2dc7b03a82
This provides more flexibility between performance and quality adjustments, especially when using SDFGI for small-scale levels (which can be useful for procedurally generated scenes).
1188 lines
39 KiB
C++
1188 lines
39 KiB
C++
/*************************************************************************/
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/* renderer_scene_cull.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENDERING_SERVER_SCENE_CULL_H
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#define RENDERING_SERVER_SCENE_CULL_H
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#include "core/templates/bin_sorted_array.h"
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#include "core/templates/pass_func.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "core/math/dynamic_bvh.h"
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#include "core/math/geometry_3d.h"
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#include "core/math/octree.h"
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#include "core/os/semaphore.h"
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#include "core/os/thread.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/paged_allocator.h"
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#include "core/templates/paged_array.h"
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#include "core/templates/rid_owner.h"
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#include "core/templates/self_list.h"
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#include "servers/rendering/renderer_scene.h"
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#include "servers/rendering/renderer_scene_occlusion_cull.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/xr/xr_interface.h"
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class RendererSceneCull : public RendererScene {
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public:
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RendererSceneRender *scene_render;
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enum {
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SDFGI_MAX_CASCADES = 8,
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SDFGI_MAX_REGIONS_PER_CASCADE = 3,
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MAX_INSTANCE_PAIRS = 32,
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MAX_UPDATE_SHADOWS = 512
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};
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uint64_t render_pass;
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static RendererSceneCull *singleton;
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/* CAMERA API */
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struct Camera {
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enum Type {
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PERSPECTIVE,
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ORTHOGONAL,
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FRUSTUM
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};
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Type type;
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float fov;
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float znear, zfar;
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float size;
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Vector2 offset;
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uint32_t visible_layers;
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bool vaspect;
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RID env;
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RID effects;
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Transform3D transform;
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Camera() {
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visible_layers = 0xFFFFFFFF;
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fov = 75;
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type = PERSPECTIVE;
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znear = 0.05;
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zfar = 4000;
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size = 1.0;
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offset = Vector2();
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vaspect = false;
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}
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};
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mutable RID_Owner<Camera, true> camera_owner;
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virtual RID camera_allocate();
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virtual void camera_initialize(RID p_rid);
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virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
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virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
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virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
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virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform);
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virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
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virtual void camera_set_environment(RID p_camera, RID p_env);
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virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
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virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
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virtual bool is_camera(RID p_camera) const;
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/* OCCLUDER API */
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virtual RID occluder_allocate();
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virtual void occluder_initialize(RID p_occluder);
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virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
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/* VISIBILITY NOTIFIER API */
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RendererSceneOcclusionCull *dummy_occlusion_culling;
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/* SCENARIO API */
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struct Instance;
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struct PlaneSign {
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_ALWAYS_INLINE_ PlaneSign() {}
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_ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
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if (p_plane.normal.x > 0) {
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signs[0] = 0;
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} else {
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signs[0] = 3;
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}
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if (p_plane.normal.y > 0) {
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signs[1] = 1;
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} else {
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signs[1] = 4;
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}
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if (p_plane.normal.z > 0) {
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signs[2] = 2;
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} else {
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signs[2] = 5;
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}
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}
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uint32_t signs[3];
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};
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struct Frustum {
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Vector<Plane> planes;
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Vector<PlaneSign> plane_signs;
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const Plane *planes_ptr;
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const PlaneSign *plane_signs_ptr;
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uint32_t plane_count;
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_ALWAYS_INLINE_ Frustum() {}
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_ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
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planes = p_frustum.planes;
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plane_signs = p_frustum.plane_signs;
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planes_ptr = planes.ptr();
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plane_signs_ptr = plane_signs.ptr();
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plane_count = p_frustum.plane_count;
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}
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_ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
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planes = p_frustum.planes;
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plane_signs = p_frustum.plane_signs;
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planes_ptr = planes.ptr();
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plane_signs_ptr = plane_signs.ptr();
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plane_count = p_frustum.plane_count;
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}
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_ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
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planes = p_planes;
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planes_ptr = planes.ptrw();
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plane_count = planes.size();
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for (int i = 0; i < planes.size(); i++) {
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PlaneSign ps(p_planes[i]);
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plane_signs.push_back(ps);
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}
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plane_signs_ptr = plane_signs.ptr();
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}
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};
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struct InstanceBounds {
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// Efficiently store instance bounds.
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// Because bounds checking is performed first,
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// keep it separated from data.
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real_t bounds[6];
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_ALWAYS_INLINE_ InstanceBounds() {}
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_ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
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bounds[0] = p_aabb.position.x;
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bounds[1] = p_aabb.position.y;
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bounds[2] = p_aabb.position.z;
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bounds[3] = p_aabb.position.x + p_aabb.size.x;
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bounds[4] = p_aabb.position.y + p_aabb.size.y;
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bounds[5] = p_aabb.position.z + p_aabb.size.z;
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}
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_ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
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// This is not a full SAT check and the possibility of false positives exist,
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// but the tradeoff vs performance is still very good.
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for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
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Vector3 min(
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bounds[p_frustum.plane_signs_ptr[i].signs[0]],
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bounds[p_frustum.plane_signs_ptr[i].signs[1]],
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bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
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if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
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return false;
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}
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}
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return true;
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}
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_ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
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Vector3 end = p_aabb.position + p_aabb.size;
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if (bounds[0] >= end.x) {
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return false;
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}
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if (bounds[3] <= p_aabb.position.x) {
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return false;
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}
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if (bounds[1] >= end.y) {
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return false;
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}
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if (bounds[4] <= p_aabb.position.y) {
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return false;
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}
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if (bounds[2] >= end.z) {
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return false;
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}
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if (bounds[5] <= p_aabb.position.z) {
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return false;
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}
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return true;
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}
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};
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struct InstanceVisibilityNotifierData;
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struct InstanceData {
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// Store instance pointer as well as common instance processing information,
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// to make processing more cache friendly.
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enum Flags {
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FLAG_BASE_TYPE_MASK = 0xFF,
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FLAG_CAST_SHADOWS = (1 << 8),
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FLAG_CAST_SHADOWS_ONLY = (1 << 9),
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FLAG_REDRAW_IF_VISIBLE = (1 << 10),
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FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
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FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
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FLAG_GEOM_DECAL_DIRTY = (1 << 13),
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FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14),
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FLAG_LIGHTMAP_CAPTURE = (1 << 15),
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FLAG_USES_BAKED_LIGHT = (1 << 16),
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FLAG_USES_MESH_INSTANCE = (1 << 17),
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FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
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FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19),
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FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags
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FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20),
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FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21),
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FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN = (1 << 22),
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FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 23),
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FLAG_IGNORE_ALL_CULLING = (1 << 24),
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};
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uint32_t flags = 0;
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uint32_t layer_mask = 0; //for fast layer-mask discard
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RID base_rid;
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union {
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uint64_t instance_data_rid;
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RendererSceneRender::GeometryInstance *instance_geometry;
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InstanceVisibilityNotifierData *visibility_notifier;
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};
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Instance *instance = nullptr;
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int32_t parent_array_index = -1;
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int32_t visibility_index = -1;
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};
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struct InstanceVisibilityData {
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uint64_t viewport_state = 0;
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int32_t array_index = -1;
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RS::VisibilityRangeFadeMode fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
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Vector3 position;
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Instance *instance = nullptr;
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float range_begin = 0.0f;
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float range_end = 0.0f;
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float range_begin_margin = 0.0f;
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float range_end_margin = 0.0f;
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float children_fade_alpha = 1.0f;
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};
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class VisibilityArray : public BinSortedArray<InstanceVisibilityData> {
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_FORCE_INLINE_ virtual void _update_idx(InstanceVisibilityData &r_element, uint64_t p_idx) {
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r_element.instance->visibility_index = p_idx;
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if (r_element.instance->scenario && r_element.instance->array_index != -1) {
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r_element.instance->scenario->instance_data[r_element.instance->array_index].visibility_index = p_idx;
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}
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}
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};
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PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
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PagedArrayPool<InstanceData> instance_data_page_pool;
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PagedArrayPool<InstanceVisibilityData> instance_visibility_data_page_pool;
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struct Scenario {
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enum IndexerType {
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INDEXER_GEOMETRY, //for geometry
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INDEXER_VOLUMES, //for everything else
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INDEXER_MAX
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};
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DynamicBVH indexers[INDEXER_MAX];
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RID self;
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List<Instance *> directional_lights;
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RID environment;
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RID fallback_environment;
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RID camera_effects;
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RID reflection_probe_shadow_atlas;
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RID reflection_atlas;
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uint64_t used_viewport_visibility_bits;
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Map<RID, uint64_t> viewport_visibility_masks;
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SelfList<Instance>::List instances;
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LocalVector<RID> dynamic_lights;
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PagedArray<InstanceBounds> instance_aabbs;
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PagedArray<InstanceData> instance_data;
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VisibilityArray instance_visibility;
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Scenario() {
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indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
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indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
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used_viewport_visibility_bits = 0;
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}
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};
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int indexer_update_iterations = 0;
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mutable RID_Owner<Scenario, true> scenario_owner;
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static void _instance_pair(Instance *p_A, Instance *p_B);
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static void _instance_unpair(Instance *p_A, Instance *p_B);
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void _instance_update_mesh_instance(Instance *p_instance);
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virtual RID scenario_allocate();
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virtual void scenario_initialize(RID p_rid);
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virtual void scenario_set_environment(RID p_scenario, RID p_environment);
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virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
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virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
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virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
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virtual bool is_scenario(RID p_scenario) const;
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virtual RID scenario_get_environment(RID p_scenario);
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virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport);
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virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport);
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/* INSTANCING API */
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struct InstancePair {
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Instance *a;
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Instance *b;
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SelfList<InstancePair> list_a;
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SelfList<InstancePair> list_b;
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InstancePair() :
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list_a(this), list_b(this) {}
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};
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PagedAllocator<InstancePair> pair_allocator;
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struct InstanceBaseData {
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virtual ~InstanceBaseData() {}
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};
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struct Instance {
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RS::InstanceType base_type;
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RID base;
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RID skeleton;
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RID material_override;
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RID material_overlay;
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RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
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Transform3D transform;
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float lod_bias;
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bool ignore_occlusion_culling;
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bool ignore_all_culling;
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Vector<RID> materials;
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RS::ShadowCastingSetting cast_shadows;
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uint32_t layer_mask;
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//fit in 32 bits
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bool mirror : 8;
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bool receive_shadows : 8;
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bool visible : 8;
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bool baked_light : 2; //this flag is only to know if it actually did use baked light
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bool dynamic_gi : 2; //same above for dynamic objects
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bool redraw_if_visible : 4;
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Instance *lightmap;
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Rect2 lightmap_uv_scale;
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int lightmap_slice_index;
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uint32_t lightmap_cull_index;
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Vector<Color> lightmap_sh; //spherical harmonic
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AABB aabb;
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AABB transformed_aabb;
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AABB prev_transformed_aabb;
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struct InstanceShaderParameter {
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int32_t index = -1;
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Variant value;
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Variant default_value;
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PropertyInfo info;
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};
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Map<StringName, InstanceShaderParameter> instance_shader_parameters;
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bool instance_allocated_shader_parameters = false;
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int32_t instance_allocated_shader_parameters_offset = -1;
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//
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RID self;
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//scenario stuff
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DynamicBVH::ID indexer_id;
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int32_t array_index = -1;
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int32_t visibility_index = -1;
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float visibility_range_begin = 0.0f;
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float visibility_range_end = 0.0f;
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float visibility_range_begin_margin = 0.0f;
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float visibility_range_end_margin = 0.0f;
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RS::VisibilityRangeFadeMode visibility_range_fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
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Instance *visibility_parent = nullptr;
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Set<Instance *> visibility_dependencies;
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uint32_t visibility_dependencies_depth = 0;
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float transparency = 0.0f;
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Scenario *scenario = nullptr;
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SelfList<Instance> scenario_item;
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//aabb stuff
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bool update_aabb;
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bool update_dependencies;
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SelfList<Instance> update_item;
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AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
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float extra_margin;
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ObjectID object_id;
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Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
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uint64_t last_frame_pass;
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uint64_t version; // changes to this, and changes to base increase version
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InstanceBaseData *base_data;
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SelfList<InstancePair>::List pairs;
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uint64_t pair_check;
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RendererStorage::DependencyTracker dependency_tracker;
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static void dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *tracker) {
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Instance *instance = (Instance *)tracker->userdata;
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switch (p_notification) {
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case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA:
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case RendererStorage::DEPENDENCY_CHANGED_AABB: {
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singleton->_instance_queue_update(instance, true, false);
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} break;
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case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: {
|
|
singleton->_instance_queue_update(instance, false, true);
|
|
} break;
|
|
case RendererStorage::DEPENDENCY_CHANGED_MESH:
|
|
case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
|
|
case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
|
|
case RendererStorage::DEPENDENCY_CHANGED_DECAL:
|
|
case RendererStorage::DEPENDENCY_CHANGED_LIGHT:
|
|
case RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
|
|
singleton->_instance_queue_update(instance, true, true);
|
|
} break;
|
|
case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
|
|
case RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES: {
|
|
//ignored
|
|
} break;
|
|
case RendererStorage::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: {
|
|
//requires repairing
|
|
if (instance->indexer_id.is_valid()) {
|
|
singleton->_unpair_instance(instance);
|
|
singleton->_instance_queue_update(instance, true, true);
|
|
}
|
|
|
|
} break;
|
|
}
|
|
}
|
|
|
|
static void dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *tracker) {
|
|
Instance *instance = (Instance *)tracker->userdata;
|
|
|
|
if (p_dependency == instance->base) {
|
|
singleton->instance_set_base(instance->self, RID());
|
|
} else if (p_dependency == instance->skeleton) {
|
|
singleton->instance_attach_skeleton(instance->self, RID());
|
|
} else {
|
|
singleton->_instance_queue_update(instance, false, true);
|
|
}
|
|
}
|
|
|
|
Instance() :
|
|
scenario_item(this),
|
|
update_item(this) {
|
|
base_type = RS::INSTANCE_NONE;
|
|
cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
|
|
receive_shadows = true;
|
|
visible = true;
|
|
layer_mask = 1;
|
|
baked_light = false;
|
|
dynamic_gi = false;
|
|
redraw_if_visible = false;
|
|
lightmap_slice_index = 0;
|
|
lightmap = nullptr;
|
|
lightmap_cull_index = 0;
|
|
lod_bias = 1.0;
|
|
ignore_occlusion_culling = false;
|
|
ignore_all_culling = false;
|
|
|
|
scenario = nullptr;
|
|
|
|
update_aabb = false;
|
|
update_dependencies = false;
|
|
|
|
extra_margin = 0;
|
|
|
|
visible = true;
|
|
|
|
visibility_range_begin = 0;
|
|
visibility_range_end = 0;
|
|
visibility_range_begin_margin = 0;
|
|
visibility_range_end_margin = 0;
|
|
|
|
last_frame_pass = 0;
|
|
version = 1;
|
|
base_data = nullptr;
|
|
|
|
custom_aabb = nullptr;
|
|
|
|
pair_check = 0;
|
|
array_index = -1;
|
|
|
|
dependency_tracker.userdata = this;
|
|
dependency_tracker.changed_callback = dependency_changed;
|
|
dependency_tracker.deleted_callback = dependency_deleted;
|
|
}
|
|
|
|
~Instance() {
|
|
if (base_data) {
|
|
memdelete(base_data);
|
|
}
|
|
if (custom_aabb) {
|
|
memdelete(custom_aabb);
|
|
}
|
|
}
|
|
};
|
|
|
|
SelfList<Instance>::List _instance_update_list;
|
|
void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
|
|
|
|
struct InstanceGeometryData : public InstanceBaseData {
|
|
RendererSceneRender::GeometryInstance *geometry_instance = nullptr;
|
|
Set<Instance *> lights;
|
|
bool can_cast_shadows;
|
|
bool material_is_animated;
|
|
uint32_t projector_count = 0;
|
|
uint32_t softshadow_count = 0;
|
|
|
|
Set<Instance *> decals;
|
|
Set<Instance *> reflection_probes;
|
|
Set<Instance *> voxel_gi_instances;
|
|
Set<Instance *> lightmap_captures;
|
|
|
|
InstanceGeometryData() {
|
|
can_cast_shadows = true;
|
|
material_is_animated = true;
|
|
}
|
|
};
|
|
|
|
struct InstanceReflectionProbeData : public InstanceBaseData {
|
|
Instance *owner;
|
|
|
|
Set<Instance *> geometries;
|
|
|
|
RID instance;
|
|
SelfList<InstanceReflectionProbeData> update_list;
|
|
|
|
int render_step;
|
|
|
|
InstanceReflectionProbeData() :
|
|
update_list(this) {
|
|
render_step = -1;
|
|
}
|
|
};
|
|
|
|
struct InstanceDecalData : public InstanceBaseData {
|
|
Instance *owner;
|
|
RID instance;
|
|
|
|
Set<Instance *> geometries;
|
|
|
|
InstanceDecalData() {
|
|
}
|
|
};
|
|
|
|
SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
|
|
|
|
struct InstanceParticlesCollisionData : public InstanceBaseData {
|
|
RID instance;
|
|
};
|
|
|
|
struct InstanceFogVolumeData : public InstanceBaseData {
|
|
RID instance;
|
|
bool is_global;
|
|
};
|
|
|
|
struct InstanceVisibilityNotifierData : public InstanceBaseData {
|
|
bool just_visible = false;
|
|
uint64_t visible_in_frame = 0;
|
|
RID base;
|
|
SelfList<InstanceVisibilityNotifierData> list_element;
|
|
InstanceVisibilityNotifierData() :
|
|
list_element(this) {}
|
|
};
|
|
|
|
SpinLock visible_notifier_list_lock;
|
|
SelfList<InstanceVisibilityNotifierData>::List visible_notifier_list;
|
|
|
|
struct InstanceLightData : public InstanceBaseData {
|
|
RID instance;
|
|
uint64_t last_version;
|
|
List<Instance *>::Element *D; // directional light in scenario
|
|
|
|
bool shadow_dirty;
|
|
bool uses_projector = false;
|
|
bool uses_softshadow = false;
|
|
|
|
Set<Instance *> geometries;
|
|
|
|
Instance *baked_light;
|
|
|
|
RS::LightBakeMode bake_mode;
|
|
uint32_t max_sdfgi_cascade = 2;
|
|
|
|
InstanceLightData() {
|
|
bake_mode = RS::LIGHT_BAKE_DISABLED;
|
|
shadow_dirty = true;
|
|
D = nullptr;
|
|
last_version = 0;
|
|
baked_light = nullptr;
|
|
}
|
|
};
|
|
|
|
struct InstanceVoxelGIData : public InstanceBaseData {
|
|
Instance *owner;
|
|
|
|
Set<Instance *> geometries;
|
|
Set<Instance *> dynamic_geometries;
|
|
|
|
Set<Instance *> lights;
|
|
|
|
struct LightCache {
|
|
RS::LightType type;
|
|
Transform3D transform;
|
|
Color color;
|
|
float energy;
|
|
float bake_energy;
|
|
float radius;
|
|
float attenuation;
|
|
float spot_angle;
|
|
float spot_attenuation;
|
|
bool has_shadow;
|
|
bool sky_only;
|
|
};
|
|
|
|
Vector<LightCache> light_cache;
|
|
Vector<RID> light_instances;
|
|
|
|
RID probe_instance;
|
|
|
|
bool invalid;
|
|
uint32_t base_version;
|
|
|
|
SelfList<InstanceVoxelGIData> update_element;
|
|
|
|
InstanceVoxelGIData() :
|
|
update_element(this) {
|
|
invalid = true;
|
|
base_version = 0;
|
|
}
|
|
};
|
|
|
|
SelfList<InstanceVoxelGIData>::List voxel_gi_update_list;
|
|
|
|
struct InstanceLightmapData : public InstanceBaseData {
|
|
RID instance;
|
|
Set<Instance *> geometries;
|
|
Set<Instance *> users;
|
|
|
|
InstanceLightmapData() {
|
|
}
|
|
};
|
|
|
|
uint64_t pair_pass = 1;
|
|
|
|
struct PairInstances {
|
|
Instance *instance = nullptr;
|
|
PagedAllocator<InstancePair> *pair_allocator = nullptr;
|
|
SelfList<InstancePair>::List pairs_found;
|
|
DynamicBVH *bvh = nullptr;
|
|
DynamicBVH *bvh2 = nullptr; //some may need to cull in two
|
|
uint32_t pair_mask;
|
|
uint64_t pair_pass;
|
|
|
|
_FORCE_INLINE_ bool operator()(void *p_data) {
|
|
Instance *p_instance = (Instance *)p_data;
|
|
|
|
if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) {
|
|
//test is more coarse in indexer
|
|
p_instance->pair_check = pair_pass;
|
|
InstancePair *pair = pair_allocator->alloc();
|
|
pair->a = instance;
|
|
pair->b = p_instance;
|
|
pairs_found.add(&pair->list_a);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void pair() {
|
|
if (bvh) {
|
|
bvh->aabb_query(instance->transformed_aabb, *this);
|
|
}
|
|
if (bvh2) {
|
|
bvh2->aabb_query(instance->transformed_aabb, *this);
|
|
}
|
|
while (instance->pairs.first()) {
|
|
InstancePair *pair = instance->pairs.first()->self();
|
|
Instance *other_instance = instance == pair->a ? pair->b : pair->a;
|
|
if (other_instance->pair_check != pair_pass) {
|
|
//unpaired
|
|
_instance_unpair(instance, other_instance);
|
|
} else {
|
|
//kept
|
|
other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones
|
|
}
|
|
|
|
pair_allocator->free(pair);
|
|
}
|
|
while (pairs_found.first()) {
|
|
InstancePair *pair = pairs_found.first()->self();
|
|
pairs_found.remove(pairs_found.first());
|
|
|
|
if (pair->b->pair_check == pair_pass) {
|
|
//paired
|
|
_instance_pair(instance, pair->b);
|
|
}
|
|
pair->a->pairs.add(&pair->list_a);
|
|
pair->b->pairs.add(&pair->list_b);
|
|
}
|
|
}
|
|
};
|
|
|
|
Set<Instance *> heightfield_particle_colliders_update_list;
|
|
|
|
PagedArrayPool<Instance *> instance_cull_page_pool;
|
|
PagedArrayPool<RendererSceneRender::GeometryInstance *> geometry_instance_cull_page_pool;
|
|
PagedArrayPool<RID> rid_cull_page_pool;
|
|
|
|
PagedArray<Instance *> instance_cull_result;
|
|
PagedArray<Instance *> instance_shadow_cull_result;
|
|
|
|
struct InstanceCullResult {
|
|
PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances;
|
|
PagedArray<Instance *> lights;
|
|
PagedArray<RID> light_instances;
|
|
PagedArray<RID> lightmaps;
|
|
PagedArray<RID> reflections;
|
|
PagedArray<RID> decals;
|
|
PagedArray<RID> voxel_gi_instances;
|
|
PagedArray<RID> mesh_instances;
|
|
PagedArray<RID> fog_volumes;
|
|
|
|
struct DirectionalShadow {
|
|
PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
|
|
} directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
|
|
|
|
PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
|
|
PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
|
|
|
|
void clear() {
|
|
geometry_instances.clear();
|
|
lights.clear();
|
|
light_instances.clear();
|
|
lightmaps.clear();
|
|
reflections.clear();
|
|
decals.clear();
|
|
voxel_gi_instances.clear();
|
|
mesh_instances.clear();
|
|
fog_volumes.clear();
|
|
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
|
|
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
|
|
directional_shadows[i].cascade_geometry_instances[j].clear();
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
|
sdfgi_region_geometry_instances[i].clear();
|
|
}
|
|
|
|
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
|
|
sdfgi_cascade_lights[i].clear();
|
|
}
|
|
}
|
|
|
|
void reset() {
|
|
geometry_instances.reset();
|
|
lights.reset();
|
|
light_instances.reset();
|
|
lightmaps.reset();
|
|
reflections.reset();
|
|
decals.reset();
|
|
voxel_gi_instances.reset();
|
|
mesh_instances.reset();
|
|
fog_volumes.reset();
|
|
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
|
|
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
|
|
directional_shadows[i].cascade_geometry_instances[j].reset();
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
|
sdfgi_region_geometry_instances[i].reset();
|
|
}
|
|
|
|
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
|
|
sdfgi_cascade_lights[i].reset();
|
|
}
|
|
}
|
|
|
|
void append_from(InstanceCullResult &p_cull_result) {
|
|
geometry_instances.merge_unordered(p_cull_result.geometry_instances);
|
|
lights.merge_unordered(p_cull_result.lights);
|
|
light_instances.merge_unordered(p_cull_result.light_instances);
|
|
lightmaps.merge_unordered(p_cull_result.lightmaps);
|
|
reflections.merge_unordered(p_cull_result.reflections);
|
|
decals.merge_unordered(p_cull_result.decals);
|
|
voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances);
|
|
mesh_instances.merge_unordered(p_cull_result.mesh_instances);
|
|
fog_volumes.merge_unordered(p_cull_result.fog_volumes);
|
|
|
|
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
|
|
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
|
|
directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
|
sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
|
|
}
|
|
|
|
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
|
|
sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
|
|
}
|
|
}
|
|
|
|
void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
|
|
geometry_instances.set_page_pool(p_geometry_instance_pool);
|
|
light_instances.set_page_pool(p_rid_pool);
|
|
lights.set_page_pool(p_instance_pool);
|
|
lightmaps.set_page_pool(p_rid_pool);
|
|
reflections.set_page_pool(p_rid_pool);
|
|
decals.set_page_pool(p_rid_pool);
|
|
voxel_gi_instances.set_page_pool(p_rid_pool);
|
|
mesh_instances.set_page_pool(p_rid_pool);
|
|
fog_volumes.set_page_pool(p_rid_pool);
|
|
for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
|
|
for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
|
|
directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
|
|
sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
|
|
}
|
|
|
|
for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
|
|
sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
|
|
}
|
|
}
|
|
};
|
|
|
|
InstanceCullResult scene_cull_result;
|
|
LocalVector<InstanceCullResult> scene_cull_result_threads;
|
|
|
|
RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
|
|
uint32_t max_shadows_used = 0;
|
|
|
|
RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
|
|
RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data;
|
|
|
|
uint32_t thread_cull_threshold = 200;
|
|
|
|
RID_Owner<Instance, true> instance_owner;
|
|
|
|
uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecessary on clustered
|
|
|
|
virtual RID instance_allocate();
|
|
virtual void instance_initialize(RID p_rid);
|
|
|
|
virtual void instance_set_base(RID p_instance, RID p_base);
|
|
virtual void instance_set_scenario(RID p_instance, RID p_scenario);
|
|
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
|
|
virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform);
|
|
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
|
|
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
|
|
virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);
|
|
virtual void instance_set_visible(RID p_instance, bool p_visible);
|
|
virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency);
|
|
|
|
virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
|
|
|
|
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
|
|
|
|
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
|
|
|
|
virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance);
|
|
|
|
virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled);
|
|
|
|
bool _update_instance_visibility_depth(Instance *p_instance);
|
|
void _update_instance_visibility_dependencies(Instance *p_instance);
|
|
|
|
// don't use these in a game!
|
|
virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
|
|
virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
|
|
virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
|
|
|
|
virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
|
|
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
|
|
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
|
|
virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material);
|
|
|
|
virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode);
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virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
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virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
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void _update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
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virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
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virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
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virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
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virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
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_FORCE_INLINE_ void _update_instance(Instance *p_instance);
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_FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
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_FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
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_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
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void _unpair_instance(Instance *p_instance);
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void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
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_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold);
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RID _render_get_environment(RID p_camera, RID p_scenario);
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struct Cull {
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struct Shadow {
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RID light_instance;
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struct Cascade {
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Frustum frustum;
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CameraMatrix projection;
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Transform3D transform;
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real_t zfar;
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real_t split;
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real_t shadow_texel_size;
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real_t bias_scale;
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real_t range_begin;
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Vector2 uv_scale;
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} cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
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uint32_t cascade_count;
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} shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
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uint32_t shadow_count;
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struct SDFGI {
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//have arrays here because SDFGI functions expects this, plus regions can have areas
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AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
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uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
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uint32_t region_count = 0;
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uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
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uint32_t cascade_light_count = 0;
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} sdfgi;
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SpinLock lock;
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Frustum frustum;
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} cull;
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struct VisibilityCullData {
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uint64_t viewport_mask;
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Scenario *scenario;
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Vector3 camera_position;
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uint32_t cull_offset;
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uint32_t cull_count;
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};
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void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data);
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void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to);
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template <bool p_fade_check>
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_FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask);
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struct CullData {
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Cull *cull;
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Scenario *scenario;
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RID shadow_atlas;
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Transform3D cam_transform;
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uint32_t visible_layers;
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Instance *render_reflection_probe;
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const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
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const CameraMatrix *camera_matrix;
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uint64_t visibility_viewport_mask;
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};
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void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
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void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);
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_FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data);
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bool _render_reflection_probe_step(Instance *p_instance, int p_step);
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void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
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void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
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void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr);
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void update_dirty_instances();
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void render_particle_colliders();
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virtual void render_probes();
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TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
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//pass to scene render
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/* ENVIRONMENT API */
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#ifdef PASSBASE
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#undef PASSBASE
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#endif
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#define PASSBASE scene_render
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PASS2(directional_shadow_atlas_set_size, int, bool)
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PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
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/* SKY API */
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PASS0R(RID, sky_allocate)
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PASS1(sky_initialize, RID)
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PASS2(sky_set_radiance_size, RID, int)
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PASS2(sky_set_mode, RID, RS::SkyMode)
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PASS2(sky_set_material, RID, RID)
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PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
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PASS0R(RID, environment_allocate)
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PASS1(environment_initialize, RID)
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PASS1RC(bool, is_environment, RID)
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PASS2(environment_set_background, RID, RS::EnvironmentBG)
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PASS2(environment_set_sky, RID, RID)
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PASS2(environment_set_sky_custom_fov, RID, float)
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PASS2(environment_set_sky_orientation, RID, const Basis &)
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PASS2(environment_set_bg_color, RID, const Color &)
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PASS2(environment_set_bg_energy, RID, float)
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PASS2(environment_set_canvas_max_layer, RID, int)
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PASS6(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource)
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PASS6(environment_set_ssr, RID, bool, int, float, float, float)
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PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
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PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
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PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)
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PASS6(environment_set_ssil, RID, bool, float, float, float, float)
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PASS6(environment_set_ssil_quality, RS::EnvironmentSSILQuality, bool, float, int, float, float)
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PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float)
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PASS1(environment_glow_set_use_bicubic_upscale, bool)
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PASS1(environment_glow_set_use_high_quality, bool)
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PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float)
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PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
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PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
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PASS13(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float)
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PASS2(environment_set_volumetric_fog_volume_size, int, int)
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PASS1(environment_set_volumetric_fog_filter_active, bool)
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PASS11(environment_set_sdfgi, RID, bool, int, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
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PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
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PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
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PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)
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PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
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PASS1RC(int, environment_get_canvas_max_layer, RID)
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PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
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PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
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PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
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PASS2(sub_surface_scattering_set_scale, float, float)
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/* CAMERA EFFECTS */
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PASS0R(RID, camera_effects_allocate)
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PASS1(camera_effects_initialize, RID)
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PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
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PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)
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PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
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PASS3(camera_effects_set_custom_exposure, RID, bool, float)
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PASS1(shadows_quality_set, RS::ShadowQuality)
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PASS1(directional_shadow_quality_set, RS::ShadowQuality)
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PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
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/* Render Buffers */
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PASS0R(RID, render_buffers_create)
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PASS12(render_buffers_configure, RID, RID, int, int, int, int, float, float, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool, uint32_t)
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PASS1(gi_set_use_half_resolution, bool)
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/* Shadow Atlas */
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PASS0R(RID, shadow_atlas_create)
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PASS3(shadow_atlas_set_size, RID, int, bool)
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PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
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PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
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PASS1(decals_set_filter, RS::DecalFilter)
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PASS1(light_projectors_set_filter, RS::LightProjectorFilter)
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virtual void update();
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bool free(RID p_rid);
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void set_scene_render(RendererSceneRender *p_scene_render);
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|
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virtual void update_visibility_notifiers();
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RendererSceneCull();
|
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virtual ~RendererSceneCull();
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};
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#endif // RENDERING_SERVER_SCENE_CULL_H
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