renderer_scene_cull.h 39 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182
  1. /*************************************************************************/
  2. /* renderer_scene_cull.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_CULL_H
  31. #define RENDERING_SERVER_SCENE_CULL_H
  32. #include "core/templates/bin_sorted_array.h"
  33. #include "core/templates/pass_func.h"
  34. #include "servers/rendering/renderer_compositor.h"
  35. #include "core/math/dynamic_bvh.h"
  36. #include "core/math/geometry_3d.h"
  37. #include "core/math/octree.h"
  38. #include "core/os/semaphore.h"
  39. #include "core/os/thread.h"
  40. #include "core/templates/local_vector.h"
  41. #include "core/templates/paged_allocator.h"
  42. #include "core/templates/paged_array.h"
  43. #include "core/templates/rid_owner.h"
  44. #include "core/templates/self_list.h"
  45. #include "servers/rendering/renderer_scene.h"
  46. #include "servers/rendering/renderer_scene_occlusion_cull.h"
  47. #include "servers/rendering/renderer_scene_render.h"
  48. #include "servers/xr/xr_interface.h"
  49. class RendererSceneCull : public RendererScene {
  50. public:
  51. RendererSceneRender *scene_render;
  52. enum {
  53. SDFGI_MAX_CASCADES = 8,
  54. SDFGI_MAX_REGIONS_PER_CASCADE = 3,
  55. MAX_INSTANCE_PAIRS = 32,
  56. MAX_UPDATE_SHADOWS = 512
  57. };
  58. uint64_t render_pass;
  59. static RendererSceneCull *singleton;
  60. /* CAMERA API */
  61. struct Camera {
  62. enum Type {
  63. PERSPECTIVE,
  64. ORTHOGONAL,
  65. FRUSTUM
  66. };
  67. Type type;
  68. float fov;
  69. float znear, zfar;
  70. float size;
  71. Vector2 offset;
  72. uint32_t visible_layers;
  73. bool vaspect;
  74. RID env;
  75. RID effects;
  76. Transform3D transform;
  77. Camera() {
  78. visible_layers = 0xFFFFFFFF;
  79. fov = 75;
  80. type = PERSPECTIVE;
  81. znear = 0.05;
  82. zfar = 4000;
  83. size = 1.0;
  84. offset = Vector2();
  85. vaspect = false;
  86. }
  87. };
  88. mutable RID_Owner<Camera, true> camera_owner;
  89. virtual RID camera_allocate();
  90. virtual void camera_initialize(RID p_rid);
  91. virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
  92. virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
  93. virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
  94. virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform);
  95. virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
  96. virtual void camera_set_environment(RID p_camera, RID p_env);
  97. virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
  98. virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
  99. virtual bool is_camera(RID p_camera) const;
  100. /* OCCLUDER API */
  101. virtual RID occluder_allocate();
  102. virtual void occluder_initialize(RID p_occluder);
  103. virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
  104. /* VISIBILITY NOTIFIER API */
  105. RendererSceneOcclusionCull *dummy_occlusion_culling;
  106. /* SCENARIO API */
  107. struct Instance;
  108. struct PlaneSign {
  109. _ALWAYS_INLINE_ PlaneSign() {}
  110. _ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
  111. if (p_plane.normal.x > 0) {
  112. signs[0] = 0;
  113. } else {
  114. signs[0] = 3;
  115. }
  116. if (p_plane.normal.y > 0) {
  117. signs[1] = 1;
  118. } else {
  119. signs[1] = 4;
  120. }
  121. if (p_plane.normal.z > 0) {
  122. signs[2] = 2;
  123. } else {
  124. signs[2] = 5;
  125. }
  126. }
  127. uint32_t signs[3];
  128. };
  129. struct Frustum {
  130. Vector<Plane> planes;
  131. Vector<PlaneSign> plane_signs;
  132. const Plane *planes_ptr;
  133. const PlaneSign *plane_signs_ptr;
  134. uint32_t plane_count;
  135. _ALWAYS_INLINE_ Frustum() {}
  136. _ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
  137. planes = p_frustum.planes;
  138. plane_signs = p_frustum.plane_signs;
  139. planes_ptr = planes.ptr();
  140. plane_signs_ptr = plane_signs.ptr();
  141. plane_count = p_frustum.plane_count;
  142. }
  143. _ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
  144. planes = p_frustum.planes;
  145. plane_signs = p_frustum.plane_signs;
  146. planes_ptr = planes.ptr();
  147. plane_signs_ptr = plane_signs.ptr();
  148. plane_count = p_frustum.plane_count;
  149. }
  150. _ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
  151. planes = p_planes;
  152. planes_ptr = planes.ptrw();
  153. plane_count = planes.size();
  154. for (int i = 0; i < planes.size(); i++) {
  155. PlaneSign ps(p_planes[i]);
  156. plane_signs.push_back(ps);
  157. }
  158. plane_signs_ptr = plane_signs.ptr();
  159. }
  160. };
  161. struct InstanceBounds {
  162. // Efficiently store instance bounds.
  163. // Because bounds checking is performed first,
  164. // keep it separated from data.
  165. real_t bounds[6];
  166. _ALWAYS_INLINE_ InstanceBounds() {}
  167. _ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
  168. bounds[0] = p_aabb.position.x;
  169. bounds[1] = p_aabb.position.y;
  170. bounds[2] = p_aabb.position.z;
  171. bounds[3] = p_aabb.position.x + p_aabb.size.x;
  172. bounds[4] = p_aabb.position.y + p_aabb.size.y;
  173. bounds[5] = p_aabb.position.z + p_aabb.size.z;
  174. }
  175. _ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
  176. // This is not a full SAT check and the possibility of false positives exist,
  177. // but the tradeoff vs performance is still very good.
  178. for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
  179. Vector3 min(
  180. bounds[p_frustum.plane_signs_ptr[i].signs[0]],
  181. bounds[p_frustum.plane_signs_ptr[i].signs[1]],
  182. bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
  183. if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
  184. return false;
  185. }
  186. }
  187. return true;
  188. }
  189. _ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
  190. Vector3 end = p_aabb.position + p_aabb.size;
  191. if (bounds[0] >= end.x) {
  192. return false;
  193. }
  194. if (bounds[3] <= p_aabb.position.x) {
  195. return false;
  196. }
  197. if (bounds[1] >= end.y) {
  198. return false;
  199. }
  200. if (bounds[4] <= p_aabb.position.y) {
  201. return false;
  202. }
  203. if (bounds[2] >= end.z) {
  204. return false;
  205. }
  206. if (bounds[5] <= p_aabb.position.z) {
  207. return false;
  208. }
  209. return true;
  210. }
  211. };
  212. struct InstanceVisibilityNotifierData;
  213. struct InstanceData {
  214. // Store instance pointer as well as common instance processing information,
  215. // to make processing more cache friendly.
  216. enum Flags {
  217. FLAG_BASE_TYPE_MASK = 0xFF,
  218. FLAG_CAST_SHADOWS = (1 << 8),
  219. FLAG_CAST_SHADOWS_ONLY = (1 << 9),
  220. FLAG_REDRAW_IF_VISIBLE = (1 << 10),
  221. FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
  222. FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
  223. FLAG_GEOM_DECAL_DIRTY = (1 << 13),
  224. FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14),
  225. FLAG_LIGHTMAP_CAPTURE = (1 << 15),
  226. FLAG_USES_BAKED_LIGHT = (1 << 16),
  227. FLAG_USES_MESH_INSTANCE = (1 << 17),
  228. FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
  229. FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19),
  230. FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags
  231. FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20),
  232. FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21),
  233. FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN = (1 << 22),
  234. FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 23),
  235. FLAG_IGNORE_ALL_CULLING = (1 << 24),
  236. };
  237. uint32_t flags = 0;
  238. uint32_t layer_mask = 0; //for fast layer-mask discard
  239. RID base_rid;
  240. union {
  241. uint64_t instance_data_rid;
  242. RendererSceneRender::GeometryInstance *instance_geometry;
  243. InstanceVisibilityNotifierData *visibility_notifier;
  244. };
  245. Instance *instance = nullptr;
  246. int32_t parent_array_index = -1;
  247. int32_t visibility_index = -1;
  248. };
  249. struct InstanceVisibilityData {
  250. uint64_t viewport_state = 0;
  251. int32_t array_index = -1;
  252. RS::VisibilityRangeFadeMode fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
  253. Vector3 position;
  254. Instance *instance = nullptr;
  255. float range_begin = 0.0f;
  256. float range_end = 0.0f;
  257. float range_begin_margin = 0.0f;
  258. float range_end_margin = 0.0f;
  259. float children_fade_alpha = 1.0f;
  260. };
  261. class VisibilityArray : public BinSortedArray<InstanceVisibilityData> {
  262. _FORCE_INLINE_ virtual void _update_idx(InstanceVisibilityData &r_element, uint64_t p_idx) {
  263. r_element.instance->visibility_index = p_idx;
  264. if (r_element.instance->scenario && r_element.instance->array_index != -1) {
  265. r_element.instance->scenario->instance_data[r_element.instance->array_index].visibility_index = p_idx;
  266. }
  267. }
  268. };
  269. PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
  270. PagedArrayPool<InstanceData> instance_data_page_pool;
  271. PagedArrayPool<InstanceVisibilityData> instance_visibility_data_page_pool;
  272. struct Scenario {
  273. enum IndexerType {
  274. INDEXER_GEOMETRY, //for geometry
  275. INDEXER_VOLUMES, //for everything else
  276. INDEXER_MAX
  277. };
  278. DynamicBVH indexers[INDEXER_MAX];
  279. RID self;
  280. List<Instance *> directional_lights;
  281. RID environment;
  282. RID fallback_environment;
  283. RID camera_effects;
  284. RID reflection_probe_shadow_atlas;
  285. RID reflection_atlas;
  286. uint64_t used_viewport_visibility_bits;
  287. Map<RID, uint64_t> viewport_visibility_masks;
  288. SelfList<Instance>::List instances;
  289. LocalVector<RID> dynamic_lights;
  290. PagedArray<InstanceBounds> instance_aabbs;
  291. PagedArray<InstanceData> instance_data;
  292. VisibilityArray instance_visibility;
  293. Scenario() {
  294. indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
  295. indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
  296. used_viewport_visibility_bits = 0;
  297. }
  298. };
  299. int indexer_update_iterations = 0;
  300. mutable RID_Owner<Scenario, true> scenario_owner;
  301. static void _instance_pair(Instance *p_A, Instance *p_B);
  302. static void _instance_unpair(Instance *p_A, Instance *p_B);
  303. void _instance_update_mesh_instance(Instance *p_instance);
  304. virtual RID scenario_allocate();
  305. virtual void scenario_initialize(RID p_rid);
  306. virtual void scenario_set_environment(RID p_scenario, RID p_environment);
  307. virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
  308. virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
  309. virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
  310. virtual bool is_scenario(RID p_scenario) const;
  311. virtual RID scenario_get_environment(RID p_scenario);
  312. virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport);
  313. virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport);
  314. /* INSTANCING API */
  315. struct InstancePair {
  316. Instance *a;
  317. Instance *b;
  318. SelfList<InstancePair> list_a;
  319. SelfList<InstancePair> list_b;
  320. InstancePair() :
  321. list_a(this), list_b(this) {}
  322. };
  323. PagedAllocator<InstancePair> pair_allocator;
  324. struct InstanceBaseData {
  325. virtual ~InstanceBaseData() {}
  326. };
  327. struct Instance {
  328. RS::InstanceType base_type;
  329. RID base;
  330. RID skeleton;
  331. RID material_override;
  332. RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
  333. Transform3D transform;
  334. float lod_bias;
  335. bool ignore_occlusion_culling;
  336. bool ignore_all_culling;
  337. Vector<RID> materials;
  338. RS::ShadowCastingSetting cast_shadows;
  339. uint32_t layer_mask;
  340. //fit in 32 bits
  341. bool mirror : 8;
  342. bool receive_shadows : 8;
  343. bool visible : 8;
  344. bool baked_light : 2; //this flag is only to know if it actually did use baked light
  345. bool dynamic_gi : 2; //same above for dynamic objects
  346. bool redraw_if_visible : 4;
  347. Instance *lightmap;
  348. Rect2 lightmap_uv_scale;
  349. int lightmap_slice_index;
  350. uint32_t lightmap_cull_index;
  351. Vector<Color> lightmap_sh; //spherical harmonic
  352. AABB aabb;
  353. AABB transformed_aabb;
  354. AABB prev_transformed_aabb;
  355. struct InstanceShaderParameter {
  356. int32_t index = -1;
  357. Variant value;
  358. Variant default_value;
  359. PropertyInfo info;
  360. };
  361. Map<StringName, InstanceShaderParameter> instance_shader_parameters;
  362. bool instance_allocated_shader_parameters = false;
  363. int32_t instance_allocated_shader_parameters_offset = -1;
  364. //
  365. RID self;
  366. //scenario stuff
  367. DynamicBVH::ID indexer_id;
  368. int32_t array_index;
  369. int32_t visibility_index = -1;
  370. float visibility_range_begin;
  371. float visibility_range_end;
  372. float visibility_range_begin_margin;
  373. float visibility_range_end_margin;
  374. RS::VisibilityRangeFadeMode visibility_range_fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
  375. Instance *visibility_parent = nullptr;
  376. Set<Instance *> visibility_dependencies;
  377. uint32_t visibility_dependencies_depth;
  378. Scenario *scenario;
  379. SelfList<Instance> scenario_item;
  380. //aabb stuff
  381. bool update_aabb;
  382. bool update_dependencies;
  383. SelfList<Instance> update_item;
  384. AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
  385. float extra_margin;
  386. ObjectID object_id;
  387. Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
  388. uint64_t last_frame_pass;
  389. uint64_t version; // changes to this, and changes to base increase version
  390. InstanceBaseData *base_data;
  391. SelfList<InstancePair>::List pairs;
  392. uint64_t pair_check;
  393. RendererStorage::DependencyTracker dependency_tracker;
  394. static void dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *tracker) {
  395. Instance *instance = (Instance *)tracker->userdata;
  396. switch (p_notification) {
  397. case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA:
  398. case RendererStorage::DEPENDENCY_CHANGED_AABB: {
  399. singleton->_instance_queue_update(instance, true, false);
  400. } break;
  401. case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: {
  402. singleton->_instance_queue_update(instance, false, true);
  403. } break;
  404. case RendererStorage::DEPENDENCY_CHANGED_MESH:
  405. case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
  406. case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
  407. case RendererStorage::DEPENDENCY_CHANGED_DECAL:
  408. case RendererStorage::DEPENDENCY_CHANGED_LIGHT:
  409. case RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
  410. singleton->_instance_queue_update(instance, true, true);
  411. } break;
  412. case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
  413. case RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES: {
  414. //ignored
  415. } break;
  416. case RendererStorage::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: {
  417. //requires repairing
  418. if (instance->indexer_id.is_valid()) {
  419. singleton->_unpair_instance(instance);
  420. singleton->_instance_queue_update(instance, true, true);
  421. }
  422. } break;
  423. }
  424. }
  425. static void dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *tracker) {
  426. Instance *instance = (Instance *)tracker->userdata;
  427. if (p_dependency == instance->base) {
  428. singleton->instance_set_base(instance->self, RID());
  429. } else if (p_dependency == instance->skeleton) {
  430. singleton->instance_attach_skeleton(instance->self, RID());
  431. } else {
  432. singleton->_instance_queue_update(instance, false, true);
  433. }
  434. }
  435. Instance() :
  436. scenario_item(this),
  437. update_item(this) {
  438. base_type = RS::INSTANCE_NONE;
  439. cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
  440. receive_shadows = true;
  441. visible = true;
  442. layer_mask = 1;
  443. baked_light = false;
  444. dynamic_gi = false;
  445. redraw_if_visible = false;
  446. lightmap_slice_index = 0;
  447. lightmap = nullptr;
  448. lightmap_cull_index = 0;
  449. lod_bias = 1.0;
  450. ignore_occlusion_culling = false;
  451. ignore_all_culling = false;
  452. scenario = nullptr;
  453. update_aabb = false;
  454. update_dependencies = false;
  455. extra_margin = 0;
  456. visible = true;
  457. visibility_range_begin = 0;
  458. visibility_range_end = 0;
  459. visibility_range_begin_margin = 0;
  460. visibility_range_end_margin = 0;
  461. last_frame_pass = 0;
  462. version = 1;
  463. base_data = nullptr;
  464. custom_aabb = nullptr;
  465. pair_check = 0;
  466. array_index = -1;
  467. dependency_tracker.userdata = this;
  468. dependency_tracker.changed_callback = dependency_changed;
  469. dependency_tracker.deleted_callback = dependency_deleted;
  470. }
  471. ~Instance() {
  472. if (base_data) {
  473. memdelete(base_data);
  474. }
  475. if (custom_aabb) {
  476. memdelete(custom_aabb);
  477. }
  478. }
  479. };
  480. SelfList<Instance>::List _instance_update_list;
  481. void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
  482. struct InstanceGeometryData : public InstanceBaseData {
  483. RendererSceneRender::GeometryInstance *geometry_instance = nullptr;
  484. Set<Instance *> lights;
  485. bool can_cast_shadows;
  486. bool material_is_animated;
  487. uint32_t projector_count = 0;
  488. uint32_t softshadow_count = 0;
  489. Set<Instance *> decals;
  490. Set<Instance *> reflection_probes;
  491. Set<Instance *> voxel_gi_instances;
  492. Set<Instance *> lightmap_captures;
  493. InstanceGeometryData() {
  494. can_cast_shadows = true;
  495. material_is_animated = true;
  496. }
  497. };
  498. struct InstanceReflectionProbeData : public InstanceBaseData {
  499. Instance *owner;
  500. Set<Instance *> geometries;
  501. RID instance;
  502. SelfList<InstanceReflectionProbeData> update_list;
  503. int render_step;
  504. InstanceReflectionProbeData() :
  505. update_list(this) {
  506. render_step = -1;
  507. }
  508. };
  509. struct InstanceDecalData : public InstanceBaseData {
  510. Instance *owner;
  511. RID instance;
  512. Set<Instance *> geometries;
  513. InstanceDecalData() {
  514. }
  515. };
  516. SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
  517. struct InstanceParticlesCollisionData : public InstanceBaseData {
  518. RID instance;
  519. };
  520. struct InstanceFogVolumeData : public InstanceBaseData {
  521. RID instance;
  522. bool is_global;
  523. };
  524. struct InstanceVisibilityNotifierData : public InstanceBaseData {
  525. bool just_visible = false;
  526. uint64_t visible_in_frame = 0;
  527. RID base;
  528. SelfList<InstanceVisibilityNotifierData> list_element;
  529. InstanceVisibilityNotifierData() :
  530. list_element(this) {}
  531. };
  532. SpinLock visible_notifier_list_lock;
  533. SelfList<InstanceVisibilityNotifierData>::List visible_notifier_list;
  534. struct InstanceLightData : public InstanceBaseData {
  535. RID instance;
  536. uint64_t last_version;
  537. List<Instance *>::Element *D; // directional light in scenario
  538. bool shadow_dirty;
  539. bool uses_projector = false;
  540. bool uses_softshadow = false;
  541. Set<Instance *> geometries;
  542. Instance *baked_light;
  543. RS::LightBakeMode bake_mode;
  544. uint32_t max_sdfgi_cascade = 2;
  545. InstanceLightData() {
  546. bake_mode = RS::LIGHT_BAKE_DISABLED;
  547. shadow_dirty = true;
  548. D = nullptr;
  549. last_version = 0;
  550. baked_light = nullptr;
  551. }
  552. };
  553. struct InstanceVoxelGIData : public InstanceBaseData {
  554. Instance *owner;
  555. Set<Instance *> geometries;
  556. Set<Instance *> dynamic_geometries;
  557. Set<Instance *> lights;
  558. struct LightCache {
  559. RS::LightType type;
  560. Transform3D transform;
  561. Color color;
  562. float energy;
  563. float bake_energy;
  564. float radius;
  565. float attenuation;
  566. float spot_angle;
  567. float spot_attenuation;
  568. bool has_shadow;
  569. bool sky_only;
  570. };
  571. Vector<LightCache> light_cache;
  572. Vector<RID> light_instances;
  573. RID probe_instance;
  574. bool invalid;
  575. uint32_t base_version;
  576. SelfList<InstanceVoxelGIData> update_element;
  577. InstanceVoxelGIData() :
  578. update_element(this) {
  579. invalid = true;
  580. base_version = 0;
  581. }
  582. };
  583. SelfList<InstanceVoxelGIData>::List voxel_gi_update_list;
  584. struct InstanceLightmapData : public InstanceBaseData {
  585. RID instance;
  586. Set<Instance *> geometries;
  587. Set<Instance *> users;
  588. InstanceLightmapData() {
  589. }
  590. };
  591. uint64_t pair_pass = 1;
  592. struct PairInstances {
  593. Instance *instance = nullptr;
  594. PagedAllocator<InstancePair> *pair_allocator = nullptr;
  595. SelfList<InstancePair>::List pairs_found;
  596. DynamicBVH *bvh = nullptr;
  597. DynamicBVH *bvh2 = nullptr; //some may need to cull in two
  598. uint32_t pair_mask;
  599. uint64_t pair_pass;
  600. _FORCE_INLINE_ bool operator()(void *p_data) {
  601. Instance *p_instance = (Instance *)p_data;
  602. if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) {
  603. //test is more coarse in indexer
  604. p_instance->pair_check = pair_pass;
  605. InstancePair *pair = pair_allocator->alloc();
  606. pair->a = instance;
  607. pair->b = p_instance;
  608. pairs_found.add(&pair->list_a);
  609. }
  610. return false;
  611. }
  612. void pair() {
  613. if (bvh) {
  614. bvh->aabb_query(instance->transformed_aabb, *this);
  615. }
  616. if (bvh2) {
  617. bvh2->aabb_query(instance->transformed_aabb, *this);
  618. }
  619. while (instance->pairs.first()) {
  620. InstancePair *pair = instance->pairs.first()->self();
  621. Instance *other_instance = instance == pair->a ? pair->b : pair->a;
  622. if (other_instance->pair_check != pair_pass) {
  623. //unpaired
  624. _instance_unpair(instance, other_instance);
  625. } else {
  626. //kept
  627. other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones
  628. }
  629. pair_allocator->free(pair);
  630. }
  631. while (pairs_found.first()) {
  632. InstancePair *pair = pairs_found.first()->self();
  633. pairs_found.remove(pairs_found.first());
  634. if (pair->b->pair_check == pair_pass) {
  635. //paired
  636. _instance_pair(instance, pair->b);
  637. }
  638. pair->a->pairs.add(&pair->list_a);
  639. pair->b->pairs.add(&pair->list_b);
  640. }
  641. }
  642. };
  643. Set<Instance *> heightfield_particle_colliders_update_list;
  644. PagedArrayPool<Instance *> instance_cull_page_pool;
  645. PagedArrayPool<RendererSceneRender::GeometryInstance *> geometry_instance_cull_page_pool;
  646. PagedArrayPool<RID> rid_cull_page_pool;
  647. PagedArray<Instance *> instance_cull_result;
  648. PagedArray<Instance *> instance_shadow_cull_result;
  649. struct InstanceCullResult {
  650. PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances;
  651. PagedArray<Instance *> lights;
  652. PagedArray<RID> light_instances;
  653. PagedArray<RID> lightmaps;
  654. PagedArray<RID> reflections;
  655. PagedArray<RID> decals;
  656. PagedArray<RID> voxel_gi_instances;
  657. PagedArray<RID> mesh_instances;
  658. PagedArray<RID> fog_volumes;
  659. struct DirectionalShadow {
  660. PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
  661. } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
  662. PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
  663. PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
  664. void clear() {
  665. geometry_instances.clear();
  666. lights.clear();
  667. light_instances.clear();
  668. lightmaps.clear();
  669. reflections.clear();
  670. decals.clear();
  671. voxel_gi_instances.clear();
  672. mesh_instances.clear();
  673. fog_volumes.clear();
  674. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  675. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  676. directional_shadows[i].cascade_geometry_instances[j].clear();
  677. }
  678. }
  679. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  680. sdfgi_region_geometry_instances[i].clear();
  681. }
  682. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  683. sdfgi_cascade_lights[i].clear();
  684. }
  685. }
  686. void reset() {
  687. geometry_instances.reset();
  688. lights.reset();
  689. light_instances.reset();
  690. lightmaps.reset();
  691. reflections.reset();
  692. decals.reset();
  693. voxel_gi_instances.reset();
  694. mesh_instances.reset();
  695. fog_volumes.reset();
  696. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  697. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  698. directional_shadows[i].cascade_geometry_instances[j].reset();
  699. }
  700. }
  701. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  702. sdfgi_region_geometry_instances[i].reset();
  703. }
  704. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  705. sdfgi_cascade_lights[i].reset();
  706. }
  707. }
  708. void append_from(InstanceCullResult &p_cull_result) {
  709. geometry_instances.merge_unordered(p_cull_result.geometry_instances);
  710. lights.merge_unordered(p_cull_result.lights);
  711. light_instances.merge_unordered(p_cull_result.light_instances);
  712. lightmaps.merge_unordered(p_cull_result.lightmaps);
  713. reflections.merge_unordered(p_cull_result.reflections);
  714. decals.merge_unordered(p_cull_result.decals);
  715. voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances);
  716. mesh_instances.merge_unordered(p_cull_result.mesh_instances);
  717. fog_volumes.merge_unordered(p_cull_result.fog_volumes);
  718. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  719. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  720. directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
  721. }
  722. }
  723. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  724. sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
  725. }
  726. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  727. sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
  728. }
  729. }
  730. void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
  731. geometry_instances.set_page_pool(p_geometry_instance_pool);
  732. light_instances.set_page_pool(p_rid_pool);
  733. lights.set_page_pool(p_instance_pool);
  734. lightmaps.set_page_pool(p_rid_pool);
  735. reflections.set_page_pool(p_rid_pool);
  736. decals.set_page_pool(p_rid_pool);
  737. voxel_gi_instances.set_page_pool(p_rid_pool);
  738. mesh_instances.set_page_pool(p_rid_pool);
  739. fog_volumes.set_page_pool(p_rid_pool);
  740. for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
  741. for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
  742. directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
  743. }
  744. }
  745. for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
  746. sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
  747. }
  748. for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
  749. sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
  750. }
  751. }
  752. };
  753. InstanceCullResult scene_cull_result;
  754. LocalVector<InstanceCullResult> scene_cull_result_threads;
  755. RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
  756. uint32_t max_shadows_used = 0;
  757. RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
  758. RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data;
  759. uint32_t thread_cull_threshold = 200;
  760. RID_Owner<Instance, true> instance_owner;
  761. uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecessary on clustered
  762. virtual RID instance_allocate();
  763. virtual void instance_initialize(RID p_rid);
  764. virtual void instance_set_base(RID p_instance, RID p_base);
  765. virtual void instance_set_scenario(RID p_instance, RID p_scenario);
  766. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
  767. virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform);
  768. virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
  769. virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
  770. virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);
  771. virtual void instance_set_visible(RID p_instance, bool p_visible);
  772. virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency);
  773. virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
  774. virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
  775. virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
  776. virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance);
  777. virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled);
  778. bool _update_instance_visibility_depth(Instance *p_instance);
  779. void _update_instance_visibility_dependencies(Instance *p_instance);
  780. // don't use these in a game!
  781. virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
  782. virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
  783. virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
  784. virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
  785. virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
  786. virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
  787. virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode);
  788. virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
  789. virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
  790. void _update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
  791. virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
  792. virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
  793. virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
  794. virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
  795. _FORCE_INLINE_ void _update_instance(Instance *p_instance);
  796. _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
  797. _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
  798. _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
  799. void _unpair_instance(Instance *p_instance);
  800. void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
  801. _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold);
  802. RID _render_get_environment(RID p_camera, RID p_scenario);
  803. struct Cull {
  804. struct Shadow {
  805. RID light_instance;
  806. struct Cascade {
  807. Frustum frustum;
  808. CameraMatrix projection;
  809. Transform3D transform;
  810. real_t zfar;
  811. real_t split;
  812. real_t shadow_texel_size;
  813. real_t bias_scale;
  814. real_t range_begin;
  815. Vector2 uv_scale;
  816. } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
  817. uint32_t cascade_count;
  818. } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
  819. uint32_t shadow_count;
  820. struct SDFGI {
  821. //have arrays here because SDFGI functions expects this, plus regions can have areas
  822. AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
  823. uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
  824. uint32_t region_count = 0;
  825. uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
  826. uint32_t cascade_light_count = 0;
  827. } sdfgi;
  828. SpinLock lock;
  829. Frustum frustum;
  830. } cull;
  831. struct VisibilityCullData {
  832. uint64_t viewport_mask;
  833. Scenario *scenario;
  834. Vector3 camera_position;
  835. uint32_t cull_offset;
  836. uint32_t cull_count;
  837. };
  838. void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data);
  839. void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to);
  840. template <bool p_fade_check>
  841. _FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask);
  842. struct CullData {
  843. Cull *cull;
  844. Scenario *scenario;
  845. RID shadow_atlas;
  846. Transform3D cam_transform;
  847. uint32_t visible_layers;
  848. Instance *render_reflection_probe;
  849. const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
  850. const CameraMatrix *camera_matrix;
  851. uint64_t visibility_viewport_mask;
  852. };
  853. void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
  854. void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);
  855. _FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data);
  856. bool _render_reflection_probe_step(Instance *p_instance, int p_step);
  857. void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
  858. void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
  859. void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr);
  860. void update_dirty_instances();
  861. void render_particle_colliders();
  862. virtual void render_probes();
  863. TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
  864. //pass to scene render
  865. /* ENVIRONMENT API */
  866. #ifdef PASSBASE
  867. #undef PASSBASE
  868. #endif
  869. #define PASSBASE scene_render
  870. PASS2(directional_shadow_atlas_set_size, int, bool)
  871. PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
  872. /* SKY API */
  873. PASS0R(RID, sky_allocate)
  874. PASS1(sky_initialize, RID)
  875. PASS2(sky_set_radiance_size, RID, int)
  876. PASS2(sky_set_mode, RID, RS::SkyMode)
  877. PASS2(sky_set_material, RID, RID)
  878. PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
  879. PASS0R(RID, environment_allocate)
  880. PASS1(environment_initialize, RID)
  881. PASS1RC(bool, is_environment, RID)
  882. PASS2(environment_set_background, RID, RS::EnvironmentBG)
  883. PASS2(environment_set_sky, RID, RID)
  884. PASS2(environment_set_sky_custom_fov, RID, float)
  885. PASS2(environment_set_sky_orientation, RID, const Basis &)
  886. PASS2(environment_set_bg_color, RID, const Color &)
  887. PASS2(environment_set_bg_energy, RID, float)
  888. PASS2(environment_set_canvas_max_layer, RID, int)
  889. PASS6(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource)
  890. PASS6(environment_set_ssr, RID, bool, int, float, float, float)
  891. PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
  892. PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
  893. PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)
  894. PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float)
  895. PASS1(environment_glow_set_use_bicubic_upscale, bool)
  896. PASS1(environment_glow_set_use_high_quality, bool)
  897. PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float)
  898. PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
  899. PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
  900. PASS13(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float)
  901. PASS2(environment_set_volumetric_fog_volume_size, int, int)
  902. PASS1(environment_set_volumetric_fog_filter_active, bool)
  903. PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
  904. PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
  905. PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
  906. PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)
  907. PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
  908. PASS1RC(int, environment_get_canvas_max_layer, RID)
  909. PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
  910. PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
  911. PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
  912. PASS2(sub_surface_scattering_set_scale, float, float)
  913. /* CAMERA EFFECTS */
  914. PASS0R(RID, camera_effects_allocate)
  915. PASS1(camera_effects_initialize, RID)
  916. PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
  917. PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)
  918. PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
  919. PASS3(camera_effects_set_custom_exposure, RID, bool, float)
  920. PASS1(shadows_quality_set, RS::ShadowQuality)
  921. PASS1(directional_shadow_quality_set, RS::ShadowQuality)
  922. PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
  923. /* Render Buffers */
  924. PASS0R(RID, render_buffers_create)
  925. PASS8(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool, uint32_t)
  926. PASS1(gi_set_use_half_resolution, bool)
  927. /* Shadow Atlas */
  928. PASS0R(RID, shadow_atlas_create)
  929. PASS3(shadow_atlas_set_size, RID, int, bool)
  930. PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
  931. PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
  932. PASS1(decals_set_filter, RS::DecalFilter)
  933. PASS1(light_projectors_set_filter, RS::LightProjectorFilter)
  934. virtual void update();
  935. bool free(RID p_rid);
  936. void set_scene_render(RendererSceneRender *p_scene_render);
  937. virtual void update_visibility_notifiers();
  938. RendererSceneCull();
  939. virtual ~RendererSceneCull();
  940. };
  941. #endif // RENDERING_SERVER_SCENE_CULL_H