCE */
  174. struct ReflectionProbeInstance {
  175. RID probe;
  176. int atlas_index = -1;
  177. RID atlas;
  178. bool dirty = true;
  179. bool rendering = false;
  180. int processing_layer = 1;
  181. int processing_side = 0;
  182. uint32_t render_step = 0;
  183. uint64_t last_pass = 0;
  184. uint32_t cull_mask = 0;
  185. ForwardID forward_id = -1;
  186. Transform3D transform;
  187. };
  188. mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
  189. /* DECAL INSTANCE */
  190. struct DecalInstance {
  191. RID decal;
  192. Transform3D transform;
  193. uint32_t cull_mask = 0;
  194. ForwardID forward_id = -1;
  195. };
  196. mutable RID_Owner<DecalInstance> decal_instance_owner;
  197. /* LIGHTMAP INSTANCE */
  198. struct LightmapInstance {
  199. RID lightmap;
  200. Transform3D transform;
  201. };
  202. mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
  203. /* SHADOW ATLAS */
  204. struct ShadowShrinkStage {
  205. RID texture;
  206. RID filter_texture;
  207. uint32_t size = 0;
  208. };
  209. struct ShadowAtlas {
  210. enum {
  211. QUADRANT_SHIFT = 27,
  212. OMNI_LIGHT_FLAG = 1 << 26,
  213. SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1,
  214. SHADOW_INVALID = 0xFFFFFFFF
  215. };
  216. struct Quadrant {
  217. uint32_t subdivision = 0;
  218. struct Shadow {
  219. RID owner;
  220. uint64_t version = 0;
  221. uint64_t fog_version = 0; // used for fog
  222. uint64_t alloc_tick = 0;
  223. Shadow() {}
  224. };
  225. Vector<Shadow> shadows;
  226. Quadrant() {}
  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 = true;
  232. RID depth;
  233. RID fb; //for copying
  234. HashMap<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 = nullptr;
  246. float *directional_soft_shadow_kernel = nullptr;
  247. float *penumbra_shadow_kernel = nullptr;
  248. float *soft_shadow_kernel = nullptr;
  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 = true;
  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. HashMap<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. Projection 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. HashSet<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. /* ENVIRONMENT */
  308. RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
  309. bool ssao_half_size = false;
  310. float ssao_adaptive_target = 0.5;
  311. int ssao_blur_passes = 2;
  312. float ssao_fadeout_from = 50.0;
  313. float ssao_fadeout_to = 300.0;
  314. RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM;
  315. bool ssil_half_size = false;
  316. bool ssil_using_half_size = false;
  317. float ssil_adaptive_target = 0.5;
  318. int ssil_blur_passes = 4;
  319. float ssil_fadeout_from = 50.0;
  320. float ssil_fadeout_to = 300.0;
  321. bool glow_bicubic_upscale = false;
  322. bool glow_high_quality = false;
  323. RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
  324. /* CAMERA EFFECTS */
  325. struct CameraEffects {
  326. bool dof_blur_far_enabled = false;
  327. float dof_blur_far_distance = 10;
  328. float dof_blur_far_transition = 5;
  329. bool dof_blur_near_enabled = false;
  330. float dof_blur_near_distance = 2;
  331. float dof_blur_near_transition = 1;
  332. float dof_blur_amount = 0.1;
  333. bool override_exposure_enabled = false;
  334. float override_exposure = 1;
  335. };
  336. RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
  337. RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
  338. bool dof_blur_use_jitter = false;
  339. RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
  340. float sss_scale = 0.05;
  341. float sss_depth_scale = 0.01;
  342. mutable RID_Owner<CameraEffects, true> camera_effects_owner;
  343. /* RENDER BUFFERS */
  344. ClusterBuilderSharedDataRD cluster_builder_shared;
  345. ClusterBuilderRD *current_cluster_builder = nullptr;
  346. struct RenderBuffers {
  347. RenderBufferData *data = nullptr;
  348. int internal_width = 0;
  349. int internal_height = 0;
  350. int width = 0;
  351. int height = 0;
  352. float fsr_sharpness = 0.2f;
  353. RS::ViewportMSAA msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
  354. RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
  355. bool use_taa = false;
  356. bool use_debanding = false;
  357. uint32_t view_count = 1;
  358. RID render_target;
  359. uint64_t auto_exposure_version = 1;
  360. RID sss_texture; //texture for sss. This needs to be a different resolution than blur[0]
  361. RID internal_texture; //main texture for rendering to, must be filled after done rendering
  362. RID texture; //upscaled version of main texture (This uses the same resource as internal_texture if there is no upscaling)
  363. RID depth_texture; //main depth texture
  364. RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
  365. RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling)
  366. RID vrs_texture; // texture for vrs.
  367. RID vrs_fb; // framebuffer to write to our vrs texture
  368. // Access to the layers for each of our views (specifically needed for applying post effects on stereoscopic images)
  369. struct View {
  370. RID view_texture; // texture slice for this view/layer
  371. RID view_depth; // depth slice for this view/layer
  372. RID view_fb; // framebuffer for this view/layer, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
  373. };
  374. Vector<View> views;
  375. RendererRD::GI::SDFGI *sdfgi = nullptr;
  376. RendererRD::GI::RenderBuffersGI rbgi;
  377. RendererRD::Fog::VolumetricFog *volumetric_fog = nullptr;
  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. struct Layer {
  392. Vector<Mipmap> mipmaps;
  393. };
  394. Vector<Layer> layers;
  395. };
  396. Blur blur[2]; //the second one starts from the first mipmap
  397. struct WeightBuffers {
  398. RID weight;
  399. RID fb; // FB with both texture and weight writing into one level lower
  400. };
  401. // 2 full size, 2 half size
  402. WeightBuffers weight_buffers[4]; // Only used in raster
  403. RID depth_back_texture;
  404. RID depth_back_fb; // only used on mobile
  405. struct Luminance {
  406. Vector<RID> reduce;
  407. RID current;
  408. // used only on mobile renderer
  409. Vector<RID> fb;
  410. RID current_fb;
  411. } luminance;
  412. struct SSEffects {
  413. RID linear_depth;
  414. Vector<RID> linear_depth_slices;
  415. RID downsample_uniform_set;
  416. Projection last_frame_projection;
  417. Transform3D last_frame_transform;
  418. RendererRD::SSEffects::SSAORenderBuffers ssao;
  419. RendererRD::SSEffects::SSILRenderBuffers ssil;
  420. } ss_effects;
  421. RendererRD::SSEffects::SSRRenderBuffers ssr;
  422. struct TAA {
  423. RID history;
  424. RID temp;
  425. RID prev_velocity; // Last frame velocity buffer
  426. } taa;
  427. };
  428. /* GI */
  429. bool screen_space_roughness_limiter = false;
  430. float screen_space_roughness_limiter_amount = 0.25;
  431. float screen_space_roughness_limiter_limit = 0.18;
  432. mutable RID_Owner<RenderBuffers> render_buffers_owner;
  433. void _free_render_buffer_data(RenderBuffers *rb);
  434. void _allocate_blur_textures(RenderBuffers *rb);
  435. void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
  436. void _allocate_luminance_textures(RenderBuffers *rb);
  437. void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
  438. /* Cluster */
  439. struct Cluster {
  440. /* Scene State UBO */
  441. // !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
  442. enum {
  443. REFLECTION_AMBIENT_DISABLED = 0,
  444. REFLECTION_AMBIENT_ENVIRONMENT = 1,
  445. REFLECTION_AMBIENT_COLOR = 2,
  446. };
  447. struct ReflectionData {
  448. float box_extents[3];
  449. float index;
  450. float box_offset[3];
  451. uint32_t mask;
  452. float ambient[3]; // ambient color,
  453. float intensity;
  454. uint32_t exterior;
  455. uint32_t box_project;
  456. uint32_t ambient_mode;
  457. uint32_t pad;
  458. float local_matrix[16]; // up to here for spot and omni, rest is for directional
  459. };
  460. struct LightData {
  461. float position[3];
  462. float inv_radius;
  463. float direction[3]; // in omni, x and y are used for dual paraboloid offset
  464. float size;
  465. float color[3];
  466. float attenuation;
  467. float inv_spot_attenuation;
  468. float cos_spot_angle;
  469. float specular_amount;
  470. float shadow_opacity;
  471. float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
  472. float shadow_matrix[16];
  473. float shadow_bias;
  474. float shadow_normal_bias;
  475. float transmittance_bias;
  476. float soft_shadow_size;
  477. float soft_shadow_scale;
  478. uint32_t mask;
  479. float volumetric_fog_energy;
  480. uint32_t bake_mode;
  481. float projector_rect[4];
  482. };
  483. struct DirectionalLightData {
  484. float direction[3];
  485. float energy;
  486. float color[3];
  487. float size;
  488. float specular;
  489. uint32_t mask;
  490. float softshadow_angle;
  491. float soft_shadow_scale;
  492. uint32_t blend_splits;
  493. float shadow_opacity;
  494. float fade_from;
  495. float fade_to;
  496. uint32_t pad[2];
  497. uint32_t bake_mode;
  498. float volumetric_fog_energy;
  499. float shadow_bias[4];
  500. float shadow_normal_bias[4];
  501. float shadow_transmittance_bias[4];
  502. float shadow_z_range[4];
  503. float shadow_range_begin[4];
  504. float shadow_split_offsets[4];
  505. float shadow_matrices[4][16];
  506. float uv_scale1[2];
  507. float uv_scale2[2];
  508. float uv_scale3[2];
  509. float uv_scale4[2];
  510. };
  511. struct DecalData {
  512. float xform[16];
  513. float inv_extents[3];
  514. float albedo_mix;
  515. float albedo_rect[4];
  516. float normal_rect[4];
  517. float orm_rect[4];
  518. float emission_rect[4];
  519. float modulate[4];
  520. float emission_energy;
  521. uint32_t mask;
  522. float upper_fade;
  523. float lower_fade;
  524. float normal_xform[12];
  525. float normal[3];
  526. float normal_fade;
  527. };
  528. template <class T>
  529. struct InstanceSort {
  530. float depth;
  531. T *instance = nullptr;
  532. bool operator<(const InstanceSort &p_sort) const {
  533. return depth < p_sort.depth;
  534. }
  535. };
  536. ReflectionData *reflections = nullptr;
  537. InstanceSort<ReflectionProbeInstance> *reflection_sort;
  538. uint32_t max_reflections;
  539. RID reflection_buffer;
  540. uint32_t max_reflection_probes_per_instance;
  541. uint32_t reflection_count = 0;
  542. DecalData *decals = nullptr;
  543. InstanceSort<DecalInstance> *decal_sort;
  544. uint32_t max_decals;
  545. RID decal_buffer;
  546. uint32_t decal_count;
  547. LightData *omni_lights = nullptr;
  548. LightData *spot_lights = nullptr;
  549. InstanceSort<LightInstance> *omni_light_sort;
  550. InstanceSort<LightInstance> *spot_light_sort;
  551. uint32_t max_lights;
  552. RID omni_light_buffer;
  553. RID spot_light_buffer;
  554. uint32_t omni_light_count = 0;
  555. uint32_t spot_light_count = 0;
  556. DirectionalLightData *directional_lights = nullptr;
  557. uint32_t max_directional_lights;
  558. RID directional_light_buffer;
  559. } cluster;
  560. struct RenderState {
  561. const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
  562. int render_shadow_count = 0;
  563. const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
  564. int render_sdfgi_region_count = 0;
  565. const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
  566. uint32_t voxel_gi_count = 0;
  567. LocalVector<int> cube_shadows;
  568. LocalVector<int> shadows;
  569. LocalVector<int> directional_shadows;
  570. bool depth_prepass_used; // this does not seem used anywhere...
  571. } render_state;
  572. RID shadow_sampler;
  573. uint64_t scene_pass = 0;
  574. uint64_t shadow_atlas_realloc_tolerance_msec = 500;
  575. /* !BAS! is this used anywhere?
  576. struct SDFGICosineNeighbour {
  577. uint32_t neighbour;
  578. float weight;
  579. };
  580. */
  581. uint32_t max_cluster_elements = 512;
  582. void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
  583. /* Volumetric Fog */
  584. uint32_t volumetric_fog_size = 128;
  585. uint32_t volumetric_fog_depth = 128;
  586. bool volumetric_fog_filter_active = true;
  587. void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
  588. public:
  589. static RendererSceneRenderRD *get_singleton() { return singleton; }
  590. /* GI */
  591. RendererRD::GI *get_gi() { return &gi; }
  592. /* SHADOW ATLAS API */
  593. virtual RID shadow_atlas_create() override;
  594. virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override;
  595. virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
  596. virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) override;
  597. _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
  598. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  599. ERR_FAIL_COND_V(!atlas, false);
  600. return atlas->shadow_owners.has(p_light_intance);
  601. }
  602. _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
  603. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  604. ERR_FAIL_COND_V(!atlas, RID());
  605. return atlas->depth;
  606. }
  607. _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
  608. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  609. ERR_FAIL_COND_V(!atlas, Size2i());
  610. return Size2(atlas->size, atlas->size);
  611. }
  612. virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override;
  613. virtual int get_directional_light_shadow_size(RID p_light_intance) override;
  614. virtual void set_directional_shadow_count(int p_count) override;
  615. _FORCE_INLINE_ RID directional_shadow_get_texture() {
  616. return directional_shadow.depth;
  617. }
  618. _FORCE_INLINE_ Size2i directional_shadow_get_size() {
  619. return Size2i(directional_shadow.size, directional_shadow.size);
  620. }
  621. /* SDFGI UPDATE */
  622. virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
  623. virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
  624. virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
  625. virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
  626. RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
  627. /* SKY API */
  628. virtual RID sky_allocate() override;
  629. virtual void sky_initialize(RID p_rid) override;
  630. virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
  631. virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
  632. virtual void sky_set_material(RID p_sky, RID p_material) override;
  633. virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
  634. /* ENVIRONMENT API */
  635. virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
  636. virtual void environment_glow_set_use_high_quality(bool p_enable) override;
  637. virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
  638. virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
  639. 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;
  640. 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;
  641. virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
  642. virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
  643. virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
  644. virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
  645. RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
  646. virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
  647. /* CAMERA EFFECTS */
  648. virtual RID camera_effects_allocate() override;
  649. virtual void camera_effects_initialize(RID p_rid) override;
  650. virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
  651. virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
  652. 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;
  653. virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
  654. bool camera_effects_uses_dof(RID p_camera_effects) {
  655. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  656. return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
  657. }
  658. /* LIGHT INSTANCE API */
  659. virtual RID light_instance_create(RID p_light) override;
  660. virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
  661. virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
  662. virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
  663. virtual void light_instance_mark_visible(RID p_light_instance) override;
  664. _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
  665. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  666. return li->light;
  667. }
  668. _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) {
  669. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  670. return li->transform;
  671. }
  672. _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
  673. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  674. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  675. uint32_t key = shadow_atlas->shadow_owners[li->self];
  676. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  677. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  678. ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
  679. uint32_t atlas_size = shadow_atlas->size;
  680. uint32_t quadrant_size = atlas_size >> 1;
  681. uint32_t x = (quadrant & 1) * quadrant_size;
  682. uint32_t y = (quadrant >> 1) * quadrant_size;
  683. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  684. x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  685. y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  686. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  687. if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) {
  688. r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision);
  689. r_omni_offset.y = 1;
  690. } else {
  691. r_omni_offset.x = 1;
  692. r_omni_offset.y = 0;
  693. }
  694. }
  695. uint32_t width = shadow_size;
  696. uint32_t height = shadow_size;
  697. return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
  698. }
  699. _FORCE_INLINE_ Projection light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
  700. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  701. return li->shadow_transform[p_index].camera;
  702. }
  703. _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
  704. #ifdef DEBUG_ENABLED
  705. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  706. ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
  707. #endif
  708. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  709. ERR_FAIL_COND_V(!shadow_atlas, 0);
  710. #ifdef DEBUG_ENABLED
  711. ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
  712. #endif
  713. uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
  714. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  715. uint32_t quadrant_size = shadow_atlas->size >> 1;
  716. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  717. return float(1.0) / shadow_size;
  718. }
  719. _FORCE_INLINE_ Transform3D
  720. light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
  721. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  722. return li->shadow_transform[p_index].transform;
  723. }
  724. _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
  725. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  726. return li->shadow_transform[p_index].bias_scale;
  727. }
  728. _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
  729. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  730. return li->shadow_transform[p_index].farplane;
  731. }
  732. _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
  733. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  734. return li->shadow_transform[p_index].range_begin;
  735. }
  736. _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
  737. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  738. return li->shadow_transform[p_index].uv_scale;
  739. }
  740. _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
  741. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  742. return li->shadow_transform[p_index].atlas_rect;
  743. }
  744. _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
  745. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  746. return li->shadow_transform[p_index].split;
  747. }
  748. _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
  749. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  750. return li->shadow_transform[p_index].shadow_texel_size;
  751. }
  752. _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
  753. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  754. li->last_pass = p_pass;
  755. }
  756. _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
  757. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  758. return li->last_pass;
  759. }
  760. _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) {
  761. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  762. return li->forward_id;
  763. }
  764. _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
  765. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  766. return li->light_type;
  767. }
  768. /* FOG VOLUMES */
  769. virtual RID fog_volume_instance_create(RID p_fog_volume) override;
  770. virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
  771. virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
  772. virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
  773. virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
  774. virtual RID reflection_atlas_create() override;
  775. virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
  776. virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;
  777. _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
  778. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas);
  779. ERR_FAIL_COND_V(!atlas, RID());
  780. return atlas->reflection;
  781. }
  782. virtual RID reflection_probe_instance_create(RID p_probe) override;
  783. virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
  784. virtual void reflection_probe_release_atlas_index(RID p_instance) override;
  785. virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override;
  786. virtual bool reflection_probe_instance_has_reflection(RID p_instance) override;
  787. virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
  788. virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
  789. virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override;
  790. uint32_t reflection_probe_instance_get_resolution(RID p_instance);
  791. RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
  792. RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
  793. _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
  794. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  795. ERR_FAIL_COND_V(!rpi, RID());
  796. return rpi->probe;
  797. }
  798. _FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) {
  799. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  800. ERR_FAIL_COND_V(!rpi, 0);
  801. return rpi->forward_id;
  802. }
  803. _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
  804. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  805. ERR_FAIL_COND(!rpi);
  806. rpi->last_pass = p_render_pass;
  807. }
  808. _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
  809. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  810. ERR_FAIL_COND_V(!rpi, 0);
  811. return rpi->last_pass;
  812. }
  813. _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) {
  814. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  815. ERR_FAIL_COND_V(!rpi, Transform3D());
  816. return rpi->transform;
  817. }
  818. _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
  819. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  820. ERR_FAIL_COND_V(!rpi, -1);
  821. return rpi->atlas_index;
  822. }
  823. virtual RID decal_instance_create(RID p_decal) override;
  824. virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
  825. _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
  826. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  827. return decal->decal;
  828. }
  829. _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const {
  830. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  831. return decal->forward_id;
  832. }
  833. _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
  834. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  835. return decal->transform;
  836. }
  837. virtual RID lightmap_instance_create(RID p_lightmap) override;
  838. virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
  839. _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
  840. return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr;
  841. }
  842. _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
  843. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
  844. return li->lightmap;
  845. }
  846. _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) {
  847. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
  848. return li->transform;
  849. }
  850. /* gi light probes */
  851. virtual RID voxel_gi_instance_create(RID p_base) override;
  852. virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
  853. virtual bool voxel_gi_needs_update(RID p_probe) const override;
  854. virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override;
  855. virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
  856. /* render buffers */
  857. virtual float _render_buffers_get_luminance_multiplier();
  858. virtual RD::DataFormat _render_buffers_get_color_format();
  859. virtual bool _render_buffers_can_be_storage();
  860. virtual RID render_buffers_create() override;
  861. virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
  862. virtual void gi_set_use_half_resolution(bool p_enable) override;
  863. RID render_buffers_get_depth_texture(RID p_render_buffers);
  864. RID render_buffers_get_ao_texture(RID p_render_buffers);
  865. RID render_buffers_get_ssil_texture(RID p_render_buffers);
  866. RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
  867. RID render_buffers_get_back_depth_texture(RID p_render_buffers);
  868. RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
  869. RID render_buffers_get_default_voxel_gi_buffer();
  870. RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
  871. RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
  872. uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
  873. bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
  874. RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
  875. Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
  876. Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
  877. float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
  878. float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
  879. uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
  880. uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
  881. bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
  882. float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
  883. RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
  884. bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
  885. RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
  886. RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
  887. float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
  888. float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
  889. virtual void update_uniform_sets(){};
  890. virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
  891. virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
  892. virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;
  893. virtual void set_scene_pass(uint64_t p_pass) override {
  894. scene_pass = p_pass;
  895. }
  896. _FORCE_INLINE_ uint64_t get_scene_pass() {
  897. return scene_pass;
  898. }
  899. virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;
  900. virtual bool screen_space_roughness_limiter_is_active() const override;
  901. virtual float screen_space_roughness_limiter_get_amount() const;
  902. virtual float screen_space_roughness_limiter_get_limit() const;
  903. virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
  904. RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
  905. virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
  906. virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
  907. virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
  908. virtual void decals_set_filter(RS::DecalFilter p_filter) override;
  909. virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
  910. _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const {
  911. return shadows_quality;
  912. }
  913. _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const {
  914. return directional_shadow_quality;
  915. }
  916. _FORCE_INLINE_ float shadows_quality_radius_get() const {
  917. return shadows_quality_radius;
  918. }
  919. _FORCE_INLINE_ float directional_shadow_quality_radius_get() const {
  920. return directional_shadow_quality_radius;
  921. }
  922. _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() {
  923. return directional_penumbra_shadow_kernel;
  924. }
  925. _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() {
  926. return directional_soft_shadow_kernel;
  927. }
  928. _FORCE_INLINE_ float *penumbra_shadow_kernel_get() {
  929. return penumbra_shadow_kernel;
  930. }
  931. _FORCE_INLINE_ float *soft_shadow_kernel_get() {
  932. return soft_shadow_kernel;
  933. }
  934. _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const {
  935. return directional_penumbra_shadow_samples;
  936. }
  937. _FORCE_INLINE_ int directional_soft_shadow_samples_get() const {
  938. return directional_soft_shadow_samples;
  939. }
  940. _FORCE_INLINE_ int penumbra_shadow_samples_get() const {
  941. return penumbra_shadow_samples;
  942. }
  943. _FORCE_INLINE_ int soft_shadow_samples_get() const {
  944. return soft_shadow_samples;
  945. }
  946. _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const {
  947. return light_projectors_filter;
  948. }
  949. _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const {
  950. return decals_filter;
  951. }
  952. int get_roughness_layers() const;
  953. bool is_using_radiance_cubemap_array() const;
  954. virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override;
  955. virtual bool free(RID p_rid) override;
  956. virtual void update() override;
  957. virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
  958. _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
  959. return debug_draw;
  960. }
  961. virtual void set_time(double p_time, double p_step) override;
  962. RID get_reflection_probe_buffer();
  963. RID get_omni_light_buffer();
  964. RID get_spot_light_buffer();
  965. RID get_directional_light_buffer();
  966. RID get_decal_buffer();
  967. int get_max_directional_lights() const;
  968. virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
  969. virtual bool is_vrs_supported() const;
  970. virtual bool is_dynamic_gi_supported() const;
  971. virtual bool is_clustered_enabled() const;
  972. virtual bool is_volumetric_supported() const;
  973. virtual uint32_t get_max_elements() const;
  974. void init();
  975. RendererSceneRenderRD();
  976. ~RendererSceneRenderRD();
  977. };
  978. #endif // RENDERER_SCENE_RENDER_RD_H