renderer_scene_render_rd.h 55 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_rd/shaders/volumetric_fog_process.glsl.gen.h"
  42. #include "servers/rendering/renderer_scene.h"
  43. #include "servers/rendering/renderer_scene_render.h"
  44. #include "servers/rendering/rendering_device.h"
  45. struct RenderDataRD {
  46. RID render_buffers = RID();
  47. Transform3D cam_transform = Transform3D();
  48. CameraMatrix cam_projection = CameraMatrix();
  49. bool cam_ortogonal = false;
  50. // For stereo rendering
  51. uint32_t view_count = 1;
  52. CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  53. float z_near = 0.0;
  54. float z_far = 0.0;
  55. const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
  56. const PagedArray<RID> *lights = nullptr;
  57. const PagedArray<RID> *reflection_probes = nullptr;
  58. const PagedArray<RID> *voxel_gi_instances = nullptr;
  59. const PagedArray<RID> *decals = nullptr;
  60. const PagedArray<RID> *lightmaps = nullptr;
  61. const PagedArray<RID> *fog_volumes = nullptr;
  62. RID environment = RID();
  63. RID camera_effects = RID();
  64. RID shadow_atlas = RID();
  65. RID reflection_atlas = RID();
  66. RID reflection_probe = RID();
  67. int reflection_probe_pass = 0;
  68. float lod_distance_multiplier = 0.0;
  69. Plane lod_camera_plane = Plane();
  70. float screen_lod_threshold = 0.0;
  71. RID cluster_buffer = RID();
  72. uint32_t cluster_size = 0;
  73. uint32_t cluster_max_elements = 0;
  74. uint32_t directional_light_count = 0;
  75. bool directional_light_soft_shadows = false;
  76. RendererScene::RenderInfo *render_info = nullptr;
  77. };
  78. class RendererSceneRenderRD : public RendererSceneRender {
  79. friend RendererSceneSkyRD;
  80. friend RendererSceneGIRD;
  81. protected:
  82. RendererStorageRD *storage;
  83. double time;
  84. double time_step = 0;
  85. struct RenderBufferData {
  86. virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) = 0;
  87. virtual ~RenderBufferData() {}
  88. };
  89. virtual RenderBufferData *_create_render_buffer_data() = 0;
  90. void _setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows);
  91. void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
  92. void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
  93. virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
  94. virtual void _render_shadow_begin() = 0;
  95. virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
  96. virtual void _render_shadow_process() = 0;
  97. virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
  98. virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  99. virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  100. virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
  101. virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
  102. void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
  103. void _debug_draw_cluster(RID p_render_buffers);
  104. RenderBufferData *render_buffers_get_data(RID p_render_buffers);
  105. virtual void _base_uniforms_changed() = 0;
  106. virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
  107. void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
  108. void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
  109. void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
  110. bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  111. void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  112. void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
  113. 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);
  114. void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
  115. void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
  116. void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
  117. void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
  118. void _disable_clear_request(const RenderDataRD *p_render_data);
  119. // needed for a single argument calls (material and uv2)
  120. PagedArrayPool<GeometryInstance *> cull_argument_pool;
  121. PagedArray<GeometryInstance *> cull_argument; //need this to exist
  122. RendererSceneGIRD gi;
  123. RendererSceneSkyRD sky;
  124. RendererSceneEnvironmentRD *get_environment(RID p_environment) {
  125. if (p_environment.is_valid()) {
  126. return environment_owner.get_or_null(p_environment);
  127. } else {
  128. return nullptr;
  129. }
  130. };
  131. //used for mobile renderer mostly
  132. typedef int32_t ForwardID;
  133. enum ForwardIDType {
  134. FORWARD_ID_TYPE_OMNI_LIGHT,
  135. FORWARD_ID_TYPE_SPOT_LIGHT,
  136. FORWARD_ID_TYPE_REFLECTION_PROBE,
  137. FORWARD_ID_TYPE_DECAL,
  138. FORWARD_ID_MAX,
  139. };
  140. virtual ForwardID _allocate_forward_id(ForwardIDType p_type) { return -1; }
  141. virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) {}
  142. virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {}
  143. virtual bool _uses_forward_ids() const { return false; }
  144. virtual void _update_shader_quality_settings() {}
  145. private:
  146. RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  147. static RendererSceneRenderRD *singleton;
  148. /* REFLECTION ATLAS */
  149. struct ReflectionAtlas {
  150. int count = 0;
  151. int size = 0;
  152. RID reflection;
  153. RID depth_buffer;
  154. RID depth_fb;
  155. struct Reflection {
  156. RID owner;
  157. RendererSceneSkyRD::ReflectionData data;
  158. RID fbs[6];
  159. };
  160. Vector<Reflection> reflections;
  161. ClusterBuilderRD *cluster_builder = nullptr;
  162. };
  163. mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
  164. /* REFLECTION PROBE INSTANCE */
  165. struct ReflectionProbeInstance {
  166. RID probe;
  167. int atlas_index = -1;
  168. RID atlas;
  169. bool dirty = true;
  170. bool rendering = false;
  171. int processing_layer = 1;
  172. int processing_side = 0;
  173. uint32_t render_step = 0;
  174. uint64_t last_pass = 0;
  175. uint32_t cull_mask = 0;
  176. ForwardID forward_id = -1;
  177. Transform3D transform;
  178. };
  179. mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
  180. /* DECAL INSTANCE */
  181. struct DecalInstance {
  182. RID decal;
  183. Transform3D transform;
  184. uint32_t cull_mask;
  185. ForwardID forward_id = -1;
  186. };
  187. mutable RID_Owner<DecalInstance> decal_instance_owner;
  188. /* LIGHTMAP INSTANCE */
  189. struct LightmapInstance {
  190. RID lightmap;
  191. Transform3D transform;
  192. };
  193. mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
  194. /* SHADOW ATLAS */
  195. struct ShadowShrinkStage {
  196. RID texture;
  197. RID filter_texture;
  198. uint32_t size;
  199. };
  200. struct ShadowAtlas {
  201. enum {
  202. QUADRANT_SHIFT = 27,
  203. OMNI_LIGHT_FLAG = 1 << 26,
  204. SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1,
  205. SHADOW_INVALID = 0xFFFFFFFF
  206. };
  207. struct Quadrant {
  208. uint32_t subdivision;
  209. struct Shadow {
  210. RID owner;
  211. uint64_t version;
  212. uint64_t fog_version; // used for fog
  213. uint64_t alloc_tick;
  214. Shadow() {
  215. version = 0;
  216. fog_version = 0;
  217. alloc_tick = 0;
  218. }
  219. };
  220. Vector<Shadow> shadows;
  221. Quadrant() {
  222. subdivision = 0; //not in use
  223. }
  224. } quadrants[4];
  225. int size_order[4] = { 0, 1, 2, 3 };
  226. uint32_t smallest_subdiv = 0;
  227. int size = 0;
  228. bool use_16_bits = false;
  229. RID depth;
  230. RID fb; //for copying
  231. Map<RID, uint32_t> shadow_owners;
  232. };
  233. RID_Owner<ShadowAtlas> shadow_atlas_owner;
  234. void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
  235. void _shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx);
  236. 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);
  237. bool _shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
  238. RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
  239. RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
  240. float shadows_quality_radius = 1.0;
  241. float directional_shadow_quality_radius = 1.0;
  242. float *directional_penumbra_shadow_kernel;
  243. float *directional_soft_shadow_kernel;
  244. float *penumbra_shadow_kernel;
  245. float *soft_shadow_kernel;
  246. int directional_penumbra_shadow_samples = 0;
  247. int directional_soft_shadow_samples = 0;
  248. int penumbra_shadow_samples = 0;
  249. int soft_shadow_samples = 0;
  250. RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
  251. RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
  252. /* DIRECTIONAL SHADOW */
  253. struct DirectionalShadow {
  254. RID depth;
  255. RID fb; //when renderign direct
  256. int light_count = 0;
  257. int size = 0;
  258. bool use_16_bits = false;
  259. int current_light = 0;
  260. } directional_shadow;
  261. void _update_directional_shadow_atlas();
  262. /* SHADOW CUBEMAPS */
  263. struct ShadowCubemap {
  264. RID cubemap;
  265. RID side_fb[6];
  266. };
  267. Map<int, ShadowCubemap> shadow_cubemaps;
  268. ShadowCubemap *_get_shadow_cubemap(int p_size);
  269. void _create_shadow_cubemaps();
  270. /* LIGHT INSTANCE */
  271. struct LightInstance {
  272. struct ShadowTransform {
  273. CameraMatrix camera;
  274. Transform3D transform;
  275. float farplane;
  276. float split;
  277. float bias_scale;
  278. float shadow_texel_size;
  279. float range_begin;
  280. Rect2 atlas_rect;
  281. Vector2 uv_scale;
  282. };
  283. RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
  284. ShadowTransform shadow_transform[6];
  285. AABB aabb;
  286. RID self;
  287. RID light;
  288. Transform3D transform;
  289. Vector3 light_vector;
  290. Vector3 spot_vector;
  291. float linear_att = 0.0;
  292. uint64_t shadow_pass = 0;
  293. uint64_t last_scene_pass = 0;
  294. uint64_t last_scene_shadow_pass = 0;
  295. uint64_t last_pass = 0;
  296. uint32_t cull_mask = 0;
  297. uint32_t light_directional_index = 0;
  298. Rect2 directional_rect;
  299. Set<RID> shadow_atlases; //shadow atlases where this light is registered
  300. ForwardID forward_id = -1;
  301. LightInstance() {}
  302. };
  303. mutable RID_Owner<LightInstance> light_instance_owner;
  304. /* FOG VOLUMES */
  305. struct FogVolumeInstance {
  306. RID volume;
  307. Transform3D transform;
  308. bool active = false;
  309. };
  310. mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
  311. /* ENVIRONMENT */
  312. RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
  313. bool ssao_half_size = false;
  314. bool ssao_using_half_size = false;
  315. float ssao_adaptive_target = 0.5;
  316. int ssao_blur_passes = 2;
  317. float ssao_fadeout_from = 50.0;
  318. float ssao_fadeout_to = 300.0;
  319. bool glow_bicubic_upscale = false;
  320. bool glow_high_quality = false;
  321. RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
  322. mutable RID_Owner<RendererSceneEnvironmentRD, true> environment_owner;
  323. /* CAMERA EFFECTS */
  324. struct CameraEffects {
  325. bool dof_blur_far_enabled = false;
  326. float dof_blur_far_distance = 10;
  327. float dof_blur_far_transition = 5;
  328. bool dof_blur_near_enabled = false;
  329. float dof_blur_near_distance = 2;
  330. float dof_blur_near_transition = 1;
  331. float dof_blur_amount = 0.1;
  332. bool override_exposure_enabled = false;
  333. float override_exposure = 1;
  334. };
  335. RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
  336. RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
  337. bool dof_blur_use_jitter = false;
  338. RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
  339. float sss_scale = 0.05;
  340. float sss_depth_scale = 0.01;
  341. mutable RID_Owner<CameraEffects, true> camera_effects_owner;
  342. /* RENDER BUFFERS */
  343. ClusterBuilderSharedDataRD cluster_builder_shared;
  344. ClusterBuilderRD *current_cluster_builder = nullptr;
  345. struct VolumetricFog;
  346. struct RenderBuffers {
  347. RenderBufferData *data = nullptr;
  348. int width = 0, height = 0;
  349. RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
  350. RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
  351. bool use_debanding = false;
  352. uint32_t view_count = 1;
  353. RID render_target;
  354. uint64_t auto_exposure_version = 1;
  355. RID texture; //main texture for rendering to, must be filled after done rendering
  356. RID depth_texture; //main depth texture
  357. RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
  358. RendererSceneGIRD::SDFGI *sdfgi = nullptr;
  359. VolumetricFog *volumetric_fog = nullptr;
  360. RendererSceneGIRD::RenderBuffersGI gi;
  361. ClusterBuilderRD *cluster_builder = nullptr;
  362. //built-in textures used for ping pong image processing and blurring
  363. struct Blur {
  364. RID texture;
  365. struct Mipmap {
  366. RID texture;
  367. int width;
  368. int height;
  369. // only used on mobile renderer
  370. RID fb;
  371. RID half_texture;
  372. RID half_fb;
  373. };
  374. Vector<Mipmap> mipmaps;
  375. };
  376. Blur blur[2]; //the second one starts from the first mipmap
  377. struct WeightBuffers {
  378. RID weight;
  379. RID fb; // FB with both texture and weight
  380. };
  381. // 2 full size, 2 half size
  382. WeightBuffers weight_buffers[4]; // Only used in raster
  383. RID base_weight_fb; // base buffer for weight
  384. RID depth_back_texture;
  385. RID depth_back_fb; // only used on mobile
  386. struct Luminance {
  387. Vector<RID> reduce;
  388. RID current;
  389. // used only on mobile renderer
  390. Vector<RID> fb;
  391. RID current_fb;
  392. } luminance;
  393. struct SSAO {
  394. RID depth;
  395. Vector<RID> depth_slices;
  396. RID ao_deinterleaved;
  397. Vector<RID> ao_deinterleaved_slices;
  398. RID ao_pong;
  399. Vector<RID> ao_pong_slices;
  400. RID ao_final;
  401. RID importance_map[2];
  402. RID downsample_uniform_set;
  403. RID gather_uniform_set;
  404. RID importance_map_uniform_set;
  405. } ssao;
  406. struct SSR {
  407. RID normal_scaled;
  408. RID depth_scaled;
  409. RID blur_radius[2];
  410. } ssr;
  411. RID ambient_buffer;
  412. RID reflection_buffer;
  413. };
  414. /* GI */
  415. bool screen_space_roughness_limiter = false;
  416. float screen_space_roughness_limiter_amount = 0.25;
  417. float screen_space_roughness_limiter_limit = 0.18;
  418. mutable RID_Owner<RenderBuffers> render_buffers_owner;
  419. void _free_render_buffer_data(RenderBuffers *rb);
  420. void _allocate_blur_textures(RenderBuffers *rb);
  421. void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
  422. void _allocate_luminance_textures(RenderBuffers *rb);
  423. void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
  424. /* Cluster */
  425. struct Cluster {
  426. /* Scene State UBO */
  427. // !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
  428. enum {
  429. REFLECTION_AMBIENT_DISABLED = 0,
  430. REFLECTION_AMBIENT_ENVIRONMENT = 1,
  431. REFLECTION_AMBIENT_COLOR = 2,
  432. };
  433. struct ReflectionData {
  434. float box_extents[3];
  435. float index;
  436. float box_offset[3];
  437. uint32_t mask;
  438. float ambient[3]; // ambient color,
  439. float intensity;
  440. uint32_t exterior;
  441. uint32_t box_project;
  442. uint32_t ambient_mode;
  443. uint32_t pad;
  444. float local_matrix[16]; // up to here for spot and omni, rest is for directional
  445. };
  446. struct LightData {
  447. float position[3];
  448. float inv_radius;
  449. float direction[3]; // in omni, x and y are used for dual paraboloid offset
  450. float size;
  451. float color[3];
  452. float attenuation;
  453. float inv_spot_attenuation;
  454. float cos_spot_angle;
  455. float specular_amount;
  456. uint32_t shadow_enabled;
  457. float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
  458. float shadow_matrix[16];
  459. float shadow_bias;
  460. float shadow_normal_bias;
  461. float transmittance_bias;
  462. float soft_shadow_size;
  463. float soft_shadow_scale;
  464. uint32_t mask;
  465. float shadow_volumetric_fog_fade;
  466. uint32_t bake_mode;
  467. float projector_rect[4];
  468. };
  469. struct DirectionalLightData {
  470. float direction[3];
  471. float energy;
  472. float color[3];
  473. float size;
  474. float specular;
  475. uint32_t mask;
  476. float softshadow_angle;
  477. float soft_shadow_scale;
  478. uint32_t blend_splits;
  479. uint32_t shadow_enabled;
  480. float fade_from;
  481. float fade_to;
  482. uint32_t pad[2];
  483. uint32_t bake_mode;
  484. float shadow_volumetric_fog_fade;
  485. float shadow_bias[4];
  486. float shadow_normal_bias[4];
  487. float shadow_transmittance_bias[4];
  488. float shadow_z_range[4];
  489. float shadow_range_begin[4];
  490. float shadow_split_offsets[4];
  491. float shadow_matrices[4][16];
  492. float shadow_color1[4];
  493. float shadow_color2[4];
  494. float shadow_color3[4];
  495. float shadow_color4[4];
  496. float uv_scale1[2];
  497. float uv_scale2[2];
  498. float uv_scale3[2];
  499. float uv_scale4[2];
  500. };
  501. struct DecalData {
  502. float xform[16];
  503. float inv_extents[3];
  504. float albedo_mix;
  505. float albedo_rect[4];
  506. float normal_rect[4];
  507. float orm_rect[4];
  508. float emission_rect[4];
  509. float modulate[4];
  510. float emission_energy;
  511. uint32_t mask;
  512. float upper_fade;
  513. float lower_fade;
  514. float normal_xform[12];
  515. float normal[3];
  516. float normal_fade;
  517. };
  518. template <class T>
  519. struct InstanceSort {
  520. float depth;
  521. T *instance;
  522. bool operator<(const InstanceSort &p_sort) const {
  523. return depth < p_sort.depth;
  524. }
  525. };
  526. ReflectionData *reflections;
  527. InstanceSort<ReflectionProbeInstance> *reflection_sort;
  528. uint32_t max_reflections;
  529. RID reflection_buffer;
  530. uint32_t max_reflection_probes_per_instance;
  531. uint32_t reflection_count = 0;
  532. DecalData *decals;
  533. InstanceSort<DecalInstance> *decal_sort;
  534. uint32_t max_decals;
  535. RID decal_buffer;
  536. uint32_t decal_count;
  537. LightData *omni_lights;
  538. LightData *spot_lights;
  539. InstanceSort<LightInstance> *omni_light_sort;
  540. InstanceSort<LightInstance> *spot_light_sort;
  541. uint32_t max_lights;
  542. RID omni_light_buffer;
  543. RID spot_light_buffer;
  544. uint32_t omni_light_count = 0;
  545. uint32_t spot_light_count = 0;
  546. DirectionalLightData *directional_lights;
  547. uint32_t max_directional_lights;
  548. RID directional_light_buffer;
  549. } cluster;
  550. struct RenderState {
  551. const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
  552. int render_shadow_count = 0;
  553. const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
  554. int render_sdfgi_region_count = 0;
  555. const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
  556. uint32_t voxel_gi_count = 0;
  557. LocalVector<int> cube_shadows;
  558. LocalVector<int> shadows;
  559. LocalVector<int> directional_shadows;
  560. bool depth_prepass_used; // this does not seem used anywhere...
  561. } render_state;
  562. struct VolumetricFog {
  563. enum {
  564. MAX_TEMPORAL_FRAMES = 16
  565. };
  566. uint32_t width = 0;
  567. uint32_t height = 0;
  568. uint32_t depth = 0;
  569. float length;
  570. float spread;
  571. RID light_density_map;
  572. RID prev_light_density_map;
  573. RID fog_map;
  574. RID density_map;
  575. RID light_map;
  576. RID emissive_map;
  577. RID fog_uniform_set;
  578. RID copy_uniform_set;
  579. RID process_uniform_set;
  580. RID process_uniform_set2;
  581. RID sdfgi_uniform_set;
  582. RID sky_uniform_set;
  583. int last_shadow_filter = -1;
  584. Transform3D prev_cam_transform;
  585. };
  586. struct VolumetricFogShader {
  587. enum FogSet {
  588. FOG_SET_BASE,
  589. FOG_SET_UNIFORMS,
  590. FOG_SET_MATERIAL,
  591. FOG_SET_MAX,
  592. };
  593. struct FogPushConstant {
  594. float position[3];
  595. float pad;
  596. float extents[3];
  597. float pad2;
  598. int32_t corner[3];
  599. uint32_t shape;
  600. float transform[16];
  601. };
  602. struct VolumeUBO {
  603. float fog_frustum_size_begin[2];
  604. float fog_frustum_size_end[2];
  605. float fog_frustum_end;
  606. float z_near;
  607. float z_far;
  608. float time;
  609. int32_t fog_volume_size[3];
  610. uint32_t directional_light_count;
  611. uint32_t use_temporal_reprojection;
  612. uint32_t temporal_frame;
  613. float detail_spread;
  614. float temporal_blend;
  615. float to_prev_view[16];
  616. float transform[16];
  617. };
  618. ShaderCompilerRD compiler;
  619. VolumetricFogShaderRD shader;
  620. FogPushConstant push_constant;
  621. RID volume_ubo;
  622. RID default_shader;
  623. RID default_material;
  624. RID default_shader_rd;
  625. RID base_uniform_set;
  626. RID params_ubo;
  627. enum {
  628. VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
  629. VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
  630. VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
  631. VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
  632. VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
  633. VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
  634. };
  635. struct ParamsUBO {
  636. float fog_frustum_size_begin[2];
  637. float fog_frustum_size_end[2];
  638. float fog_frustum_end;
  639. float ambient_inject;
  640. float z_far;
  641. uint32_t filter_axis;
  642. float ambient_color[3];
  643. float sky_contribution;
  644. int32_t fog_volume_size[3];
  645. uint32_t directional_light_count;
  646. float base_emission[3];
  647. float base_density;
  648. float base_scattering[3];
  649. float phase_g;
  650. float detail_spread;
  651. float gi_inject;
  652. uint32_t max_voxel_gi_instances;
  653. uint32_t cluster_type_size;
  654. float screen_size[2];
  655. uint32_t cluster_shift;
  656. uint32_t cluster_width;
  657. uint32_t max_cluster_element_count_div_32;
  658. uint32_t use_temporal_reprojection;
  659. uint32_t temporal_frame;
  660. float temporal_blend;
  661. float cam_rotation[12];
  662. float to_prev_view[16];
  663. float radiance_inverse_xform[12];
  664. };
  665. VolumetricFogProcessShaderRD process_shader;
  666. RID process_shader_version;
  667. RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
  668. } volumetric_fog;
  669. uint32_t volumetric_fog_depth = 128;
  670. uint32_t volumetric_fog_size = 128;
  671. bool volumetric_fog_filter_active = true;
  672. Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
  673. void _volumetric_fog_erase(RenderBuffers *rb);
  674. void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
  675. struct FogShaderData : public RendererStorageRD::ShaderData {
  676. bool valid;
  677. RID version;
  678. RID pipeline;
  679. Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
  680. Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
  681. Vector<uint32_t> ubo_offsets;
  682. uint32_t ubo_size;
  683. String path;
  684. String code;
  685. Map<StringName, RID> default_texture_params;
  686. bool uses_time;
  687. virtual void set_code(const String &p_Code);
  688. virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
  689. virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
  690. virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
  691. virtual bool is_param_texture(const StringName &p_param) const;
  692. virtual bool is_animated() const;
  693. virtual bool casts_shadows() const;
  694. virtual Variant get_default_parameter(const StringName &p_parameter) const;
  695. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  696. FogShaderData();
  697. virtual ~FogShaderData();
  698. };
  699. struct FogMaterialData : public RendererStorageRD::MaterialData {
  700. uint64_t last_frame;
  701. FogShaderData *shader_data;
  702. RID uniform_set;
  703. bool uniform_set_updated;
  704. virtual void set_render_priority(int p_priority) {}
  705. virtual void set_next_pass(RID p_pass) {}
  706. virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  707. virtual ~FogMaterialData();
  708. };
  709. RendererStorageRD::ShaderData *_create_fog_shader_func();
  710. static RendererStorageRD::ShaderData *_create_fog_shader_funcs();
  711. RendererStorageRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
  712. static RendererStorageRD::MaterialData *_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader);
  713. RID shadow_sampler;
  714. uint64_t scene_pass = 0;
  715. uint64_t shadow_atlas_realloc_tolerance_msec = 500;
  716. /* !BAS! is this used anywhere?
  717. struct SDFGICosineNeighbour {
  718. uint32_t neighbour;
  719. float weight;
  720. };
  721. */
  722. uint32_t max_cluster_elements = 512;
  723. void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
  724. public:
  725. virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
  726. virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
  727. /* SHADOW ATLAS API */
  728. virtual RID shadow_atlas_create() override;
  729. virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override;
  730. virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
  731. virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override;
  732. _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
  733. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  734. ERR_FAIL_COND_V(!atlas, false);
  735. return atlas->shadow_owners.has(p_light_intance);
  736. }
  737. _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
  738. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  739. ERR_FAIL_COND_V(!atlas, RID());
  740. return atlas->depth;
  741. }
  742. _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
  743. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  744. ERR_FAIL_COND_V(!atlas, Size2i());
  745. return Size2(atlas->size, atlas->size);
  746. }
  747. virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override;
  748. virtual int get_directional_light_shadow_size(RID p_light_intance) override;
  749. virtual void set_directional_shadow_count(int p_count) override;
  750. _FORCE_INLINE_ RID directional_shadow_get_texture() {
  751. return directional_shadow.depth;
  752. }
  753. _FORCE_INLINE_ Size2i directional_shadow_get_size() {
  754. return Size2i(directional_shadow.size, directional_shadow.size);
  755. }
  756. /* SDFGI UPDATE */
  757. virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
  758. virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
  759. virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
  760. virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
  761. RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
  762. /* SKY API */
  763. virtual RID sky_allocate() override;
  764. virtual void sky_initialize(RID p_rid) override;
  765. virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
  766. virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
  767. virtual void sky_set_material(RID p_sky, RID p_material) override;
  768. virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
  769. /* ENVIRONMENT API */
  770. virtual RID environment_allocate() override;
  771. virtual void environment_initialize(RID p_rid) override;
  772. virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override;
  773. virtual void environment_set_sky(RID p_env, RID p_sky) override;
  774. virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) override;
  775. virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override;
  776. virtual void environment_set_bg_color(RID p_env, const Color &p_color) override;
  777. virtual void environment_set_bg_energy(RID p_env, float p_energy) override;
  778. virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override;
  779. virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) override;
  780. virtual RS::EnvironmentBG environment_get_background(RID p_env) const override;
  781. RID environment_get_sky(RID p_env) const;
  782. float environment_get_sky_custom_fov(RID p_env) const;
  783. Basis environment_get_sky_orientation(RID p_env) const;
  784. Color environment_get_bg_color(RID p_env) const;
  785. float environment_get_bg_energy(RID p_env) const;
  786. virtual int environment_get_canvas_max_layer(RID p_env) const override;
  787. Color environment_get_ambient_light_color(RID p_env) const;
  788. RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
  789. float environment_get_ambient_light_energy(RID p_env) const;
  790. float environment_get_ambient_sky_contribution(RID p_env) const;
  791. RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
  792. virtual bool is_environment(RID p_env) const override;
  793. 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;
  794. virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
  795. virtual void environment_glow_set_use_high_quality(bool p_enable) override;
  796. 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;
  797. bool environment_is_fog_enabled(RID p_env) const;
  798. Color environment_get_fog_light_color(RID p_env) const;
  799. float environment_get_fog_light_energy(RID p_env) const;
  800. float environment_get_fog_sun_scatter(RID p_env) const;
  801. float environment_get_fog_density(RID p_env) const;
  802. float environment_get_fog_height(RID p_env) const;
  803. float environment_get_fog_height_density(RID p_env) const;
  804. float environment_get_fog_aerial_perspective(RID p_env) const;
  805. virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override;
  806. virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
  807. virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
  808. 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;
  809. 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;
  810. 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;
  811. bool environment_is_ssao_enabled(RID p_env) const;
  812. float environment_get_ssao_ao_affect(RID p_env) const;
  813. float environment_get_ssao_light_affect(RID p_env) const;
  814. bool environment_is_ssr_enabled(RID p_env) const;
  815. bool environment_is_sdfgi_enabled(RID p_env) const;
  816. 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;
  817. virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
  818. virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
  819. virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
  820. virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
  821. RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
  822. 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;
  823. 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;
  824. virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
  825. /* CAMERA EFFECTS */
  826. virtual RID camera_effects_allocate() override;
  827. virtual void camera_effects_initialize(RID p_rid) override;
  828. virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
  829. virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
  830. 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;
  831. virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
  832. bool camera_effects_uses_dof(RID p_camera_effects) {
  833. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  834. return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
  835. }
  836. /* LIGHT INSTANCE API */
  837. virtual RID light_instance_create(RID p_light) override;
  838. virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
  839. virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
  840. 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;
  841. virtual void light_instance_mark_visible(RID p_light_instance) override;
  842. _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
  843. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  844. return li->light;
  845. }
  846. _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) {
  847. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  848. return li->transform;
  849. }
  850. _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
  851. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  852. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  853. uint32_t key = shadow_atlas->shadow_owners[li->self];
  854. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  855. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  856. ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
  857. uint32_t atlas_size = shadow_atlas->size;
  858. uint32_t quadrant_size = atlas_size >> 1;
  859. uint32_t x = (quadrant & 1) * quadrant_size;
  860. uint32_t y = (quadrant >> 1) * quadrant_size;
  861. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  862. x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  863. y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  864. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  865. if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) {
  866. r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision);
  867. r_omni_offset.y = 1;
  868. } else {
  869. r_omni_offset.x = 1;
  870. r_omni_offset.y = 0;
  871. }
  872. }
  873. uint32_t width = shadow_size;
  874. uint32_t height = shadow_size;
  875. return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
  876. }
  877. _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
  878. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  879. return li->shadow_transform[p_index].camera;
  880. }
  881. _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
  882. #ifdef DEBUG_ENABLED
  883. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  884. ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
  885. #endif
  886. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  887. ERR_FAIL_COND_V(!shadow_atlas, 0);
  888. #ifdef DEBUG_ENABLED
  889. ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
  890. #endif
  891. uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
  892. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  893. uint32_t quadrant_size = shadow_atlas->size >> 1;
  894. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  895. return float(1.0) / shadow_size;
  896. }
  897. _FORCE_INLINE_ Transform3D
  898. light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
  899. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  900. return li->shadow_transform[p_index].transform;
  901. }
  902. _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
  903. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  904. return li->shadow_transform[p_index].bias_scale;
  905. }
  906. _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
  907. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  908. return li->shadow_transform[p_index].farplane;
  909. }
  910. _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
  911. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  912. return li->shadow_transform[p_index].range_begin;
  913. }
  914. _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
  915. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  916. return li->shadow_transform[p_index].uv_scale;
  917. }
  918. _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
  919. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  920. return li->shadow_transform[p_index].atlas_rect;
  921. }
  922. _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
  923. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  924. return li->shadow_transform[p_index].split;
  925. }
  926. _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
  927. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  928. return li->shadow_transform[p_index].shadow_texel_size;
  929. }
  930. _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
  931. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  932. li->last_pass = p_pass;
  933. }
  934. _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
  935. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  936. return li->last_pass;
  937. }
  938. _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) {
  939. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  940. return li->forward_id;
  941. }
  942. _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
  943. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  944. return li->light_type;
  945. }
  946. /* FOG VOLUMES */
  947. virtual RID fog_volume_instance_create(RID p_fog_volume) override;
  948. virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
  949. virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
  950. virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
  951. virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
  952. virtual RID reflection_atlas_create() override;
  953. virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
  954. virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;
  955. _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
  956. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas);
  957. ERR_FAIL_COND_V(!atlas, RID());
  958. return atlas->reflection;
  959. }
  960. virtual RID reflection_probe_instance_create(RID p_probe) override;
  961. virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
  962. virtual void reflection_probe_release_atlas_index(RID p_instance) override;
  963. virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override;
  964. virtual bool reflection_probe_instance_has_reflection(RID p_instance) override;
  965. virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
  966. virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
  967. virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override;
  968. uint32_t reflection_probe_instance_get_resolution(RID p_instance);
  969. RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
  970. RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
  971. _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
  972. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  973. ERR_FAIL_COND_V(!rpi, RID());
  974. return rpi->probe;
  975. }
  976. _FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) {
  977. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  978. ERR_FAIL_COND_V(!rpi, 0);
  979. return rpi->forward_id;
  980. }
  981. _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
  982. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  983. ERR_FAIL_COND(!rpi);
  984. rpi->last_pass = p_render_pass;
  985. }
  986. _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
  987. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  988. ERR_FAIL_COND_V(!rpi, 0);
  989. return rpi->last_pass;
  990. }
  991. _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) {
  992. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  993. ERR_FAIL_COND_V(!rpi, Transform3D());
  994. return rpi->transform;
  995. }
  996. _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
  997. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  998. ERR_FAIL_COND_V(!rpi, -1);
  999. return rpi->atlas_index;
  1000. }
  1001. virtual RID decal_instance_create(RID p_decal) override;
  1002. virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
  1003. _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
  1004. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  1005. return decal->decal;
  1006. }
  1007. _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const {
  1008. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  1009. return decal->forward_id;
  1010. }
  1011. _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
  1012. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  1013. return decal->transform;
  1014. }
  1015. virtual RID lightmap_instance_create(RID p_lightmap) override;
  1016. virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
  1017. _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
  1018. return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr;
  1019. }
  1020. _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
  1021. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
  1022. return li->lightmap;
  1023. }
  1024. _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) {
  1025. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
  1026. return li->transform;
  1027. }
  1028. /* gi light probes */
  1029. virtual RID voxel_gi_instance_create(RID p_base) override;
  1030. virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
  1031. virtual bool voxel_gi_needs_update(RID p_probe) const override;
  1032. 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;
  1033. virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
  1034. /* render buffers */
  1035. virtual float _render_buffers_get_luminance_multiplier();
  1036. virtual RD::DataFormat _render_buffers_get_color_format();
  1037. virtual bool _render_buffers_can_be_storage();
  1038. virtual RID render_buffers_create() override;
  1039. 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;
  1040. virtual void gi_set_use_half_resolution(bool p_enable) override;
  1041. RID render_buffers_get_depth_texture(RID p_render_buffers);
  1042. RID render_buffers_get_ao_texture(RID p_render_buffers);
  1043. RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
  1044. RID render_buffers_get_back_depth_texture(RID p_render_buffers);
  1045. RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
  1046. RID render_buffers_get_default_voxel_gi_buffer();
  1047. RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
  1048. RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
  1049. uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
  1050. bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
  1051. RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
  1052. Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
  1053. Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
  1054. float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
  1055. float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
  1056. uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
  1057. uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
  1058. bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
  1059. float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
  1060. RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
  1061. bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
  1062. RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
  1063. RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
  1064. float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
  1065. float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
  1066. virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
  1067. 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;
  1068. virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
  1069. virtual void set_scene_pass(uint64_t p_pass) override {
  1070. scene_pass = p_pass;
  1071. }
  1072. _FORCE_INLINE_ uint64_t get_scene_pass() {
  1073. return scene_pass;
  1074. }
  1075. virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;
  1076. virtual bool screen_space_roughness_limiter_is_active() const override;
  1077. virtual float screen_space_roughness_limiter_get_amount() const;
  1078. virtual float screen_space_roughness_limiter_get_limit() const;
  1079. virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
  1080. RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
  1081. virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
  1082. virtual void shadows_quality_set(RS::ShadowQuality p_quality) override;
  1083. virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override;
  1084. virtual void decals_set_filter(RS::DecalFilter p_filter) override;
  1085. virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
  1086. _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
  1087. _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
  1088. _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
  1089. _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
  1090. _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
  1091. _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
  1092. _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
  1093. _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
  1094. _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
  1095. _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
  1096. _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
  1097. _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
  1098. _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
  1099. _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
  1100. int get_roughness_layers() const;
  1101. bool is_using_radiance_cubemap_array() const;
  1102. virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override;
  1103. virtual bool free(RID p_rid) override;
  1104. virtual void update() override;
  1105. virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
  1106. _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
  1107. return debug_draw;
  1108. }
  1109. virtual void set_time(double p_time, double p_step) override;
  1110. RID get_reflection_probe_buffer();
  1111. RID get_omni_light_buffer();
  1112. RID get_spot_light_buffer();
  1113. RID get_directional_light_buffer();
  1114. RID get_decal_buffer();
  1115. int get_max_directional_lights() const;
  1116. virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
  1117. virtual bool is_dynamic_gi_supported() const;
  1118. virtual bool is_clustered_enabled() const;
  1119. virtual bool is_volumetric_supported() const;
  1120. virtual uint32_t get_max_elements() const;
  1121. void init();
  1122. RendererSceneRenderRD(RendererStorageRD *p_storage);
  1123. ~RendererSceneRenderRD();
  1124. };
  1125. #endif // RASTERIZER_SCENE_RD_H