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