/*************************************************************************/ /* renderer_scene_render_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 RENDERER_SCENE_RENDER_RD_H #define RENDERER_SCENE_RENDER_RD_H #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/cluster_builder_rd.h" #include "servers/rendering/renderer_rd/effects/bokeh_dof.h" #include "servers/rendering/renderer_rd/effects/copy_effects.h" #include "servers/rendering/renderer_rd/effects/fsr.h" #include "servers/rendering/renderer_rd/effects/tone_mapper.h" #include "servers/rendering/renderer_rd/effects/vrs.h" #include "servers/rendering/renderer_rd/environment/fog.h" #include "servers/rendering/renderer_rd/environment/gi.h" #include "servers/rendering/renderer_rd/environment/sky.h" #include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" #include "servers/rendering/renderer_rd/storage_rd/light_storage.h" #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" #include "servers/rendering/rendering_method.h" // For RenderDataRD, possibly inherited from RefCounted and add proper getters for our implementation classes struct RenderDataRD { Ref<RenderSceneBuffersRD> render_buffers; RenderSceneDataRD *scene_data; const PagedArray<RenderGeometryInstance *> *instances = nullptr; const PagedArray<RID> *lights = nullptr; const PagedArray<RID> *reflection_probes = nullptr; const PagedArray<RID> *voxel_gi_instances = nullptr; const PagedArray<RID> *decals = nullptr; const PagedArray<RID> *lightmaps = nullptr; const PagedArray<RID> *fog_volumes = nullptr; RID environment; RID camera_attributes; RID shadow_atlas; RID occluder_debug_tex; RID reflection_atlas; RID reflection_probe; int reflection_probe_pass = 0; RID cluster_buffer; uint32_t cluster_size = 0; uint32_t cluster_max_elements = 0; uint32_t directional_light_count = 0; bool directional_light_soft_shadows = false; RenderingMethod::RenderInfo *render_info = nullptr; /* Shadow data */ const RendererSceneRender::RenderShadowData *render_shadows = nullptr; int render_shadow_count = 0; LocalVector<int> cube_shadows; LocalVector<int> shadows; LocalVector<int> directional_shadows; /* GI info */ const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr; int render_sdfgi_region_count = 0; const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr; uint32_t voxel_gi_count = 0; }; class RendererSceneRenderRD : public RendererSceneRender { friend RendererRD::SkyRD; friend RendererRD::GI; protected: RendererRD::ForwardIDStorage *forward_id_storage = nullptr; RendererRD::BokehDOF *bokeh_dof = nullptr; RendererRD::CopyEffects *copy_effects = nullptr; RendererRD::ToneMapper *tone_mapper = nullptr; RendererRD::FSR *fsr = nullptr; RendererRD::VRS *vrs = nullptr; double time = 0.0; double time_step = 0.0; /* ENVIRONMENT */ bool glow_bicubic_upscale = false; bool glow_high_quality = false; bool use_physical_light_units = false; //////////////////////////////// virtual RendererRD::ForwardIDStorage *create_forward_id_storage() { return memnew(RendererRD::ForwardIDStorage); }; void _update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers); virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) = 0; virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0; virtual void _render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer); virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) = 0; virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0; virtual void _render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) = 0; virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0; void _debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth); virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0; virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0; bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi); void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi); void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi); void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data); void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data); void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data); void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data); void _disable_clear_request(const RenderDataRD *p_render_data); // needed for a single argument calls (material and uv2) PagedArrayPool<RenderGeometryInstance *> cull_argument_pool; PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist RendererRD::SkyRD sky; RendererRD::GI gi; virtual void _update_shader_quality_settings() {} private: RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED; static RendererSceneRenderRD *singleton; /* Shadow atlas */ RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX; float shadows_quality_radius = 1.0; float directional_shadow_quality_radius = 1.0; float *directional_penumbra_shadow_kernel = nullptr; float *directional_soft_shadow_kernel = nullptr; float *penumbra_shadow_kernel = nullptr; float *soft_shadow_kernel = nullptr; int directional_penumbra_shadow_samples = 0; int directional_soft_shadow_samples = 0; int penumbra_shadow_samples = 0; int soft_shadow_samples = 0; RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS; RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS; /* RENDER BUFFERS */ // TODO move into effects/luminance.h/cpp void _allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb); /* GI */ bool screen_space_roughness_limiter = false; float screen_space_roughness_limiter_amount = 0.25; float screen_space_roughness_limiter_limit = 0.18; /* Light data */ uint64_t scene_pass = 0; uint32_t max_cluster_elements = 512; /* Volumetric Fog */ uint32_t volumetric_fog_size = 128; uint32_t volumetric_fog_depth = 128; bool volumetric_fog_filter_active = true; public: static RendererSceneRenderRD *get_singleton() { return singleton; } /* LIGHTING */ virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_extents){}; virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture){}; virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_extents){}; /* GI */ RendererRD::GI *get_gi() { return &gi; } /* SKY */ RendererRD::SkyRD *get_sky() { return &sky; } /* SDFGI UPDATE */ virtual void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override; virtual int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override; virtual AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override; virtual uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override; RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; } /* SKY API */ virtual RID sky_allocate() override; virtual void sky_initialize(RID p_rid) override; virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override; virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override; virtual void sky_set_material(RID p_sky, RID p_material) override; virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override; /* ENVIRONMENT API */ virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override; virtual void environment_glow_set_use_high_quality(bool p_enable) override; virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override; virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override; virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override; virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override; virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override; virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override; _FORCE_INLINE_ bool is_using_physical_light_units() { return use_physical_light_units; } /* REFLECTION PROBE */ virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth); /* FOG VOLUMES */ uint32_t get_volumetric_fog_size() const { return volumetric_fog_size; } uint32_t get_volumetric_fog_depth() const { return volumetric_fog_depth; } bool get_volumetric_fog_filter_active() const { return volumetric_fog_filter_active; } virtual RID fog_volume_instance_create(RID p_fog_volume) override; virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override; virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override; virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override; virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override; /* gi light probes */ virtual RID voxel_gi_instance_create(RID p_base) override; virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override; virtual bool voxel_gi_needs_update(RID p_probe) const override; virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override; virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; } /* render buffers */ virtual float _render_buffers_get_luminance_multiplier(); virtual RD::DataFormat _render_buffers_get_color_format(); virtual bool _render_buffers_can_be_storage(); virtual Ref<RenderSceneBuffers> render_buffers_create() override; virtual void gi_set_use_half_resolution(bool p_enable) override; RID render_buffers_get_default_voxel_gi_buffer(); virtual void base_uniforms_changed() = 0; virtual void update_uniform_sets(){}; virtual void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &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_attributes, 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, RenderingMethod::RenderInfo *r_render_info = nullptr) override; virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override; virtual void set_scene_pass(uint64_t p_pass) override { scene_pass = p_pass; } _FORCE_INLINE_ uint64_t get_scene_pass() { return scene_pass; } virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override; virtual bool screen_space_roughness_limiter_is_active() const override; virtual float screen_space_roughness_limiter_get_amount() const; virtual float screen_space_roughness_limiter_get_limit() const; virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override; virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override; virtual void decals_set_filter(RS::DecalFilter p_filter) override; virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override; _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; } _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; } _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; } _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; } _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; } _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; } _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; } _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; } _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; } _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; } _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; } _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; } _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; } _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; } int get_roughness_layers() const; bool is_using_radiance_cubemap_array() const; virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override; virtual bool free(RID p_rid) override; virtual void update() override; virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override; _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const { return debug_draw; } virtual void set_time(double p_time, double p_step) override; virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override; virtual bool is_vrs_supported() const; virtual bool is_dynamic_gi_supported() const; virtual bool is_volumetric_supported() const; virtual uint32_t get_max_elements() const; void init(); RendererSceneRenderRD(); ~RendererSceneRenderRD(); }; #endif // RENDERER_SCENE_RENDER_RD_H