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