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- /**************************************************************************/
- /* gi.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef GI_RD_H
- #define GI_RD_H
- #include "core/templates/local_vector.h"
- #include "core/templates/rid_owner.h"
- #include "servers/rendering/environment/renderer_gi.h"
- #include "servers/rendering/renderer_compositor.h"
- #include "servers/rendering/renderer_rd/environment/sky.h"
- #include "servers/rendering/renderer_rd/shaders/environment/gi.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl.gen.h"
- #include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
- #include "servers/rendering/renderer_scene_render.h"
- #include "servers/rendering/rendering_device.h"
- #include "servers/rendering/storage/utilities.h"
- #define RB_SCOPE_GI SNAME("rbgi")
- #define RB_SCOPE_SDFGI SNAME("sdfgi")
- #define RB_TEX_AMBIENT SNAME("ambient")
- #define RB_TEX_REFLECTION SNAME("reflection")
- // Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
- class RenderDataRD;
- class RendererSceneRenderRD;
- namespace RendererRD {
- class GI : public RendererGI {
- public:
- /* VOXEL GI STORAGE */
- struct VoxelGI {
- RID octree_buffer;
- RID data_buffer;
- RID sdf_texture;
- uint32_t octree_buffer_size = 0;
- uint32_t data_buffer_size = 0;
- Vector<int> level_counts;
- int cell_count = 0;
- Transform3D to_cell_xform;
- AABB bounds;
- Vector3i octree_size;
- float dynamic_range = 2.0;
- float energy = 1.0;
- float baked_exposure = 1.0;
- float bias = 1.4;
- float normal_bias = 0.0;
- float propagation = 0.5;
- bool interior = false;
- bool use_two_bounces = true;
- uint32_t version = 1;
- uint32_t data_version = 1;
- Dependency dependency;
- };
- /* VOXEL_GI INSTANCE */
- //@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself.
- struct VoxelGIInstance {
- // access to our containers
- GI *gi = nullptr;
- RID probe;
- RID texture;
- RID write_buffer;
- struct Mipmap {
- RID texture;
- RID uniform_set;
- RID second_bounce_uniform_set;
- RID write_uniform_set;
- uint32_t level;
- uint32_t cell_offset;
- uint32_t cell_count;
- };
- Vector<Mipmap> mipmaps;
- struct DynamicMap {
- RID texture; //color normally, or emission on first pass
- RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
- RID depth; //actual depth buffer for the first pass, float depth for later passes
- RID normal; //normal buffer for the first pass
- RID albedo; //emission buffer for the first pass
- RID orm; //orm buffer for the first pass
- RID fb; //used for rendering, only valid on first map
- RID uniform_set;
- uint32_t size;
- int mipmap; // mipmap to write to, -1 if no mipmap assigned
- };
- Vector<DynamicMap> dynamic_maps;
- int slot = -1;
- uint32_t last_probe_version = 0;
- uint32_t last_probe_data_version = 0;
- //uint64_t last_pass = 0;
- uint32_t render_index = 0;
- bool has_dynamic_object_data = false;
- Transform3D transform;
- void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects);
- void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
- void free_resources();
- };
- private:
- static GI *singleton;
- /* VOXEL GI STORAGE */
- mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
- /* VOXEL_GI INSTANCE */
- mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
- struct VoxelGILight {
- uint32_t type;
- float energy;
- float radius;
- float attenuation;
- float color[3];
- float cos_spot_angle;
- float position[3];
- float inv_spot_attenuation;
- float direction[3];
- uint32_t has_shadow;
- };
- struct VoxelGIPushConstant {
- int32_t limits[3];
- uint32_t stack_size;
- float emission_scale;
- float propagation;
- float dynamic_range;
- uint32_t light_count;
- uint32_t cell_offset;
- uint32_t cell_count;
- float aniso_strength;
- uint32_t pad;
- };
- struct VoxelGIDynamicPushConstant {
- int32_t limits[3];
- uint32_t light_count;
- int32_t x_dir[3];
- float z_base;
- int32_t y_dir[3];
- float z_sign;
- int32_t z_dir[3];
- float pos_multiplier;
- uint32_t rect_pos[2];
- uint32_t rect_size[2];
- uint32_t prev_rect_ofs[2];
- uint32_t prev_rect_size[2];
- uint32_t flip_x;
- uint32_t flip_y;
- float dynamic_range;
- uint32_t on_mipmap;
- float propagation;
- float pad[3];
- };
- VoxelGILight *voxel_gi_lights = nullptr;
- uint32_t voxel_gi_max_lights = 32;
- RID voxel_gi_lights_uniform;
- enum {
- VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT,
- VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
- VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP,
- VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE,
- VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
- VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
- VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
- VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
- VOXEL_GI_SHADER_VERSION_MAX
- };
- VoxelGiShaderRD voxel_gi_shader;
- RID voxel_gi_lighting_shader_version;
- RID voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_MAX];
- RID voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_MAX];
- enum {
- VOXEL_GI_DEBUG_COLOR,
- VOXEL_GI_DEBUG_LIGHT,
- VOXEL_GI_DEBUG_EMISSION,
- VOXEL_GI_DEBUG_LIGHT_FULL,
- VOXEL_GI_DEBUG_MAX
- };
- struct VoxelGIDebugPushConstant {
- float projection[16];
- uint32_t cell_offset;
- float dynamic_range;
- float alpha;
- uint32_t level;
- int32_t bounds[3];
- uint32_t pad;
- };
- VoxelGiDebugShaderRD voxel_gi_debug_shader;
- RID voxel_gi_debug_shader_version;
- RID voxel_gi_debug_shader_version_shaders[VOXEL_GI_DEBUG_MAX];
- PipelineCacheRD voxel_gi_debug_shader_version_pipelines[VOXEL_GI_DEBUG_MAX];
- RID voxel_gi_debug_uniform_set;
- /* SDFGI */
- struct SDFGIShader {
- enum SDFGIPreprocessShaderVersion {
- PRE_PROCESS_SCROLL,
- PRE_PROCESS_SCROLL_OCCLUSION,
- PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
- PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
- PRE_PROCESS_JUMP_FLOOD,
- PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
- PRE_PROCESS_JUMP_FLOOD_UPSCALE,
- PRE_PROCESS_OCCLUSION,
- PRE_PROCESS_STORE,
- PRE_PROCESS_MAX
- };
- struct PreprocessPushConstant {
- int32_t scroll[3];
- int32_t grid_size;
- int32_t probe_offset[3];
- int32_t step_size;
- int32_t half_size;
- uint32_t occlusion_index;
- int32_t cascade;
- uint32_t pad;
- };
- SdfgiPreprocessShaderRD preprocess;
- RID preprocess_shader;
- RID preprocess_pipeline[PRE_PROCESS_MAX];
- struct DebugPushConstant {
- float grid_size[3];
- uint32_t max_cascades;
- int32_t screen_size[2];
- float y_mult;
- float z_near;
- float inv_projection[3][4];
- float cam_basis[3][3];
- float cam_origin[3];
- };
- SdfgiDebugShaderRD debug;
- RID debug_shader;
- RID debug_shader_version;
- RID debug_pipeline;
- enum ProbeDebugMode {
- PROBE_DEBUG_PROBES,
- PROBE_DEBUG_PROBES_MULTIVIEW,
- PROBE_DEBUG_VISIBILITY,
- PROBE_DEBUG_VISIBILITY_MULTIVIEW,
- PROBE_DEBUG_MAX
- };
- struct DebugProbesSceneData {
- float projection[2][16];
- };
- struct DebugProbesPushConstant {
- uint32_t band_power;
- uint32_t sections_in_band;
- uint32_t band_mask;
- float section_arc;
- float grid_size[3];
- uint32_t cascade;
- uint32_t pad;
- float y_mult;
- int32_t probe_debug_index;
- int32_t probe_axis_size;
- };
- SdfgiDebugProbesShaderRD debug_probes;
- RID debug_probes_shader;
- RID debug_probes_shader_version;
- PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
- struct Light {
- float color[3];
- float energy;
- float direction[3];
- uint32_t has_shadow;
- float position[3];
- float attenuation;
- uint32_t type;
- float cos_spot_angle;
- float inv_spot_attenuation;
- float radius;
- };
- struct DirectLightPushConstant {
- float grid_size[3];
- uint32_t max_cascades;
- uint32_t cascade;
- uint32_t light_count;
- uint32_t process_offset;
- uint32_t process_increment;
- int32_t probe_axis_size;
- float bounce_feedback;
- float y_mult;
- uint32_t use_occlusion;
- };
- enum {
- DIRECT_LIGHT_MODE_STATIC,
- DIRECT_LIGHT_MODE_DYNAMIC,
- DIRECT_LIGHT_MODE_MAX
- };
- SdfgiDirectLightShaderRD direct_light;
- RID direct_light_shader;
- RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
- enum {
- INTEGRATE_MODE_PROCESS,
- INTEGRATE_MODE_STORE,
- INTEGRATE_MODE_SCROLL,
- INTEGRATE_MODE_SCROLL_STORE,
- INTEGRATE_MODE_MAX
- };
- struct IntegratePushConstant {
- enum {
- SKY_FLAGS_MODE_COLOR = 0x01,
- SKY_FLAGS_MODE_SKY = 0x02,
- SKY_FLAGS_ORIENTATION_SIGN = 0x04,
- };
- float grid_size[3];
- uint32_t max_cascades;
- uint32_t probe_axis_size;
- uint32_t cascade;
- uint32_t history_index;
- uint32_t history_size;
- uint32_t ray_count;
- float ray_bias;
- int32_t image_size[2];
- int32_t world_offset[3];
- uint32_t sky_flags;
- int32_t scroll[3];
- float sky_energy;
- float sky_color_or_orientation[3];
- float y_mult;
- uint32_t store_ambient_texture;
- uint32_t pad[3];
- };
- SdfgiIntegrateShaderRD integrate;
- RID integrate_shader;
- RID integrate_pipeline[INTEGRATE_MODE_MAX];
- RID integrate_default_sky_uniform_set;
- } sdfgi_shader;
- public:
- static GI *get_singleton() { return singleton; }
- /* GI */
- enum {
- MAX_VOXEL_GI_INSTANCES = 8
- };
- // Struct for use in render buffer
- class RenderBuffersGI : public RenderBufferCustomDataRD {
- GDCLASS(RenderBuffersGI, RenderBufferCustomDataRD)
- private:
- RID voxel_gi_buffer;
- public:
- RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
- RID full_buffer;
- RID full_dispatch;
- RID full_mask;
- /* GI buffers */
- bool using_half_size_gi = false;
- RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
- RID scene_data_ubo;
- RID get_voxel_gi_buffer();
- virtual void configure(RenderSceneBuffersRD *p_render_buffers) override {}
- virtual void free_data() override;
- };
- /* VOXEL GI API */
- bool owns_voxel_gi(RID p_rid) { return voxel_gi_owner.owns(p_rid); }
- virtual RID voxel_gi_allocate() override;
- virtual void voxel_gi_free(RID p_voxel_gi) override;
- virtual void voxel_gi_initialize(RID p_voxel_gi) override;
- virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override;
- virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const override;
- virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override;
- virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override;
- virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override;
- virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override;
- virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override;
- virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override;
- virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override;
- virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override;
- virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override;
- virtual float voxel_gi_get_propagation(RID p_voxel_gi) const override;
- virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) override;
- virtual float voxel_gi_get_energy(RID p_voxel_gi) const override;
- virtual void voxel_gi_set_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) override;
- virtual float voxel_gi_get_baked_exposure_normalization(RID p_voxel_gi) const override;
- virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) override;
- virtual float voxel_gi_get_bias(RID p_voxel_gi) const override;
- virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override;
- virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const override;
- virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override;
- virtual bool voxel_gi_is_interior(RID p_voxel_gi) const override;
- virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override;
- virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override;
- virtual uint32_t voxel_gi_get_version(RID p_probe) const override;
- uint32_t voxel_gi_get_data_version(RID p_probe);
- RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const;
- RID voxel_gi_get_data_buffer(RID p_voxel_gi) const;
- RID voxel_gi_get_sdf_texture(RID p_voxel_gi);
- Dependency *voxel_gi_get_dependency(RID p_voxel_gi) const;
- /* VOXEL_GI INSTANCE */
- _FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) {
- VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
- ERR_FAIL_NULL_V(voxel_gi, RID());
- return voxel_gi->texture;
- }
- _FORCE_INLINE_ void voxel_gi_instance_set_render_index(RID p_probe, uint32_t p_index) {
- VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
- ERR_FAIL_NULL(voxel_gi);
- voxel_gi->render_index = p_index;
- }
- bool voxel_gi_instance_owns(RID p_rid) const {
- return voxel_gi_instance_owner.owns(p_rid);
- }
- void voxel_gi_instance_free(RID p_rid);
- RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW;
- /* SDFGI */
- class SDFGI : public RenderBufferCustomDataRD {
- GDCLASS(SDFGI, RenderBufferCustomDataRD)
- public:
- enum {
- MAX_CASCADES = 8,
- CASCADE_SIZE = 128,
- PROBE_DIVISOR = 16,
- ANISOTROPY_SIZE = 6,
- MAX_DYNAMIC_LIGHTS = 128,
- MAX_STATIC_LIGHTS = 1024,
- LIGHTPROBE_OCT_SIZE = 6,
- SH_SIZE = 16
- };
- struct Cascade {
- struct UBO {
- float offset[3];
- float to_cell;
- int32_t probe_offset[3];
- uint32_t pad;
- float pad2[4];
- };
- //cascade blocks are full-size for volume (128^3), half size for albedo/emission
- RID sdf_tex;
- RID light_tex;
- RID light_aniso_0_tex;
- RID light_aniso_1_tex;
- RID light_data;
- RID light_aniso_0_data;
- RID light_aniso_1_data;
- struct SolidCell { // this struct is unused, but remains as reference for size
- uint32_t position;
- uint32_t albedo;
- uint32_t static_light;
- uint32_t static_light_aniso;
- };
- // Buffers for indirect compute dispatch.
- RID solid_cell_dispatch_buffer_storage;
- RID solid_cell_dispatch_buffer_call;
- RID solid_cell_buffer;
- RID lightprobe_history_tex;
- RID lightprobe_average_tex;
- float cell_size;
- Vector3i position;
- static const Vector3i DIRTY_ALL;
- Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
- RID sdf_store_uniform_set;
- RID sdf_direct_light_static_uniform_set;
- RID sdf_direct_light_dynamic_uniform_set;
- RID scroll_uniform_set;
- RID scroll_occlusion_uniform_set;
- RID integrate_uniform_set;
- RID lights_buffer;
- float baked_exposure_normalization = 1.0;
- bool all_dynamic_lights_dirty = true;
- };
- // access to our containers
- GI *gi = nullptr;
- // used for rendering (voxelization)
- RID render_albedo;
- RID render_emission;
- RID render_emission_aniso;
- RID render_occlusion[8];
- RID render_geom_facing;
- RID render_sdf[2];
- RID render_sdf_half[2];
- // used for ping pong processing in cascades
- RID sdf_initialize_uniform_set;
- RID sdf_initialize_half_uniform_set;
- RID jump_flood_uniform_set[2];
- RID jump_flood_half_uniform_set[2];
- RID sdf_upscale_uniform_set;
- int upscale_jfa_uniform_set_index;
- RID occlusion_uniform_set;
- uint32_t cascade_size = 128;
- LocalVector<Cascade> cascades;
- RID lightprobe_texture;
- RID lightprobe_data;
- RID occlusion_texture;
- RID occlusion_data;
- RID ambient_texture; //integrates with volumetric fog
- RID lightprobe_history_scroll; //used for scrolling lightprobes
- RID lightprobe_average_scroll; //used for scrolling lightprobes
- uint32_t history_size = 0;
- float solid_cell_ratio = 0;
- uint32_t solid_cell_count = 0;
- int num_cascades = 6;
- float min_cell_size = 0;
- uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
- RID debug_uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
- RID debug_probes_scene_data_ubo;
- RID debug_probes_uniform_set;
- RID cascades_ubo;
- bool uses_occlusion = false;
- float bounce_feedback = 0.5;
- bool reads_sky = true;
- float energy = 1.0;
- float normal_bias = 1.1;
- float probe_bias = 1.1;
- RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
- float y_mult = 1.0;
- uint32_t version = 0;
- uint32_t render_pass = 0;
- int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
- RID integrate_sky_uniform_set;
- virtual void configure(RenderSceneBuffersRD *p_render_buffers) override {}
- virtual void free_data() override;
- ~SDFGI();
- void create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi);
- void update(RID p_env, const Vector3 &p_world_position);
- void update_light();
- void update_probes(RID p_env, RendererRD::SkyRD::Sky *p_sky);
- void store_probes();
- int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
- void update_cascades();
- void debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views);
- void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms);
- void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data);
- void render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, float p_exposure_normalization);
- void render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result);
- };
- RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
- RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_30_FRAMES;
- RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
- float sdfgi_solid_cell_ratio = 0.25;
- Vector3 sdfgi_debug_probe_pos;
- Vector3 sdfgi_debug_probe_dir;
- bool sdfgi_debug_probe_enabled = false;
- Vector3i sdfgi_debug_probe_index;
- uint32_t sdfgi_current_version = 0;
- /* SDFGI UPDATE */
- int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
- virtual void sdfgi_reset() override;
- struct SDFGIData {
- float grid_size[3];
- uint32_t max_cascades;
- uint32_t use_occlusion;
- int32_t probe_axis_size;
- float probe_to_uvw;
- float normal_bias;
- float lightprobe_tex_pixel_size[3];
- float energy;
- float lightprobe_uv_offset[3];
- float y_mult;
- float occlusion_clamp[3];
- uint32_t pad3;
- float occlusion_renormalize[3];
- uint32_t pad4;
- float cascade_probe_size[3];
- uint32_t pad5;
- struct ProbeCascadeData {
- float position[3]; //offset of (0,0,0) in world coordinates
- float to_probe; // 1/bounds * grid_size
- int32_t probe_world_offset[3];
- float to_cell; // 1/bounds * grid_size
- float pad[3];
- float exposure_normalization;
- };
- ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
- };
- struct VoxelGIData {
- float xform[16]; // 64 - 64
- float bounds[3]; // 12 - 76
- float dynamic_range; // 4 - 80
- float bias; // 4 - 84
- float normal_bias; // 4 - 88
- uint32_t blend_ambient; // 4 - 92
- uint32_t mipmaps; // 4 - 96
- float pad[3]; // 12 - 108
- float exposure_normalization; // 4 - 112
- };
- struct SceneData {
- float inv_projection[2][16];
- float cam_transform[16];
- float eye_offset[2][4];
- int32_t screen_size[2];
- float pad1;
- float pad2;
- };
- struct PushConstant {
- uint32_t max_voxel_gi_instances;
- uint32_t high_quality_vct;
- uint32_t orthogonal;
- uint32_t view_index;
- float proj_info[4];
- float z_near;
- float z_far;
- float pad2;
- float pad3;
- };
- RID sdfgi_ubo;
- enum Mode {
- MODE_VOXEL_GI,
- MODE_SDFGI,
- MODE_COMBINED,
- MODE_MAX
- };
- enum ShaderSpecializations {
- SHADER_SPECIALIZATION_HALF_RES = 1 << 0,
- SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX = 1 << 1,
- SHADER_SPECIALIZATION_USE_VRS = 1 << 2,
- SHADER_SPECIALIZATION_VARIATIONS = 8,
- };
- RID default_voxel_gi_buffer;
- bool half_resolution = false;
- GiShaderRD shader;
- RID shader_version;
- RID pipelines[SHADER_SPECIALIZATION_VARIATIONS][MODE_MAX];
- GI();
- ~GI();
- void init(RendererRD::SkyRD *p_sky);
- void free();
- Ref<SDFGI> create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
- void setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used);
- void process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances);
- RID voxel_gi_instance_create(RID p_base);
- void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform);
- bool voxel_gi_needs_update(RID p_probe) const;
- void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects);
- void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
- };
- } // namespace RendererRD
- #endif // GI_RD_H
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