83058597cf
-Much greater pairing/unpairing performance -For now, using it for culling too, but this will change in a couple of days. -Added a paged allocator, to efficiently alloc/free some types of objects.
661 lines
22 KiB
C++
661 lines
22 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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/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_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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};
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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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Transform 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_PtrOwner<Camera> camera_owner;
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virtual RID camera_create();
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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 Transform &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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/* SCENARIO API */
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struct Instance;
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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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RS::ScenarioDebugMode debug;
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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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SelfList<Instance>::List instances;
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LocalVector<RID> dynamic_lights;
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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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debug = RS::SCENARIO_DEBUG_DISABLED;
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}
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};
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int indexer_update_iterations = 0;
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mutable RID_PtrOwner<Scenario> 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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static void _instance_update_mesh_instance(Instance *p_instance);
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virtual RID scenario_create();
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virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);
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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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/* 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 : RendererSceneRender::InstanceBase {
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RID self;
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//scenario stuff
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DynamicBVH::ID indexer_id;
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Scenario *scenario;
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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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float lod_begin;
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float lod_end;
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float lod_begin_hysteresis;
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float lod_end_hysteresis;
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RID lod_instance;
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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_render_pass;
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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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virtual void dependency_deleted(RID p_dependency) {
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if (p_dependency == base) {
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singleton->instance_set_base(self, RID());
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} else if (p_dependency == skeleton) {
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singleton->instance_attach_skeleton(self, RID());
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} else {
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singleton->_instance_queue_update(this, false, true);
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}
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}
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virtual void dependency_changed(bool p_aabb, bool p_dependencies) {
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singleton->_instance_queue_update(this, p_aabb, p_dependencies);
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}
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Instance() :
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scenario_item(this),
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update_item(this) {
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scenario = nullptr;
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update_aabb = false;
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update_dependencies = false;
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extra_margin = 0;
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visible = true;
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lod_begin = 0;
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lod_end = 0;
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lod_begin_hysteresis = 0;
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lod_end_hysteresis = 0;
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last_render_pass = 0;
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last_frame_pass = 0;
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version = 1;
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base_data = nullptr;
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custom_aabb = nullptr;
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pair_check = 0;
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}
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~Instance() {
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if (base_data) {
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memdelete(base_data);
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}
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if (custom_aabb) {
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memdelete(custom_aabb);
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}
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}
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};
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SelfList<Instance>::List _instance_update_list;
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void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
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struct InstanceGeometryData : public InstanceBaseData {
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Set<Instance *> lights;
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bool lighting_dirty;
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bool can_cast_shadows;
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bool material_is_animated;
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Set<Instance *> decals;
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bool decal_dirty;
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Set<Instance *> reflection_probes;
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bool reflection_dirty;
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Set<Instance *> gi_probes;
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bool gi_probes_dirty;
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Set<Instance *> lightmap_captures;
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InstanceGeometryData() {
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lighting_dirty = false;
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reflection_dirty = true;
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can_cast_shadows = true;
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material_is_animated = true;
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gi_probes_dirty = true;
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decal_dirty = true;
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}
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};
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struct InstanceReflectionProbeData : public InstanceBaseData {
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Instance *owner;
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Set<Instance *> geometries;
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RID instance;
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bool reflection_dirty;
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SelfList<InstanceReflectionProbeData> update_list;
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int render_step;
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InstanceReflectionProbeData() :
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update_list(this) {
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reflection_dirty = true;
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render_step = -1;
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}
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};
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struct InstanceDecalData : public InstanceBaseData {
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Instance *owner;
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RID instance;
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Set<Instance *> geometries;
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InstanceDecalData() {
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}
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};
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SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
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struct InstanceLightData : public InstanceBaseData {
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RID instance;
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uint64_t last_version;
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List<Instance *>::Element *D; // directional light in scenario
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bool shadow_dirty;
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Set<Instance *> geometries;
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Instance *baked_light;
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RS::LightBakeMode bake_mode;
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uint32_t max_sdfgi_cascade = 2;
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uint64_t sdfgi_cascade_light_pass = 0;
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InstanceLightData() {
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bake_mode = RS::LIGHT_BAKE_DISABLED;
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shadow_dirty = true;
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D = nullptr;
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last_version = 0;
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baked_light = nullptr;
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}
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};
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struct InstanceGIProbeData : public InstanceBaseData {
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Instance *owner;
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Set<Instance *> geometries;
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Set<Instance *> dynamic_geometries;
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Set<Instance *> lights;
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struct LightCache {
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RS::LightType type;
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Transform transform;
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Color color;
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float energy;
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float bake_energy;
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float radius;
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float attenuation;
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float spot_angle;
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float spot_attenuation;
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bool has_shadow;
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bool sky_only;
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};
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Vector<LightCache> light_cache;
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Vector<RID> light_instances;
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RID probe_instance;
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bool invalid;
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uint32_t base_version;
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SelfList<InstanceGIProbeData> update_element;
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InstanceGIProbeData() :
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update_element(this) {
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invalid = true;
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base_version = 0;
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}
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};
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SelfList<InstanceGIProbeData>::List gi_probe_update_list;
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struct InstanceLightmapData : public InstanceBaseData {
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Set<Instance *> geometries;
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Set<Instance *> users;
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InstanceLightmapData() {
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}
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};
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uint64_t pair_pass = 1;
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struct PairInstances {
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Instance *instance = nullptr;
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PagedAllocator<InstancePair> *pair_allocator = nullptr;
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SelfList<InstancePair>::List pairs_found;
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DynamicBVH *bvh = nullptr;
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DynamicBVH *bvh2 = nullptr; //some may need to cull in two
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uint32_t pair_mask;
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uint64_t pair_pass;
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_FORCE_INLINE_ bool operator()(void *p_data) {
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Instance *p_instance = (Instance *)p_data;
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if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) {
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//test is more coarse in indexer
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p_instance->pair_check = pair_pass;
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InstancePair *pair = pair_allocator->alloc();
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pair->a = instance;
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pair->b = p_instance;
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pairs_found.add(&pair->list_a);
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}
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return false;
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}
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void pair() {
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if (bvh) {
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bvh->aabb_query(instance->transformed_aabb, *this);
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}
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if (bvh2) {
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bvh2->aabb_query(instance->transformed_aabb, *this);
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}
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while (instance->pairs.first()) {
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InstancePair *pair = instance->pairs.first()->self();
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Instance *other_instance = instance == pair->a ? pair->b : pair->a;
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if (other_instance->pair_check != pair_pass) {
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//unpaired
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_instance_unpair(instance, other_instance);
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} else {
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//kept
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other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones
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}
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pair_allocator->free(pair);
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}
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while (pairs_found.first()) {
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InstancePair *pair = pairs_found.first()->self();
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pairs_found.remove(pairs_found.first());
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if (pair->b->pair_check == pair_pass) {
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//paired
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_instance_pair(instance, pair->b);
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}
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pair->a->pairs.add(&pair->list_a);
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pair->b->pairs.add(&pair->list_b);
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}
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}
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};
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struct CullResult {
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PagedArray<Instance *> *result;
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_FORCE_INLINE_ bool operator()(void *p_data) {
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Instance *p_instance = (Instance *)p_data;
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result->push_back(p_instance);
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return false;
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}
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};
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Set<Instance *> heightfield_particle_colliders_update_list;
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PagedArrayPool<Instance *> instance_cull_page_pool;
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PagedArrayPool<RendererSceneRender::InstanceBase *> base_instance_cull_page_pool;
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PagedArrayPool<RID> rid_cull_page_pool;
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PagedArray<Instance *> instance_cull_result;
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PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_render;
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PagedArray<Instance *> instance_shadow_cull_result;
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PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_shadow_render;
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PagedArray<Instance *> instance_sdfgi_cull_result;
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PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_sdfgi_render;
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PagedArray<Instance *> light_cull_result;
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PagedArray<RendererSceneRender::InstanceBase *> lightmap_cull_result;
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PagedArray<Instance *> directional_shadow_cull_result;
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PagedArray<RID> reflection_probe_instance_cull_result;
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PagedArray<RID> light_instance_cull_result;
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PagedArray<RID> directional_light_cull_result;
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PagedArray<RID> gi_probe_instance_cull_result;
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PagedArray<RID> decal_instance_cull_result;
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PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
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uint64_t sdfgi_light_cull_pass = 0;
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int directional_light_count;
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RID_PtrOwner<Instance> instance_owner;
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bool pair_volumes_to_mesh; // used in traditional forward, unnecesary on clustered
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virtual RID instance_create();
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virtual void instance_set_base(RID p_instance, RID p_base);
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virtual void instance_set_scenario(RID p_instance, RID p_scenario);
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virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
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virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
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virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
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virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
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virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
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virtual void instance_set_visible(RID p_instance, bool p_visible);
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virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
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virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
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virtual void instance_set_exterior(RID p_instance, bool p_enabled);
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virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
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// don't use these in a game!
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virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
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virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
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virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
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virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
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virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
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virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
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virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
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virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance);
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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, RendererSceneRender::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RendererSceneRender::InstanceBase::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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_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold);
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RID _render_get_environment(RID p_camera, RID p_scenario);
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bool _render_reflection_probe_step(Instance *p_instance, int p_step);
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void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows = true);
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void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
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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, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
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void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
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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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PASS1(directional_shadow_atlas_set_size, int)
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PASS1(gi_probe_set_quality, RS::GIProbeQuality)
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/* SKY API */
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PASS0R(RID, sky_create)
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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_create)
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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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PASS7(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource, const Color &)
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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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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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PASS9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, RS::EnvVolumetricFogShadowFilter)
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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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PASS1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
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PASS1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
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PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, bool, 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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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_create)
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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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PASS7(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool)
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/* Shadow Atlas */
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PASS0R(RID, shadow_atlas_create)
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PASS2(shadow_atlas_set_size, RID, int)
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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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virtual void update();
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bool free(RID p_rid);
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RendererSceneCull();
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virtual ~RendererSceneCull();
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};
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#endif // VISUALSERVERSCENE_H
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