renderer_scene_render_rd.h 58 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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/effects/bokeh_dof.h"
  37. #include "servers/rendering/renderer_rd/effects/copy_effects.h"
  38. #include "servers/rendering/renderer_rd/effects/ss_effects.h"
  39. #include "servers/rendering/renderer_rd/effects/tone_mapper.h"
  40. #include "servers/rendering/renderer_rd/effects/vrs.h"
  41. #include "servers/rendering/renderer_rd/environment/gi.h"
  42. #include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
  43. #include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
  44. #include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
  45. #include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h"
  46. #include "servers/rendering/renderer_scene.h"
  47. #include "servers/rendering/renderer_scene_render.h"
  48. #include "servers/rendering/rendering_device.h"
  49. struct RenderDataRD {
  50. RID render_buffers;
  51. Transform3D cam_transform;
  52. CameraMatrix cam_projection;
  53. Vector2 taa_jitter;
  54. bool cam_orthogonal = false;
  55. // For stereo rendering
  56. uint32_t view_count = 1;
  57. Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
  58. CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  59. Transform3D prev_cam_transform;
  60. CameraMatrix prev_cam_projection;
  61. Vector2 prev_taa_jitter;
  62. CameraMatrix prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  63. float z_near = 0.0;
  64. float z_far = 0.0;
  65. const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
  66. const PagedArray<RID> *lights = nullptr;
  67. const PagedArray<RID> *reflection_probes = nullptr;
  68. const PagedArray<RID> *voxel_gi_instances = nullptr;
  69. const PagedArray<RID> *decals = nullptr;
  70. const PagedArray<RID> *lightmaps = nullptr;
  71. const PagedArray<RID> *fog_volumes = nullptr;
  72. RID environment;
  73. RID camera_effects;
  74. RID shadow_atlas;
  75. RID reflection_atlas;
  76. RID reflection_probe;
  77. int reflection_probe_pass = 0;
  78. float lod_distance_multiplier = 0.0;
  79. Plane lod_camera_plane;
  80. float screen_mesh_lod_threshold = 0.0;
  81. RID cluster_buffer;
  82. uint32_t cluster_size = 0;
  83. uint32_t cluster_max_elements = 0;
  84. uint32_t directional_light_count = 0;
  85. bool directional_light_soft_shadows = false;
  86. RendererScene::RenderInfo *render_info = nullptr;
  87. };
  88. class RendererSceneRenderRD : public RendererSceneRender {
  89. friend RendererSceneSkyRD;
  90. friend RendererRD::GI;
  91. protected:
  92. RendererRD::BokehDOF *bokeh_dof = nullptr;
  93. RendererRD::CopyEffects *copy_effects = nullptr;
  94. RendererRD::ToneMapper *tone_mapper = nullptr;
  95. RendererRD::VRS *vrs = nullptr;
  96. double time = 0.0;
  97. double time_step = 0.0;
  98. struct RenderBufferData {
  99. 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, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) = 0;
  100. virtual ~RenderBufferData() {}
  101. };
  102. virtual RenderBufferData *_create_render_buffer_data() = 0;
  103. 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);
  104. void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
  105. void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);
  106. virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
  107. virtual void _render_shadow_begin() = 0;
  108. 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_mesh_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;
  109. virtual void _render_shadow_process() = 0;
  110. virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
  111. virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  112. virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  113. 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;
  114. 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;
  115. void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
  116. void _debug_draw_cluster(RID p_render_buffers);
  117. RenderBufferData *render_buffers_get_data(RID p_render_buffers);
  118. virtual void _base_uniforms_changed() = 0;
  119. virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
  120. virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) = 0;
  121. void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
  122. void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const CameraMatrix *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
  123. void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
  124. void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform);
  125. void _copy_framebuffer_to_ssil(RID p_render_buffers);
  126. void _process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far);
  127. bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  128. void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
  129. void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
  130. void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices);
  131. void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
  132. void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
  133. void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
  134. void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
  135. void _disable_clear_request(const RenderDataRD *p_render_data);
  136. // needed for a single argument calls (material and uv2)
  137. PagedArrayPool<GeometryInstance *> cull_argument_pool;
  138. PagedArray<GeometryInstance *> cull_argument; //need this to exist
  139. RendererRD::SSEffects *ss_effects = nullptr;
  140. RendererRD::GI gi;
  141. RendererSceneSkyRD sky;
  142. RendererSceneEnvironmentRD *get_environment(RID p_environment) {
  143. if (p_environment.is_valid()) {
  144. return environment_owner.get_or_null(p_environment);
  145. } else {
  146. return nullptr;
  147. }
  148. };
  149. //used for mobile renderer mostly
  150. typedef int32_t ForwardID;
  151. enum ForwardIDType {
  152. FORWARD_ID_TYPE_OMNI_LIGHT,
  153. FORWARD_ID_TYPE_SPOT_LIGHT,
  154. FORWARD_ID_TYPE_REFLECTION_PROBE,
  155. FORWARD_ID_TYPE_DECAL,
  156. FORWARD_ID_MAX,
  157. };
  158. virtual ForwardID _allocate_forward_id(ForwardIDType p_type) { return -1; }
  159. virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) {}
  160. virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {}
  161. virtual bool _uses_forward_ids() const { return false; }
  162. virtual void _update_shader_quality_settings() {}
  163. private:
  164. RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  165. static RendererSceneRenderRD *singleton;
  166. /* REFLECTION ATLAS */
  167. struct ReflectionAtlas {
  168. int count = 0;
  169. int size = 0;
  170. RID reflection;
  171. RID depth_buffer;
  172. RID depth_fb;
  173. struct Reflection {
  174. RID owner;
  175. RendererSceneSkyRD::ReflectionData data;
  176. RID fbs[6];
  177. };
  178. Vector<Reflection> reflections;
  179. ClusterBuilderRD *cluster_builder = nullptr;
  180. };
  181. mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
  182. /* REFLECTION PROBE INSTANCE */
  183. struct ReflectionProbeInstance {
  184. RID probe;
  185. int atlas_index = -1;
  186. RID atlas;
  187. bool dirty = true;
  188. bool rendering = false;
  189. int processing_layer = 1;
  190. int processing_side = 0;
  191. uint32_t render_step = 0;
  192. uint64_t last_pass = 0;
  193. uint32_t cull_mask = 0;
  194. ForwardID forward_id = -1;
  195. Transform3D transform;
  196. };
  197. mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
  198. /* DECAL INSTANCE */
  199. struct DecalInstance {
  200. RID decal;
  201. Transform3D transform;
  202. uint32_t cull_mask = 0;
  203. ForwardID forward_id = -1;
  204. };
  205. mutable RID_Owner<DecalInstance> decal_instance_owner;
  206. /* LIGHTMAP INSTANCE */
  207. struct LightmapInstance {
  208. RID lightmap;
  209. Transform3D transform;
  210. };
  211. mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
  212. /* SHADOW ATLAS */
  213. struct ShadowShrinkStage {
  214. RID texture;
  215. RID filter_texture;
  216. uint32_t size = 0;
  217. };
  218. struct ShadowAtlas {
  219. enum {
  220. QUADRANT_SHIFT = 27,
  221. OMNI_LIGHT_FLAG = 1 << 26,
  222. SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1,
  223. SHADOW_INVALID = 0xFFFFFFFF
  224. };
  225. struct Quadrant {
  226. uint32_t subdivision = 0;
  227. struct Shadow {
  228. RID owner;
  229. uint64_t version = 0;
  230. uint64_t fog_version = 0; // used for fog
  231. uint64_t alloc_tick = 0;
  232. Shadow() {}
  233. };
  234. Vector<Shadow> shadows;
  235. Quadrant() {}
  236. } quadrants[4];
  237. int size_order[4] = { 0, 1, 2, 3 };
  238. uint32_t smallest_subdiv = 0;
  239. int size = 0;
  240. bool use_16_bits = true;
  241. RID depth;
  242. RID fb; //for copying
  243. HashMap<RID, uint32_t> shadow_owners;
  244. };
  245. RID_Owner<ShadowAtlas> shadow_atlas_owner;
  246. void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
  247. 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);
  248. 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);
  249. 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);
  250. RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
  251. RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
  252. float shadows_quality_radius = 1.0;
  253. float directional_shadow_quality_radius = 1.0;
  254. float *directional_penumbra_shadow_kernel = nullptr;
  255. float *directional_soft_shadow_kernel = nullptr;
  256. float *penumbra_shadow_kernel = nullptr;
  257. float *soft_shadow_kernel = nullptr;
  258. int directional_penumbra_shadow_samples = 0;
  259. int directional_soft_shadow_samples = 0;
  260. int penumbra_shadow_samples = 0;
  261. int soft_shadow_samples = 0;
  262. RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
  263. RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
  264. /* DIRECTIONAL SHADOW */
  265. struct DirectionalShadow {
  266. RID depth;
  267. RID fb; //when renderign direct
  268. int light_count = 0;
  269. int size = 0;
  270. bool use_16_bits = true;
  271. int current_light = 0;
  272. } directional_shadow;
  273. void _update_directional_shadow_atlas();
  274. /* SHADOW CUBEMAPS */
  275. struct ShadowCubemap {
  276. RID cubemap;
  277. RID side_fb[6];
  278. };
  279. HashMap<int, ShadowCubemap> shadow_cubemaps;
  280. ShadowCubemap *_get_shadow_cubemap(int p_size);
  281. void _create_shadow_cubemaps();
  282. /* LIGHT INSTANCE */
  283. struct LightInstance {
  284. struct ShadowTransform {
  285. CameraMatrix camera;
  286. Transform3D transform;
  287. float farplane;
  288. float split;
  289. float bias_scale;
  290. float shadow_texel_size;
  291. float range_begin;
  292. Rect2 atlas_rect;
  293. Vector2 uv_scale;
  294. };
  295. RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
  296. ShadowTransform shadow_transform[6];
  297. AABB aabb;
  298. RID self;
  299. RID light;
  300. Transform3D transform;
  301. Vector3 light_vector;
  302. Vector3 spot_vector;
  303. float linear_att = 0.0;
  304. uint64_t shadow_pass = 0;
  305. uint64_t last_scene_pass = 0;
  306. uint64_t last_scene_shadow_pass = 0;
  307. uint64_t last_pass = 0;
  308. uint32_t cull_mask = 0;
  309. uint32_t light_directional_index = 0;
  310. Rect2 directional_rect;
  311. HashSet<RID> shadow_atlases; //shadow atlases where this light is registered
  312. ForwardID forward_id = -1;
  313. LightInstance() {}
  314. };
  315. mutable RID_Owner<LightInstance> light_instance_owner;
  316. /* FOG VOLUMES */
  317. struct FogVolumeInstance {
  318. RID volume;
  319. Transform3D transform;
  320. bool active = false;
  321. };
  322. mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
  323. /* ENVIRONMENT */
  324. RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
  325. bool ssao_half_size = false;
  326. float ssao_adaptive_target = 0.5;
  327. int ssao_blur_passes = 2;
  328. float ssao_fadeout_from = 50.0;
  329. float ssao_fadeout_to = 300.0;
  330. RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM;
  331. bool ssil_half_size = false;
  332. bool ssil_using_half_size = false;
  333. float ssil_adaptive_target = 0.5;
  334. int ssil_blur_passes = 4;
  335. float ssil_fadeout_from = 50.0;
  336. float ssil_fadeout_to = 300.0;
  337. bool glow_bicubic_upscale = false;
  338. bool glow_high_quality = false;
  339. RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
  340. mutable RID_Owner<RendererSceneEnvironmentRD, true> environment_owner;
  341. /* CAMERA EFFECTS */
  342. struct CameraEffects {
  343. bool dof_blur_far_enabled = false;
  344. float dof_blur_far_distance = 10;
  345. float dof_blur_far_transition = 5;
  346. bool dof_blur_near_enabled = false;
  347. float dof_blur_near_distance = 2;
  348. float dof_blur_near_transition = 1;
  349. float dof_blur_amount = 0.1;
  350. bool override_exposure_enabled = false;
  351. float override_exposure = 1;
  352. };
  353. RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
  354. RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
  355. bool dof_blur_use_jitter = false;
  356. RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
  357. float sss_scale = 0.05;
  358. float sss_depth_scale = 0.01;
  359. mutable RID_Owner<CameraEffects, true> camera_effects_owner;
  360. /* RENDER BUFFERS */
  361. ClusterBuilderSharedDataRD cluster_builder_shared;
  362. ClusterBuilderRD *current_cluster_builder = nullptr;
  363. struct VolumetricFog;
  364. struct RenderBuffers {
  365. RenderBufferData *data = nullptr;
  366. int internal_width = 0;
  367. int internal_height = 0;
  368. int width = 0;
  369. int height = 0;
  370. float fsr_sharpness = 0.2f;
  371. RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
  372. RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
  373. bool use_taa = false;
  374. bool use_debanding = false;
  375. uint32_t view_count = 1;
  376. RID render_target;
  377. uint64_t auto_exposure_version = 1;
  378. RID sss_texture; //texture for sss. This needs to be a different resolution than blur[0]
  379. RID internal_texture; //main texture for rendering to, must be filled after done rendering
  380. RID texture; //upscaled version of main texture (This uses the same resource as internal_texture if there is no upscaling)
  381. RID depth_texture; //main depth texture
  382. RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
  383. RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling)
  384. RID vrs_texture; // texture for vrs.
  385. RID vrs_fb; // framebuffer to write to our vrs texture
  386. // Access to the layers for each of our views (specifically needed for applying post effects on stereoscopic images)
  387. struct View {
  388. RID view_texture; // texture slice for this view/layer
  389. RID view_depth; // depth slice for this view/layer
  390. RID view_fb; // framebuffer for this view/layer, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
  391. };
  392. Vector<View> views;
  393. RendererRD::GI::SDFGI *sdfgi = nullptr;
  394. VolumetricFog *volumetric_fog = nullptr;
  395. RendererRD::GI::RenderBuffersGI rbgi;
  396. ClusterBuilderRD *cluster_builder = nullptr;
  397. //built-in textures used for ping pong image processing and blurring
  398. struct Blur {
  399. RID texture;
  400. struct Mipmap {
  401. RID texture;
  402. int width;
  403. int height;
  404. // only used on mobile renderer
  405. RID fb;
  406. RID half_texture;
  407. RID half_fb;
  408. };
  409. struct Layer {
  410. Vector<Mipmap> mipmaps;
  411. };
  412. Vector<Layer> layers;
  413. };
  414. Blur blur[2]; //the second one starts from the first mipmap
  415. struct WeightBuffers {
  416. RID weight;
  417. RID fb; // FB with both texture and weight writing into one level lower
  418. };
  419. // 2 full size, 2 half size
  420. WeightBuffers weight_buffers[4]; // Only used in raster
  421. RID depth_back_texture;
  422. RID depth_back_fb; // only used on mobile
  423. struct Luminance {
  424. Vector<RID> reduce;
  425. RID current;
  426. // used only on mobile renderer
  427. Vector<RID> fb;
  428. RID current_fb;
  429. } luminance;
  430. struct SSEffects {
  431. RID linear_depth;
  432. Vector<RID> linear_depth_slices;
  433. RID downsample_uniform_set;
  434. CameraMatrix last_frame_projection;
  435. Transform3D last_frame_transform;
  436. RendererRD::SSEffects::SSAORenderBuffers ssao;
  437. RendererRD::SSEffects::SSILRenderBuffers ssil;
  438. } ss_effects;
  439. RendererRD::SSEffects::SSRRenderBuffers ssr;
  440. struct TAA {
  441. RID history;
  442. RID temp;
  443. RID prev_velocity; // Last frame velocity buffer
  444. } taa;
  445. };
  446. /* GI */
  447. bool screen_space_roughness_limiter = false;
  448. float screen_space_roughness_limiter_amount = 0.25;
  449. float screen_space_roughness_limiter_limit = 0.18;
  450. mutable RID_Owner<RenderBuffers> render_buffers_owner;
  451. void _free_render_buffer_data(RenderBuffers *rb);
  452. void _allocate_blur_textures(RenderBuffers *rb);
  453. void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
  454. void _allocate_luminance_textures(RenderBuffers *rb);
  455. void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
  456. /* Cluster */
  457. struct Cluster {
  458. /* Scene State UBO */
  459. // !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
  460. enum {
  461. REFLECTION_AMBIENT_DISABLED = 0,
  462. REFLECTION_AMBIENT_ENVIRONMENT = 1,
  463. REFLECTION_AMBIENT_COLOR = 2,
  464. };
  465. struct ReflectionData {
  466. float box_extents[3];
  467. float index;
  468. float box_offset[3];
  469. uint32_t mask;
  470. float ambient[3]; // ambient color,
  471. float intensity;
  472. uint32_t exterior;
  473. uint32_t box_project;
  474. uint32_t ambient_mode;
  475. uint32_t pad;
  476. float local_matrix[16]; // up to here for spot and omni, rest is for directional
  477. };
  478. struct LightData {
  479. float position[3];
  480. float inv_radius;
  481. float direction[3]; // in omni, x and y are used for dual paraboloid offset
  482. float size;
  483. float color[3];
  484. float attenuation;
  485. float inv_spot_attenuation;
  486. float cos_spot_angle;
  487. float specular_amount;
  488. uint32_t shadow_enabled;
  489. float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
  490. float shadow_matrix[16];
  491. float shadow_bias;
  492. float shadow_normal_bias;
  493. float transmittance_bias;
  494. float soft_shadow_size;
  495. float soft_shadow_scale;
  496. uint32_t mask;
  497. float shadow_volumetric_fog_fade;
  498. uint32_t bake_mode;
  499. float projector_rect[4];
  500. };
  501. struct DirectionalLightData {
  502. float direction[3];
  503. float energy;
  504. float color[3];
  505. float size;
  506. float specular;
  507. uint32_t mask;
  508. float softshadow_angle;
  509. float soft_shadow_scale;
  510. uint32_t blend_splits;
  511. uint32_t shadow_enabled;
  512. float fade_from;
  513. float fade_to;
  514. uint32_t pad[2];
  515. uint32_t bake_mode;
  516. float shadow_volumetric_fog_fade;
  517. float shadow_bias[4];
  518. float shadow_normal_bias[4];
  519. float shadow_transmittance_bias[4];
  520. float shadow_z_range[4];
  521. float shadow_range_begin[4];
  522. float shadow_split_offsets[4];
  523. float shadow_matrices[4][16];
  524. float uv_scale1[2];
  525. float uv_scale2[2];
  526. float uv_scale3[2];
  527. float uv_scale4[2];
  528. };
  529. struct DecalData {
  530. float xform[16];
  531. float inv_extents[3];
  532. float albedo_mix;
  533. float albedo_rect[4];
  534. float normal_rect[4];
  535. float orm_rect[4];
  536. float emission_rect[4];
  537. float modulate[4];
  538. float emission_energy;
  539. uint32_t mask;
  540. float upper_fade;
  541. float lower_fade;
  542. float normal_xform[12];
  543. float normal[3];
  544. float normal_fade;
  545. };
  546. template <class T>
  547. struct InstanceSort {
  548. float depth;
  549. T *instance = nullptr;
  550. bool operator<(const InstanceSort &p_sort) const {
  551. return depth < p_sort.depth;
  552. }
  553. };
  554. ReflectionData *reflections = nullptr;
  555. InstanceSort<ReflectionProbeInstance> *reflection_sort;
  556. uint32_t max_reflections;
  557. RID reflection_buffer;
  558. uint32_t max_reflection_probes_per_instance;
  559. uint32_t reflection_count = 0;
  560. DecalData *decals = nullptr;
  561. InstanceSort<DecalInstance> *decal_sort;
  562. uint32_t max_decals;
  563. RID decal_buffer;
  564. uint32_t decal_count;
  565. LightData *omni_lights = nullptr;
  566. LightData *spot_lights = nullptr;
  567. InstanceSort<LightInstance> *omni_light_sort;
  568. InstanceSort<LightInstance> *spot_light_sort;
  569. uint32_t max_lights;
  570. RID omni_light_buffer;
  571. RID spot_light_buffer;
  572. uint32_t omni_light_count = 0;
  573. uint32_t spot_light_count = 0;
  574. DirectionalLightData *directional_lights = nullptr;
  575. uint32_t max_directional_lights;
  576. RID directional_light_buffer;
  577. } cluster;
  578. struct RenderState {
  579. const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
  580. int render_shadow_count = 0;
  581. const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
  582. int render_sdfgi_region_count = 0;
  583. const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
  584. uint32_t voxel_gi_count = 0;
  585. LocalVector<int> cube_shadows;
  586. LocalVector<int> shadows;
  587. LocalVector<int> directional_shadows;
  588. bool depth_prepass_used; // this does not seem used anywhere...
  589. } render_state;
  590. struct VolumetricFog {
  591. enum {
  592. MAX_TEMPORAL_FRAMES = 16
  593. };
  594. uint32_t width = 0;
  595. uint32_t height = 0;
  596. uint32_t depth = 0;
  597. float length;
  598. float spread;
  599. RID light_density_map;
  600. RID prev_light_density_map;
  601. RID fog_map;
  602. RID density_map;
  603. RID light_map;
  604. RID emissive_map;
  605. RID fog_uniform_set;
  606. RID copy_uniform_set;
  607. RID process_uniform_set_density;
  608. RID process_uniform_set;
  609. RID process_uniform_set2;
  610. RID sdfgi_uniform_set;
  611. RID sky_uniform_set;
  612. int last_shadow_filter = -1;
  613. };
  614. struct VolumetricFogShader {
  615. enum FogSet {
  616. FOG_SET_BASE,
  617. FOG_SET_UNIFORMS,
  618. FOG_SET_MATERIAL,
  619. FOG_SET_MAX,
  620. };
  621. struct FogPushConstant {
  622. float position[3];
  623. float pad;
  624. float extents[3];
  625. float pad2;
  626. int32_t corner[3];
  627. uint32_t shape;
  628. float transform[16];
  629. };
  630. struct VolumeUBO {
  631. float fog_frustum_size_begin[2];
  632. float fog_frustum_size_end[2];
  633. float fog_frustum_end;
  634. float z_near;
  635. float z_far;
  636. float time;
  637. int32_t fog_volume_size[3];
  638. uint32_t directional_light_count;
  639. uint32_t use_temporal_reprojection;
  640. uint32_t temporal_frame;
  641. float detail_spread;
  642. float temporal_blend;
  643. float to_prev_view[16];
  644. float transform[16];
  645. };
  646. ShaderCompiler compiler;
  647. VolumetricFogShaderRD shader;
  648. FogPushConstant push_constant;
  649. RID volume_ubo;
  650. RID default_shader;
  651. RID default_material;
  652. RID default_shader_rd;
  653. RID base_uniform_set;
  654. RID params_ubo;
  655. enum {
  656. VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY,
  657. VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI,
  658. VOLUMETRIC_FOG_PROCESS_SHADER_FILTER,
  659. VOLUMETRIC_FOG_PROCESS_SHADER_FOG,
  660. VOLUMETRIC_FOG_PROCESS_SHADER_COPY,
  661. VOLUMETRIC_FOG_PROCESS_SHADER_MAX,
  662. };
  663. struct ParamsUBO {
  664. float fog_frustum_size_begin[2];
  665. float fog_frustum_size_end[2];
  666. float fog_frustum_end;
  667. float ambient_inject;
  668. float z_far;
  669. uint32_t filter_axis;
  670. float ambient_color[3];
  671. float sky_contribution;
  672. int32_t fog_volume_size[3];
  673. uint32_t directional_light_count;
  674. float base_emission[3];
  675. float base_density;
  676. float base_scattering[3];
  677. float phase_g;
  678. float detail_spread;
  679. float gi_inject;
  680. uint32_t max_voxel_gi_instances;
  681. uint32_t cluster_type_size;
  682. float screen_size[2];
  683. uint32_t cluster_shift;
  684. uint32_t cluster_width;
  685. uint32_t max_cluster_element_count_div_32;
  686. uint32_t use_temporal_reprojection;
  687. uint32_t temporal_frame;
  688. float temporal_blend;
  689. float cam_rotation[12];
  690. float to_prev_view[16];
  691. float radiance_inverse_xform[12];
  692. };
  693. VolumetricFogProcessShaderRD process_shader;
  694. RID process_shader_version;
  695. RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX];
  696. } volumetric_fog;
  697. uint32_t volumetric_fog_depth = 128;
  698. uint32_t volumetric_fog_size = 128;
  699. bool volumetric_fog_filter_active = true;
  700. 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);
  701. void _volumetric_fog_erase(RenderBuffers *rb);
  702. void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_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);
  703. struct FogShaderData : public RendererRD::ShaderData {
  704. bool valid = false;
  705. RID version;
  706. RID pipeline;
  707. HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
  708. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  709. Vector<uint32_t> ubo_offsets;
  710. uint32_t ubo_size = 0;
  711. String path;
  712. String code;
  713. HashMap<StringName, HashMap<int, RID>> default_texture_params;
  714. bool uses_time = false;
  715. virtual void set_code(const String &p_Code);
  716. virtual void set_path_hint(const String &p_hint);
  717. virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
  718. virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
  719. virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
  720. virtual bool is_param_texture(const StringName &p_param) const;
  721. virtual bool is_animated() const;
  722. virtual bool casts_shadows() const;
  723. virtual Variant get_default_parameter(const StringName &p_parameter) const;
  724. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  725. FogShaderData() {}
  726. virtual ~FogShaderData();
  727. };
  728. struct FogMaterialData : public RendererRD::MaterialData {
  729. FogShaderData *shader_data = nullptr;
  730. RID uniform_set;
  731. bool uniform_set_updated;
  732. virtual void set_render_priority(int p_priority) {}
  733. virtual void set_next_pass(RID p_pass) {}
  734. virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  735. virtual ~FogMaterialData();
  736. };
  737. RendererRD::ShaderData *_create_fog_shader_func();
  738. static RendererRD::ShaderData *_create_fog_shader_funcs();
  739. RendererRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
  740. static RendererRD::MaterialData *_create_fog_material_funcs(RendererRD::ShaderData *p_shader);
  741. RID shadow_sampler;
  742. uint64_t scene_pass = 0;
  743. uint64_t shadow_atlas_realloc_tolerance_msec = 500;
  744. /* !BAS! is this used anywhere?
  745. struct SDFGICosineNeighbour {
  746. uint32_t neighbour;
  747. float weight;
  748. };
  749. */
  750. uint32_t max_cluster_elements = 512;
  751. 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_mesh_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);
  752. public:
  753. virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
  754. virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
  755. /* GI */
  756. RendererRD::GI *get_gi() { return &gi; }
  757. /* SHADOW ATLAS API */
  758. virtual RID shadow_atlas_create() override;
  759. virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override;
  760. virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
  761. virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) override;
  762. _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
  763. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  764. ERR_FAIL_COND_V(!atlas, false);
  765. return atlas->shadow_owners.has(p_light_intance);
  766. }
  767. _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
  768. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  769. ERR_FAIL_COND_V(!atlas, RID());
  770. return atlas->depth;
  771. }
  772. _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
  773. ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
  774. ERR_FAIL_COND_V(!atlas, Size2i());
  775. return Size2(atlas->size, atlas->size);
  776. }
  777. virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override;
  778. virtual int get_directional_light_shadow_size(RID p_light_intance) override;
  779. virtual void set_directional_shadow_count(int p_count) override;
  780. _FORCE_INLINE_ RID directional_shadow_get_texture() {
  781. return directional_shadow.depth;
  782. }
  783. _FORCE_INLINE_ Size2i directional_shadow_get_size() {
  784. return Size2i(directional_shadow.size, directional_shadow.size);
  785. }
  786. /* SDFGI UPDATE */
  787. virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
  788. virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
  789. virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
  790. virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
  791. RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
  792. /* SKY API */
  793. virtual RID sky_allocate() override;
  794. virtual void sky_initialize(RID p_rid) override;
  795. virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
  796. virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
  797. virtual void sky_set_material(RID p_sky, RID p_material) override;
  798. virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
  799. /* ENVIRONMENT API */
  800. virtual RID environment_allocate() override;
  801. virtual void environment_initialize(RID p_rid) override;
  802. virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override;
  803. virtual void environment_set_sky(RID p_env, RID p_sky) override;
  804. virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) override;
  805. virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override;
  806. virtual void environment_set_bg_color(RID p_env, const Color &p_color) override;
  807. virtual void environment_set_bg_energy(RID p_env, float p_energy) override;
  808. virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override;
  809. 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;
  810. virtual RS::EnvironmentBG environment_get_background(RID p_env) const override;
  811. RID environment_get_sky(RID p_env) const;
  812. float environment_get_sky_custom_fov(RID p_env) const;
  813. Basis environment_get_sky_orientation(RID p_env) const;
  814. Color environment_get_bg_color(RID p_env) const;
  815. float environment_get_bg_energy(RID p_env) const;
  816. virtual int environment_get_canvas_max_layer(RID p_env) const override;
  817. Color environment_get_ambient_light_color(RID p_env) const;
  818. RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
  819. float environment_get_ambient_light_energy(RID p_env) const;
  820. float environment_get_ambient_sky_contribution(RID p_env) const;
  821. RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
  822. virtual bool is_environment(RID p_env) const override;
  823. 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, float p_glow_map_strength, RID p_glow_map) override;
  824. virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
  825. virtual void environment_glow_set_use_high_quality(bool p_enable) override;
  826. 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;
  827. bool environment_is_fog_enabled(RID p_env) const;
  828. Color environment_get_fog_light_color(RID p_env) const;
  829. float environment_get_fog_light_energy(RID p_env) const;
  830. float environment_get_fog_sun_scatter(RID p_env) const;
  831. float environment_get_fog_density(RID p_env) const;
  832. float environment_get_fog_height(RID p_env) const;
  833. float environment_get_fog_height_density(RID p_env) const;
  834. float environment_get_fog_aerial_perspective(RID p_env) const;
  835. 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;
  836. virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
  837. virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
  838. 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;
  839. 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;
  840. 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;
  841. virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override;
  842. virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
  843. bool environment_is_ssao_enabled(RID p_env) const;
  844. float environment_get_ssao_ao_affect(RID p_env) const;
  845. float environment_get_ssao_light_affect(RID p_env) const;
  846. bool environment_is_ssil_enabled(RID p_env) const;
  847. bool environment_is_ssr_enabled(RID p_env) const;
  848. bool environment_is_sdfgi_enabled(RID p_env) const;
  849. virtual void environment_set_sdfgi(RID p_env, bool p_enable, int 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;
  850. virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
  851. virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
  852. virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
  853. virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
  854. RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
  855. 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;
  856. 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;
  857. virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
  858. /* CAMERA EFFECTS */
  859. virtual RID camera_effects_allocate() override;
  860. virtual void camera_effects_initialize(RID p_rid) override;
  861. virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
  862. virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
  863. 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;
  864. virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
  865. bool camera_effects_uses_dof(RID p_camera_effects) {
  866. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  867. return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
  868. }
  869. /* LIGHT INSTANCE API */
  870. virtual RID light_instance_create(RID p_light) override;
  871. virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
  872. virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
  873. 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;
  874. virtual void light_instance_mark_visible(RID p_light_instance) override;
  875. _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
  876. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  877. return li->light;
  878. }
  879. _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) {
  880. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  881. return li->transform;
  882. }
  883. _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
  884. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  885. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  886. uint32_t key = shadow_atlas->shadow_owners[li->self];
  887. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  888. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  889. ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
  890. uint32_t atlas_size = shadow_atlas->size;
  891. uint32_t quadrant_size = atlas_size >> 1;
  892. uint32_t x = (quadrant & 1) * quadrant_size;
  893. uint32_t y = (quadrant >> 1) * quadrant_size;
  894. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  895. x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  896. y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  897. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  898. if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) {
  899. r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision);
  900. r_omni_offset.y = 1;
  901. } else {
  902. r_omni_offset.x = 1;
  903. r_omni_offset.y = 0;
  904. }
  905. }
  906. uint32_t width = shadow_size;
  907. uint32_t height = shadow_size;
  908. return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
  909. }
  910. _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(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].camera;
  913. }
  914. _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
  915. #ifdef DEBUG_ENABLED
  916. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  917. ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
  918. #endif
  919. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  920. ERR_FAIL_COND_V(!shadow_atlas, 0);
  921. #ifdef DEBUG_ENABLED
  922. ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
  923. #endif
  924. uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
  925. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  926. uint32_t quadrant_size = shadow_atlas->size >> 1;
  927. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  928. return float(1.0) / shadow_size;
  929. }
  930. _FORCE_INLINE_ Transform3D
  931. light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
  932. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  933. return li->shadow_transform[p_index].transform;
  934. }
  935. _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
  936. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  937. return li->shadow_transform[p_index].bias_scale;
  938. }
  939. _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
  940. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  941. return li->shadow_transform[p_index].farplane;
  942. }
  943. _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
  944. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  945. return li->shadow_transform[p_index].range_begin;
  946. }
  947. _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
  948. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  949. return li->shadow_transform[p_index].uv_scale;
  950. }
  951. _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
  952. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  953. return li->shadow_transform[p_index].atlas_rect;
  954. }
  955. _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
  956. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  957. return li->shadow_transform[p_index].split;
  958. }
  959. _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
  960. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  961. return li->shadow_transform[p_index].shadow_texel_size;
  962. }
  963. _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
  964. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  965. li->last_pass = p_pass;
  966. }
  967. _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
  968. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  969. return li->last_pass;
  970. }
  971. _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) {
  972. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  973. return li->forward_id;
  974. }
  975. _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
  976. LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
  977. return li->light_type;
  978. }
  979. /* FOG VOLUMES */
  980. virtual RID fog_volume_instance_create(RID p_fog_volume) override;
  981. virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
  982. virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
  983. virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
  984. virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
  985. virtual RID reflection_atlas_create() override;
  986. virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
  987. virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;
  988. _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
  989. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas);
  990. ERR_FAIL_COND_V(!atlas, RID());
  991. return atlas->reflection;
  992. }
  993. virtual RID reflection_probe_instance_create(RID p_probe) override;
  994. virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
  995. virtual void reflection_probe_release_atlas_index(RID p_instance) override;
  996. virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override;
  997. virtual bool reflection_probe_instance_has_reflection(RID p_instance) override;
  998. virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
  999. virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
  1000. virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override;
  1001. uint32_t reflection_probe_instance_get_resolution(RID p_instance);
  1002. RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
  1003. RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
  1004. _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
  1005. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1006. ERR_FAIL_COND_V(!rpi, RID());
  1007. return rpi->probe;
  1008. }
  1009. _FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) {
  1010. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1011. ERR_FAIL_COND_V(!rpi, 0);
  1012. return rpi->forward_id;
  1013. }
  1014. _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
  1015. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1016. ERR_FAIL_COND(!rpi);
  1017. rpi->last_pass = p_render_pass;
  1018. }
  1019. _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
  1020. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1021. ERR_FAIL_COND_V(!rpi, 0);
  1022. return rpi->last_pass;
  1023. }
  1024. _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) {
  1025. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1026. ERR_FAIL_COND_V(!rpi, Transform3D());
  1027. return rpi->transform;
  1028. }
  1029. _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
  1030. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  1031. ERR_FAIL_COND_V(!rpi, -1);
  1032. return rpi->atlas_index;
  1033. }
  1034. virtual RID decal_instance_create(RID p_decal) override;
  1035. virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
  1036. _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
  1037. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  1038. return decal->decal;
  1039. }
  1040. _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const {
  1041. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  1042. return decal->forward_id;
  1043. }
  1044. _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
  1045. DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
  1046. return decal->transform;
  1047. }
  1048. virtual RID lightmap_instance_create(RID p_lightmap) override;
  1049. virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
  1050. _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
  1051. return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr;
  1052. }
  1053. _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
  1054. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
  1055. return li->lightmap;
  1056. }
  1057. _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) {
  1058. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
  1059. return li->transform;
  1060. }
  1061. /* gi light probes */
  1062. virtual RID voxel_gi_instance_create(RID p_base) override;
  1063. virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
  1064. virtual bool voxel_gi_needs_update(RID p_probe) const override;
  1065. 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;
  1066. virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
  1067. /* render buffers */
  1068. virtual float _render_buffers_get_luminance_multiplier();
  1069. virtual RD::DataFormat _render_buffers_get_color_format();
  1070. virtual bool _render_buffers_can_be_storage();
  1071. virtual RID render_buffers_create() override;
  1072. virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
  1073. virtual void gi_set_use_half_resolution(bool p_enable) override;
  1074. RID render_buffers_get_depth_texture(RID p_render_buffers);
  1075. RID render_buffers_get_ao_texture(RID p_render_buffers);
  1076. RID render_buffers_get_ssil_texture(RID p_render_buffers);
  1077. RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
  1078. RID render_buffers_get_back_depth_texture(RID p_render_buffers);
  1079. RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
  1080. RID render_buffers_get_default_voxel_gi_buffer();
  1081. RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
  1082. RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
  1083. uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
  1084. bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
  1085. RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
  1086. Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
  1087. Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
  1088. float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
  1089. float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
  1090. uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
  1091. uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
  1092. bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
  1093. float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
  1094. RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
  1095. bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
  1096. RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
  1097. RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
  1098. float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
  1099. float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
  1100. virtual void update_uniform_sets(){};
  1101. virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_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_mesh_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;
  1102. virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
  1103. virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
  1104. virtual void set_scene_pass(uint64_t p_pass) override {
  1105. scene_pass = p_pass;
  1106. }
  1107. _FORCE_INLINE_ uint64_t get_scene_pass() {
  1108. return scene_pass;
  1109. }
  1110. virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;
  1111. virtual bool screen_space_roughness_limiter_is_active() const override;
  1112. virtual float screen_space_roughness_limiter_get_amount() const;
  1113. virtual float screen_space_roughness_limiter_get_limit() const;
  1114. virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
  1115. RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
  1116. virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
  1117. virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
  1118. virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
  1119. virtual void decals_set_filter(RS::DecalFilter p_filter) override;
  1120. virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
  1121. _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
  1122. _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
  1123. _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
  1124. _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
  1125. _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
  1126. _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
  1127. _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
  1128. _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
  1129. _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
  1130. _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
  1131. _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
  1132. _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
  1133. _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
  1134. _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
  1135. int get_roughness_layers() const;
  1136. bool is_using_radiance_cubemap_array() const;
  1137. virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override;
  1138. virtual bool free(RID p_rid) override;
  1139. virtual void update() override;
  1140. virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
  1141. _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
  1142. return debug_draw;
  1143. }
  1144. virtual void set_time(double p_time, double p_step) override;
  1145. RID get_reflection_probe_buffer();
  1146. RID get_omni_light_buffer();
  1147. RID get_spot_light_buffer();
  1148. RID get_directional_light_buffer();
  1149. RID get_decal_buffer();
  1150. int get_max_directional_lights() const;
  1151. virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
  1152. virtual bool is_vrs_supported() const;
  1153. virtual bool is_dynamic_gi_supported() const;
  1154. virtual bool is_clustered_enabled() const;
  1155. virtual bool is_volumetric_supported() const;
  1156. virtual uint32_t get_max_elements() const;
  1157. void init();
  1158. RendererSceneRenderRD();
  1159. ~RendererSceneRenderRD();
  1160. };
  1161. #endif // RASTERIZER_SCENE_RD_H