548524152e
-Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly
1979 lines
65 KiB
C++
1979 lines
65 KiB
C++
/*************************************************************************/
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/* renderer_scene_render_rd.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_RENDER_RD_H
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#define RENDERING_SERVER_SCENE_RENDER_RD_H
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/renderer_rd/light_cluster_builder.h"
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#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
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#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/giprobe.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/giprobe_debug.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering/rendering_device.h"
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class RendererSceneRenderRD : public RendererSceneRender {
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protected:
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double time;
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// Skys need less info from Directional Lights than the normal shaders
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struct SkyDirectionalLightData {
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float direction[3];
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float energy;
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float color[3];
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float size;
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uint32_t enabled;
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uint32_t pad[3];
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};
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struct SkySceneState {
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struct UBO {
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uint32_t volumetric_fog_enabled;
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float volumetric_fog_inv_length;
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float volumetric_fog_detail_spread;
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float fog_aerial_perspective;
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float fog_light_color[3];
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float fog_sun_scatter;
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uint32_t fog_enabled;
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float fog_density;
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float z_far;
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uint32_t directional_light_count;
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};
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UBO ubo;
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SkyDirectionalLightData *directional_lights;
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SkyDirectionalLightData *last_frame_directional_lights;
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uint32_t max_directional_lights;
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uint32_t last_frame_directional_light_count;
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RID directional_light_buffer;
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RID uniform_set;
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RID uniform_buffer;
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RID fog_uniform_set;
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RID default_fog_uniform_set;
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RID fog_shader;
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RID fog_material;
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RID fog_only_texture_uniform_set;
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} sky_scene_state;
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struct RenderBufferData {
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virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) = 0;
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virtual ~RenderBufferData() {}
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};
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virtual RenderBufferData *_create_render_buffer_data() = 0;
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void _setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count);
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void _setup_decals(const PagedArray<RID> &p_decals, const Transform &p_camera_inverse_xform);
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void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment);
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void _setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used);
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virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<InstanceBase *> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color, float p_screen_lod_threshold) = 0;
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virtual void _render_shadow(RID p_framebuffer, const PagedArray<InstanceBase *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) = 0;
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virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
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virtual void _render_uv2(const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
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virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<InstanceBase *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
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virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<InstanceBase *> &p_instances) = 0;
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virtual void _debug_giprobe(RID p_gi_probe, RenderingDevice::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
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void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
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RenderBufferData *render_buffers_get_data(RID p_render_buffers);
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virtual void _base_uniforms_changed() = 0;
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virtual void _render_buffers_uniform_set_changed(RID p_render_buffers) = 0;
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virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
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virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers) = 0;
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virtual RID _render_buffers_get_reflection_texture(RID p_render_buffers) = 0;
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void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
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void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
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void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
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void _setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size);
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void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
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void _draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
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void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes);
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// needed for a single argument calls (material and uv2)
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PagedArrayPool<InstanceBase *> cull_argument_pool;
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PagedArray<InstanceBase *> cull_argument; //need this to exist
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private:
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RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
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double time_step = 0;
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static RendererSceneRenderRD *singleton;
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int roughness_layers;
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RendererStorageRD *storage;
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struct ReflectionData {
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struct Layer {
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struct Mipmap {
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RID framebuffers[6];
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RID views[6];
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Size2i size;
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};
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Vector<Mipmap> mipmaps; //per-face view
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Vector<RID> views; // per-cubemap view
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};
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struct DownsampleLayer {
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struct Mipmap {
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RID view;
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Size2i size;
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};
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Vector<Mipmap> mipmaps;
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};
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RID radiance_base_cubemap; //cubemap for first layer, first cubemap
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RID downsampled_radiance_cubemap;
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DownsampleLayer downsampled_layer;
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RID coefficient_buffer;
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bool dirty = true;
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Vector<Layer> layers;
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};
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void _clear_reflection_data(ReflectionData &rd);
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void _update_reflection_data(ReflectionData &rd, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality);
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void _create_reflection_fast_filter(ReflectionData &rd, bool p_use_arrays);
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void _create_reflection_importance_sample(ReflectionData &rd, bool p_use_arrays, int p_cube_side, int p_base_layer);
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void _update_reflection_mipmaps(ReflectionData &rd, int p_start, int p_end);
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/* Sky shader */
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enum SkyVersion {
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SKY_VERSION_BACKGROUND,
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SKY_VERSION_HALF_RES,
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SKY_VERSION_QUARTER_RES,
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SKY_VERSION_CUBEMAP,
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SKY_VERSION_CUBEMAP_HALF_RES,
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SKY_VERSION_CUBEMAP_QUARTER_RES,
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SKY_VERSION_MAX
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};
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struct SkyShader {
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SkyShaderRD shader;
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ShaderCompilerRD compiler;
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RID default_shader;
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RID default_material;
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RID default_shader_rd;
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} sky_shader;
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struct SkyShaderData : public RendererStorageRD::ShaderData {
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bool valid;
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RID version;
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PipelineCacheRD pipelines[SKY_VERSION_MAX];
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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String path;
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String code;
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Map<StringName, RID> default_texture_params;
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bool uses_time;
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bool uses_position;
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bool uses_half_res;
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bool uses_quarter_res;
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bool uses_light;
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virtual void set_code(const String &p_Code);
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virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
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virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
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virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
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virtual bool is_param_texture(const StringName &p_param) const;
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual Variant get_default_parameter(const StringName &p_parameter) const;
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SkyShaderData();
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virtual ~SkyShaderData();
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};
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RendererStorageRD::ShaderData *_create_sky_shader_func();
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static RendererStorageRD::ShaderData *_create_sky_shader_funcs() {
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return static_cast<RendererSceneRenderRD *>(singleton)->_create_sky_shader_func();
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};
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struct SkyMaterialData : public RendererStorageRD::MaterialData {
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uint64_t last_frame;
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SkyShaderData *shader_data;
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RID uniform_buffer;
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RID uniform_set;
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Vector<RID> texture_cache;
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Vector<uint8_t> ubo_data;
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bool uniform_set_updated;
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virtual void set_render_priority(int p_priority) {}
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virtual void set_next_pass(RID p_pass) {}
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virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual ~SkyMaterialData();
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};
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RendererStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
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static RendererStorageRD::MaterialData *_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
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return static_cast<RendererSceneRenderRD *>(singleton)->_create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
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};
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enum SkyTextureSetVersion {
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SKY_TEXTURE_SET_BACKGROUND,
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SKY_TEXTURE_SET_HALF_RES,
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SKY_TEXTURE_SET_QUARTER_RES,
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SKY_TEXTURE_SET_CUBEMAP,
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SKY_TEXTURE_SET_CUBEMAP_HALF_RES,
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SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES,
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SKY_TEXTURE_SET_MAX
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};
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enum SkySet {
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SKY_SET_UNIFORMS,
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SKY_SET_MATERIAL,
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SKY_SET_TEXTURES,
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SKY_SET_FOG,
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SKY_SET_MAX
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};
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/* SKY */
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struct Sky {
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RID radiance;
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RID half_res_pass;
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RID half_res_framebuffer;
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RID quarter_res_pass;
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RID quarter_res_framebuffer;
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Size2i screen_size;
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RID texture_uniform_sets[SKY_TEXTURE_SET_MAX];
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RID uniform_set;
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RID material;
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RID uniform_buffer;
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int radiance_size = 256;
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RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
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ReflectionData reflection;
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bool dirty = false;
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int processing_layer = 0;
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Sky *dirty_list = nullptr;
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//State to track when radiance cubemap needs updating
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SkyMaterialData *prev_material;
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Vector3 prev_position;
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float prev_time;
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RID sdfgi_integrate_sky_uniform_set;
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};
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Sky *dirty_sky_list = nullptr;
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void _sky_invalidate(Sky *p_sky);
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void _update_dirty_skys();
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RID _get_sky_textures(Sky *p_sky, SkyTextureSetVersion p_version);
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uint32_t sky_ggx_samples_quality;
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bool sky_use_cubemap_array;
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mutable RID_Owner<Sky> sky_owner;
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/* REFLECTION ATLAS */
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struct ReflectionAtlas {
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int count = 0;
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int size = 0;
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RID reflection;
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RID depth_buffer;
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RID depth_fb;
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struct Reflection {
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RID owner;
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ReflectionData data;
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RID fbs[6];
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};
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Vector<Reflection> reflections;
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};
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mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
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/* REFLECTION PROBE INSTANCE */
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struct ReflectionProbeInstance {
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RID probe;
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int atlas_index = -1;
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RID atlas;
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bool dirty = true;
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bool rendering = false;
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int processing_layer = 1;
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int processing_side = 0;
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uint32_t render_step = 0;
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uint64_t last_pass = 0;
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uint32_t render_index = 0;
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Transform transform;
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};
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mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
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/* DECAL INSTANCE */
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struct DecalInstance {
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RID decal;
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Transform transform;
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};
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mutable RID_Owner<DecalInstance> decal_instance_owner;
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/* GIPROBE INSTANCE */
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struct GIProbeLight {
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uint32_t type;
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float energy;
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float radius;
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float attenuation;
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float color[3];
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float spot_angle_radians;
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float position[3];
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float spot_attenuation;
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float direction[3];
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uint32_t has_shadow;
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};
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struct GIProbePushConstant {
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int32_t limits[3];
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uint32_t stack_size;
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float emission_scale;
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float propagation;
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float dynamic_range;
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uint32_t light_count;
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uint32_t cell_offset;
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uint32_t cell_count;
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float aniso_strength;
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uint32_t pad;
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};
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struct GIProbeDynamicPushConstant {
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int32_t limits[3];
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uint32_t light_count;
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int32_t x_dir[3];
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float z_base;
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int32_t y_dir[3];
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float z_sign;
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int32_t z_dir[3];
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float pos_multiplier;
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uint32_t rect_pos[2];
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uint32_t rect_size[2];
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uint32_t prev_rect_ofs[2];
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uint32_t prev_rect_size[2];
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uint32_t flip_x;
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uint32_t flip_y;
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float dynamic_range;
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uint32_t on_mipmap;
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float propagation;
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float pad[3];
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};
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struct GIProbeInstance {
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RID probe;
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RID texture;
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RID write_buffer;
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struct Mipmap {
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RID texture;
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RID uniform_set;
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RID second_bounce_uniform_set;
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RID write_uniform_set;
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uint32_t level;
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uint32_t cell_offset;
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uint32_t cell_count;
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};
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Vector<Mipmap> mipmaps;
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|
|
struct DynamicMap {
|
|
RID texture; //color normally, or emission on first pass
|
|
RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
|
|
RID depth; //actual depth buffer for the first pass, float depth for later passes
|
|
RID normal; //normal buffer for the first pass
|
|
RID albedo; //emission buffer for the first pass
|
|
RID orm; //orm buffer for the first pass
|
|
RID fb; //used for rendering, only valid on first map
|
|
RID uniform_set;
|
|
uint32_t size;
|
|
int mipmap; // mipmap to write to, -1 if no mipmap assigned
|
|
};
|
|
|
|
Vector<DynamicMap> dynamic_maps;
|
|
|
|
int slot = -1;
|
|
uint32_t last_probe_version = 0;
|
|
uint32_t last_probe_data_version = 0;
|
|
|
|
//uint64_t last_pass = 0;
|
|
uint32_t render_index = 0;
|
|
|
|
bool has_dynamic_object_data = false;
|
|
|
|
Transform transform;
|
|
};
|
|
|
|
GIProbeLight *gi_probe_lights;
|
|
uint32_t gi_probe_max_lights;
|
|
RID gi_probe_lights_uniform;
|
|
|
|
enum {
|
|
GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT,
|
|
GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
|
|
GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP,
|
|
GI_PROBE_SHADER_VERSION_WRITE_TEXTURE,
|
|
GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
|
|
GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
|
|
GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
|
|
GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
|
|
GI_PROBE_SHADER_VERSION_MAX
|
|
};
|
|
GiprobeShaderRD giprobe_shader;
|
|
RID giprobe_lighting_shader_version;
|
|
RID giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_MAX];
|
|
RID giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_MAX];
|
|
|
|
mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
|
|
|
|
RS::GIProbeQuality gi_probe_quality = RS::GI_PROBE_QUALITY_HIGH;
|
|
|
|
enum {
|
|
GI_PROBE_DEBUG_COLOR,
|
|
GI_PROBE_DEBUG_LIGHT,
|
|
GI_PROBE_DEBUG_EMISSION,
|
|
GI_PROBE_DEBUG_LIGHT_FULL,
|
|
GI_PROBE_DEBUG_MAX
|
|
};
|
|
|
|
struct GIProbeDebugPushConstant {
|
|
float projection[16];
|
|
uint32_t cell_offset;
|
|
float dynamic_range;
|
|
float alpha;
|
|
uint32_t level;
|
|
int32_t bounds[3];
|
|
uint32_t pad;
|
|
};
|
|
|
|
GiprobeDebugShaderRD giprobe_debug_shader;
|
|
RID giprobe_debug_shader_version;
|
|
RID giprobe_debug_shader_version_shaders[GI_PROBE_DEBUG_MAX];
|
|
PipelineCacheRD giprobe_debug_shader_version_pipelines[GI_PROBE_DEBUG_MAX];
|
|
RID giprobe_debug_uniform_set;
|
|
|
|
/* SHADOW ATLAS */
|
|
|
|
struct ShadowShrinkStage {
|
|
RID texture;
|
|
RID filter_texture;
|
|
uint32_t size;
|
|
};
|
|
|
|
struct ShadowAtlas {
|
|
enum {
|
|
QUADRANT_SHIFT = 27,
|
|
SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
|
|
SHADOW_INVALID = 0xFFFFFFFF
|
|
};
|
|
|
|
struct Quadrant {
|
|
uint32_t subdivision;
|
|
|
|
struct Shadow {
|
|
RID owner;
|
|
uint64_t version;
|
|
uint64_t fog_version; // used for fog
|
|
uint64_t alloc_tick;
|
|
|
|
Shadow() {
|
|
version = 0;
|
|
fog_version = 0;
|
|
alloc_tick = 0;
|
|
}
|
|
};
|
|
|
|
Vector<Shadow> shadows;
|
|
|
|
Quadrant() {
|
|
subdivision = 0; //not in use
|
|
}
|
|
|
|
} quadrants[4];
|
|
|
|
int size_order[4] = { 0, 1, 2, 3 };
|
|
uint32_t smallest_subdiv = 0;
|
|
|
|
int size = 0;
|
|
|
|
RID depth;
|
|
RID fb; //for copying
|
|
|
|
Map<RID, uint32_t> shadow_owners;
|
|
|
|
Vector<ShadowShrinkStage> shrink_stages;
|
|
};
|
|
|
|
RID_Owner<ShadowAtlas> shadow_atlas_owner;
|
|
|
|
bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
|
|
|
|
RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
|
|
RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
|
|
float shadows_quality_radius = 1.0;
|
|
float directional_shadow_quality_radius = 1.0;
|
|
|
|
float *directional_penumbra_shadow_kernel;
|
|
float *directional_soft_shadow_kernel;
|
|
float *penumbra_shadow_kernel;
|
|
float *soft_shadow_kernel;
|
|
int directional_penumbra_shadow_samples = 0;
|
|
int directional_soft_shadow_samples = 0;
|
|
int penumbra_shadow_samples = 0;
|
|
int soft_shadow_samples = 0;
|
|
|
|
/* DIRECTIONAL SHADOW */
|
|
|
|
struct DirectionalShadow {
|
|
RID depth;
|
|
|
|
int light_count = 0;
|
|
int size = 0;
|
|
int current_light = 0;
|
|
|
|
Vector<ShadowShrinkStage> shrink_stages;
|
|
|
|
} directional_shadow;
|
|
|
|
void _allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size);
|
|
void _clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages);
|
|
|
|
/* SHADOW CUBEMAPS */
|
|
|
|
struct ShadowCubemap {
|
|
RID cubemap;
|
|
RID side_fb[6];
|
|
};
|
|
|
|
Map<int, ShadowCubemap> shadow_cubemaps;
|
|
ShadowCubemap *_get_shadow_cubemap(int p_size);
|
|
|
|
struct ShadowMap {
|
|
RID depth;
|
|
RID fb;
|
|
};
|
|
|
|
Map<Vector2i, ShadowMap> shadow_maps;
|
|
ShadowMap *_get_shadow_map(const Size2i &p_size);
|
|
|
|
void _create_shadow_cubemaps();
|
|
|
|
/* LIGHT INSTANCE */
|
|
|
|
struct LightInstance {
|
|
struct ShadowTransform {
|
|
CameraMatrix camera;
|
|
Transform transform;
|
|
float farplane;
|
|
float split;
|
|
float bias_scale;
|
|
float shadow_texel_size;
|
|
float range_begin;
|
|
Rect2 atlas_rect;
|
|
Vector2 uv_scale;
|
|
};
|
|
|
|
RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
|
|
|
|
ShadowTransform shadow_transform[4];
|
|
|
|
AABB aabb;
|
|
RID self;
|
|
RID light;
|
|
Transform transform;
|
|
|
|
Vector3 light_vector;
|
|
Vector3 spot_vector;
|
|
float linear_att = 0.0;
|
|
|
|
uint64_t shadow_pass = 0;
|
|
uint64_t last_scene_pass = 0;
|
|
uint64_t last_scene_shadow_pass = 0;
|
|
uint64_t last_pass = 0;
|
|
uint32_t light_index = 0;
|
|
uint32_t light_directional_index = 0;
|
|
|
|
uint32_t current_shadow_atlas_key = 0;
|
|
|
|
Vector2 dp;
|
|
|
|
Rect2 directional_rect;
|
|
|
|
Set<RID> shadow_atlases; //shadow atlases where this light is registered
|
|
|
|
LightInstance() {}
|
|
};
|
|
|
|
mutable RID_Owner<LightInstance> light_instance_owner;
|
|
|
|
/* ENVIRONMENT */
|
|
|
|
struct Environment {
|
|
// BG
|
|
RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
|
|
RID sky;
|
|
float sky_custom_fov = 0.0;
|
|
Basis sky_orientation;
|
|
Color bg_color;
|
|
float bg_energy = 1.0;
|
|
int canvas_max_layer = 0;
|
|
RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
|
|
Color ambient_light;
|
|
float ambient_light_energy = 1.0;
|
|
float ambient_sky_contribution = 1.0;
|
|
RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
|
|
Color ao_color;
|
|
|
|
/// Tonemap
|
|
|
|
RS::EnvironmentToneMapper tone_mapper;
|
|
float exposure = 1.0;
|
|
float white = 1.0;
|
|
bool auto_exposure = false;
|
|
float min_luminance = 0.2;
|
|
float max_luminance = 8.0;
|
|
float auto_exp_speed = 0.2;
|
|
float auto_exp_scale = 0.5;
|
|
uint64_t auto_exposure_version = 0;
|
|
|
|
// Fog
|
|
bool fog_enabled = false;
|
|
Color fog_light_color = Color(0.5, 0.6, 0.7);
|
|
float fog_light_energy = 1.0;
|
|
float fog_sun_scatter = 0.0;
|
|
float fog_density = 0.001;
|
|
float fog_height = 0.0;
|
|
float fog_height_density = 0.0; //can be negative to invert effect
|
|
float fog_aerial_perspective = 0.0;
|
|
|
|
/// Volumetric Fog
|
|
///
|
|
bool volumetric_fog_enabled = false;
|
|
float volumetric_fog_density = 0.01;
|
|
Color volumetric_fog_light = Color(0, 0, 0);
|
|
float volumetric_fog_light_energy = 0.0;
|
|
float volumetric_fog_length = 64.0;
|
|
float volumetric_fog_detail_spread = 2.0;
|
|
RS::EnvVolumetricFogShadowFilter volumetric_fog_shadow_filter = RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW;
|
|
float volumetric_fog_gi_inject = 0.0;
|
|
|
|
/// Glow
|
|
|
|
bool glow_enabled = false;
|
|
Vector<float> glow_levels;
|
|
float glow_intensity = 0.8;
|
|
float glow_strength = 1.0;
|
|
float glow_bloom = 0.0;
|
|
float glow_mix = 0.01;
|
|
RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
|
|
float glow_hdr_bleed_threshold = 1.0;
|
|
float glow_hdr_luminance_cap = 12.0;
|
|
float glow_hdr_bleed_scale = 2.0;
|
|
|
|
/// SSAO
|
|
|
|
bool ssao_enabled = false;
|
|
float ssao_radius = 1.0;
|
|
float ssao_intensity = 2.0;
|
|
float ssao_power = 1.5;
|
|
float ssao_detail = 0.5;
|
|
float ssao_horizon = 0.06;
|
|
float ssao_sharpness = 0.98;
|
|
float ssao_direct_light_affect = 0.0;
|
|
float ssao_ao_channel_affect = 0.0;
|
|
|
|
/// SSR
|
|
///
|
|
bool ssr_enabled = false;
|
|
int ssr_max_steps = 64;
|
|
float ssr_fade_in = 0.15;
|
|
float ssr_fade_out = 2.0;
|
|
float ssr_depth_tolerance = 0.2;
|
|
|
|
/// SDFGI
|
|
bool sdfgi_enabled = false;
|
|
RS::EnvironmentSDFGICascades sdfgi_cascades;
|
|
float sdfgi_min_cell_size = 0.2;
|
|
bool sdfgi_use_occlusion = false;
|
|
bool sdfgi_use_multibounce = false;
|
|
bool sdfgi_read_sky_light = false;
|
|
float sdfgi_energy = 1.0;
|
|
float sdfgi_normal_bias = 1.1;
|
|
float sdfgi_probe_bias = 1.1;
|
|
RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_DISABLED;
|
|
|
|
/// Adjustments
|
|
|
|
bool adjustments_enabled = false;
|
|
float adjustments_brightness = 1.0f;
|
|
float adjustments_contrast = 1.0f;
|
|
float adjustments_saturation = 1.0f;
|
|
bool use_1d_color_correction = false;
|
|
RID color_correction = RID();
|
|
};
|
|
|
|
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
|
|
bool ssao_half_size = false;
|
|
bool ssao_using_half_size = false;
|
|
float ssao_adaptive_target = 0.5;
|
|
int ssao_blur_passes = 2;
|
|
float ssao_fadeout_from = 50.0;
|
|
float ssao_fadeout_to = 300.0;
|
|
|
|
bool glow_bicubic_upscale = false;
|
|
bool glow_high_quality = false;
|
|
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
|
|
|
|
static uint64_t auto_exposure_counter;
|
|
|
|
mutable RID_Owner<Environment> environment_owner;
|
|
|
|
/* CAMERA EFFECTS */
|
|
|
|
struct CameraEffects {
|
|
bool dof_blur_far_enabled = false;
|
|
float dof_blur_far_distance = 10;
|
|
float dof_blur_far_transition = 5;
|
|
|
|
bool dof_blur_near_enabled = false;
|
|
float dof_blur_near_distance = 2;
|
|
float dof_blur_near_transition = 1;
|
|
|
|
float dof_blur_amount = 0.1;
|
|
|
|
bool override_exposure_enabled = false;
|
|
float override_exposure = 1;
|
|
};
|
|
|
|
RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
|
|
RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
|
|
bool dof_blur_use_jitter = false;
|
|
RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
|
|
float sss_scale = 0.05;
|
|
float sss_depth_scale = 0.01;
|
|
|
|
mutable RID_Owner<CameraEffects> camera_effects_owner;
|
|
|
|
/* RENDER BUFFERS */
|
|
|
|
struct SDFGI;
|
|
struct VolumetricFog;
|
|
|
|
struct RenderBuffers {
|
|
enum {
|
|
MAX_GIPROBES = 8
|
|
};
|
|
|
|
RenderBufferData *data = nullptr;
|
|
int width = 0, height = 0;
|
|
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
|
|
RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
|
|
bool use_debanding = false;
|
|
|
|
RID render_target;
|
|
|
|
uint64_t auto_exposure_version = 1;
|
|
|
|
RID texture; //main texture for rendering to, must be filled after done rendering
|
|
RID depth_texture; //main depth texture
|
|
|
|
RID gi_uniform_set;
|
|
SDFGI *sdfgi = nullptr;
|
|
VolumetricFog *volumetric_fog = nullptr;
|
|
|
|
//built-in textures used for ping pong image processing and blurring
|
|
struct Blur {
|
|
RID texture;
|
|
|
|
struct Mipmap {
|
|
RID texture;
|
|
int width;
|
|
int height;
|
|
};
|
|
|
|
Vector<Mipmap> mipmaps;
|
|
};
|
|
|
|
Blur blur[2]; //the second one starts from the first mipmap
|
|
|
|
struct Luminance {
|
|
Vector<RID> reduce;
|
|
RID current;
|
|
} luminance;
|
|
|
|
struct SSAO {
|
|
RID depth;
|
|
Vector<RID> depth_slices;
|
|
RID ao_deinterleaved;
|
|
Vector<RID> ao_deinterleaved_slices;
|
|
RID ao_pong;
|
|
Vector<RID> ao_pong_slices;
|
|
RID ao_final;
|
|
RID importance_map[2];
|
|
} ssao;
|
|
|
|
struct SSR {
|
|
RID normal_scaled;
|
|
RID depth_scaled;
|
|
RID blur_radius[2];
|
|
} ssr;
|
|
|
|
RID giprobe_textures[MAX_GIPROBES];
|
|
RID giprobe_buffer;
|
|
};
|
|
|
|
RID default_giprobe_buffer;
|
|
|
|
/* SDFGI */
|
|
|
|
struct SDFGI {
|
|
enum {
|
|
MAX_CASCADES = 8,
|
|
CASCADE_SIZE = 128,
|
|
PROBE_DIVISOR = 16,
|
|
ANISOTROPY_SIZE = 6,
|
|
MAX_DYNAMIC_LIGHTS = 128,
|
|
MAX_STATIC_LIGHTS = 1024,
|
|
LIGHTPROBE_OCT_SIZE = 6,
|
|
SH_SIZE = 16
|
|
};
|
|
|
|
struct Cascade {
|
|
struct UBO {
|
|
float offset[3];
|
|
float to_cell;
|
|
int32_t probe_offset[3];
|
|
uint32_t pad;
|
|
};
|
|
|
|
//cascade blocks are full-size for volume (128^3), half size for albedo/emission
|
|
RID sdf_tex;
|
|
RID light_tex;
|
|
RID light_aniso_0_tex;
|
|
RID light_aniso_1_tex;
|
|
|
|
RID light_data;
|
|
RID light_aniso_0_data;
|
|
RID light_aniso_1_data;
|
|
|
|
struct SolidCell { // this struct is unused, but remains as reference for size
|
|
uint32_t position;
|
|
uint32_t albedo;
|
|
uint32_t static_light;
|
|
uint32_t static_light_aniso;
|
|
};
|
|
|
|
RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch
|
|
RID solid_cell_buffer;
|
|
|
|
RID lightprobe_history_tex;
|
|
RID lightprobe_average_tex;
|
|
|
|
float cell_size;
|
|
Vector3i position;
|
|
|
|
static const Vector3i DIRTY_ALL;
|
|
Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
|
|
|
|
RID sdf_store_uniform_set;
|
|
RID sdf_direct_light_uniform_set;
|
|
RID scroll_uniform_set;
|
|
RID scroll_occlusion_uniform_set;
|
|
RID integrate_uniform_set;
|
|
RID lights_buffer;
|
|
};
|
|
|
|
//used for rendering (voxelization)
|
|
RID render_albedo;
|
|
RID render_emission;
|
|
RID render_emission_aniso;
|
|
RID render_occlusion[8];
|
|
RID render_geom_facing;
|
|
|
|
RID render_sdf[2];
|
|
RID render_sdf_half[2];
|
|
|
|
//used for ping pong processing in cascades
|
|
RID sdf_initialize_uniform_set;
|
|
RID sdf_initialize_half_uniform_set;
|
|
RID jump_flood_uniform_set[2];
|
|
RID jump_flood_half_uniform_set[2];
|
|
RID sdf_upscale_uniform_set;
|
|
int upscale_jfa_uniform_set_index;
|
|
RID occlusion_uniform_set;
|
|
|
|
uint32_t cascade_size = 128;
|
|
|
|
LocalVector<Cascade> cascades;
|
|
|
|
RID lightprobe_texture;
|
|
RID lightprobe_data;
|
|
RID occlusion_texture;
|
|
RID occlusion_data;
|
|
RID ambient_texture; //integrates with volumetric fog
|
|
|
|
RID lightprobe_history_scroll; //used for scrolling lightprobes
|
|
RID lightprobe_average_scroll; //used for scrolling lightprobes
|
|
|
|
uint32_t history_size = 0;
|
|
float solid_cell_ratio = 0;
|
|
uint32_t solid_cell_count = 0;
|
|
|
|
RS::EnvironmentSDFGICascades cascade_mode;
|
|
float min_cell_size = 0;
|
|
uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
|
|
|
|
RID debug_uniform_set;
|
|
RID debug_probes_uniform_set;
|
|
RID cascades_ubo;
|
|
|
|
bool uses_occlusion = false;
|
|
bool uses_multibounce = false;
|
|
bool reads_sky = false;
|
|
float energy = 1.0;
|
|
float normal_bias = 1.1;
|
|
float probe_bias = 1.1;
|
|
RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED;
|
|
|
|
float y_mult = 1.0;
|
|
|
|
uint32_t render_pass = 0;
|
|
};
|
|
|
|
RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
|
|
RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
|
|
float sdfgi_solid_cell_ratio = 0.25;
|
|
Vector3 sdfgi_debug_probe_pos;
|
|
Vector3 sdfgi_debug_probe_dir;
|
|
bool sdfgi_debug_probe_enabled = false;
|
|
Vector3i sdfgi_debug_probe_index;
|
|
|
|
struct SDGIShader {
|
|
enum SDFGIPreprocessShaderVersion {
|
|
PRE_PROCESS_SCROLL,
|
|
PRE_PROCESS_SCROLL_OCCLUSION,
|
|
PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
|
|
PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
|
|
PRE_PROCESS_JUMP_FLOOD,
|
|
PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
|
|
PRE_PROCESS_JUMP_FLOOD_UPSCALE,
|
|
PRE_PROCESS_OCCLUSION,
|
|
PRE_PROCESS_STORE,
|
|
PRE_PROCESS_MAX
|
|
};
|
|
|
|
struct PreprocessPushConstant {
|
|
int32_t scroll[3];
|
|
int32_t grid_size;
|
|
|
|
int32_t probe_offset[3];
|
|
int32_t step_size;
|
|
|
|
int32_t half_size;
|
|
uint32_t occlusion_index;
|
|
int32_t cascade;
|
|
uint32_t pad;
|
|
};
|
|
|
|
SdfgiPreprocessShaderRD preprocess;
|
|
RID preprocess_shader;
|
|
RID preprocess_pipeline[PRE_PROCESS_MAX];
|
|
|
|
struct DebugPushConstant {
|
|
float grid_size[3];
|
|
uint32_t max_cascades;
|
|
|
|
int32_t screen_size[2];
|
|
uint32_t use_occlusion;
|
|
float y_mult;
|
|
|
|
float cam_extent[3];
|
|
uint32_t probe_axis_size;
|
|
|
|
float cam_transform[16];
|
|
};
|
|
|
|
SdfgiDebugShaderRD debug;
|
|
RID debug_shader;
|
|
RID debug_shader_version;
|
|
RID debug_pipeline;
|
|
|
|
enum ProbeDebugMode {
|
|
PROBE_DEBUG_PROBES,
|
|
PROBE_DEBUG_VISIBILITY,
|
|
PROBE_DEBUG_MAX
|
|
};
|
|
|
|
struct DebugProbesPushConstant {
|
|
float projection[16];
|
|
|
|
uint32_t band_power;
|
|
uint32_t sections_in_band;
|
|
uint32_t band_mask;
|
|
float section_arc;
|
|
|
|
float grid_size[3];
|
|
uint32_t cascade;
|
|
|
|
uint32_t pad;
|
|
float y_mult;
|
|
int32_t probe_debug_index;
|
|
int32_t probe_axis_size;
|
|
};
|
|
|
|
SdfgiDebugProbesShaderRD debug_probes;
|
|
RID debug_probes_shader;
|
|
RID debug_probes_shader_version;
|
|
|
|
PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
|
|
|
|
struct Light {
|
|
float color[3];
|
|
float energy;
|
|
|
|
float direction[3];
|
|
uint32_t has_shadow;
|
|
|
|
float position[3];
|
|
float attenuation;
|
|
|
|
uint32_t type;
|
|
float spot_angle;
|
|
float spot_attenuation;
|
|
float radius;
|
|
|
|
float shadow_color[4];
|
|
};
|
|
|
|
struct DirectLightPushConstant {
|
|
float grid_size[3];
|
|
uint32_t max_cascades;
|
|
|
|
uint32_t cascade;
|
|
uint32_t light_count;
|
|
uint32_t process_offset;
|
|
uint32_t process_increment;
|
|
|
|
int32_t probe_axis_size;
|
|
uint32_t multibounce;
|
|
float y_mult;
|
|
uint32_t pad;
|
|
};
|
|
|
|
enum {
|
|
DIRECT_LIGHT_MODE_STATIC,
|
|
DIRECT_LIGHT_MODE_DYNAMIC,
|
|
DIRECT_LIGHT_MODE_MAX
|
|
};
|
|
SdfgiDirectLightShaderRD direct_light;
|
|
RID direct_light_shader;
|
|
RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
|
|
|
|
enum {
|
|
INTEGRATE_MODE_PROCESS,
|
|
INTEGRATE_MODE_STORE,
|
|
INTEGRATE_MODE_SCROLL,
|
|
INTEGRATE_MODE_SCROLL_STORE,
|
|
INTEGRATE_MODE_MAX
|
|
};
|
|
struct IntegratePushConstant {
|
|
enum {
|
|
SKY_MODE_DISABLED,
|
|
SKY_MODE_COLOR,
|
|
SKY_MODE_SKY,
|
|
};
|
|
|
|
float grid_size[3];
|
|
uint32_t max_cascades;
|
|
|
|
uint32_t probe_axis_size;
|
|
uint32_t cascade;
|
|
uint32_t history_index;
|
|
uint32_t history_size;
|
|
|
|
uint32_t ray_count;
|
|
float ray_bias;
|
|
int32_t image_size[2];
|
|
|
|
int32_t world_offset[3];
|
|
uint32_t sky_mode;
|
|
|
|
int32_t scroll[3];
|
|
float sky_energy;
|
|
|
|
float sky_color[3];
|
|
float y_mult;
|
|
|
|
uint32_t store_ambient_texture;
|
|
uint32_t pad[3];
|
|
};
|
|
|
|
SdfgiIntegrateShaderRD integrate;
|
|
RID integrate_shader;
|
|
RID integrate_pipeline[INTEGRATE_MODE_MAX];
|
|
|
|
RID integrate_default_sky_uniform_set;
|
|
|
|
} sdfgi_shader;
|
|
|
|
void _sdfgi_erase(RenderBuffers *rb);
|
|
int _sdfgi_get_pending_region_data(RID p_render_buffers, int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
|
|
void _sdfgi_update_cascades(RID p_render_buffers);
|
|
|
|
/* GI */
|
|
|
|
struct GI {
|
|
struct SDFGIData {
|
|
float grid_size[3];
|
|
uint32_t max_cascades;
|
|
|
|
uint32_t use_occlusion;
|
|
int32_t probe_axis_size;
|
|
float probe_to_uvw;
|
|
float normal_bias;
|
|
|
|
float lightprobe_tex_pixel_size[3];
|
|
float energy;
|
|
|
|
float lightprobe_uv_offset[3];
|
|
float y_mult;
|
|
|
|
float occlusion_clamp[3];
|
|
uint32_t pad3;
|
|
|
|
float occlusion_renormalize[3];
|
|
uint32_t pad4;
|
|
|
|
float cascade_probe_size[3];
|
|
uint32_t pad5;
|
|
|
|
struct ProbeCascadeData {
|
|
float position[3]; //offset of (0,0,0) in world coordinates
|
|
float to_probe; // 1/bounds * grid_size
|
|
int32_t probe_world_offset[3];
|
|
float to_cell; // 1/bounds * grid_size
|
|
};
|
|
|
|
ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
|
|
};
|
|
|
|
struct GIProbeData {
|
|
float xform[16];
|
|
float bounds[3];
|
|
float dynamic_range;
|
|
|
|
float bias;
|
|
float normal_bias;
|
|
uint32_t blend_ambient;
|
|
uint32_t texture_slot;
|
|
|
|
float anisotropy_strength;
|
|
float ao;
|
|
float ao_size;
|
|
uint32_t mipmaps;
|
|
};
|
|
|
|
struct PushConstant {
|
|
int32_t screen_size[2];
|
|
float z_near;
|
|
float z_far;
|
|
|
|
float proj_info[4];
|
|
|
|
uint32_t max_giprobes;
|
|
uint32_t high_quality_vct;
|
|
uint32_t use_sdfgi;
|
|
uint32_t orthogonal;
|
|
|
|
float ao_color[3];
|
|
uint32_t pad;
|
|
|
|
float cam_rotation[12];
|
|
};
|
|
|
|
RID sdfgi_ubo;
|
|
enum {
|
|
MODE_MAX = 1
|
|
};
|
|
|
|
GiShaderRD shader;
|
|
RID shader_version;
|
|
RID pipelines[MODE_MAX];
|
|
} gi;
|
|
|
|
bool screen_space_roughness_limiter = false;
|
|
float screen_space_roughness_limiter_amount = 0.25;
|
|
float screen_space_roughness_limiter_limit = 0.18;
|
|
|
|
mutable RID_Owner<RenderBuffers> render_buffers_owner;
|
|
|
|
void _free_render_buffer_data(RenderBuffers *rb);
|
|
void _allocate_blur_textures(RenderBuffers *rb);
|
|
void _allocate_luminance_textures(RenderBuffers *rb);
|
|
|
|
void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas);
|
|
void _render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection);
|
|
void _sdfgi_debug_draw(RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform);
|
|
|
|
/* Cluster */
|
|
|
|
struct Cluster {
|
|
/* Scene State UBO */
|
|
|
|
struct ReflectionData { //should always be 128 bytes
|
|
float box_extents[3];
|
|
float index;
|
|
float box_offset[3];
|
|
uint32_t mask;
|
|
float params[4]; // intensity, 0, interior , boxproject
|
|
float ambient[3]; // ambient color,
|
|
uint32_t ambient_mode;
|
|
float local_matrix[16]; // up to here for spot and omni, rest is for directional
|
|
};
|
|
|
|
struct LightData {
|
|
float position[3];
|
|
float inv_radius;
|
|
float direction[3];
|
|
float size;
|
|
uint16_t attenuation_energy[2]; //16 bits attenuation, then energy
|
|
uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm)
|
|
uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float)
|
|
uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
|
|
float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
|
|
float shadow_matrix[16];
|
|
float shadow_bias;
|
|
float shadow_normal_bias;
|
|
float transmittance_bias;
|
|
float soft_shadow_size;
|
|
float soft_shadow_scale;
|
|
uint32_t mask;
|
|
float shadow_volumetric_fog_fade;
|
|
uint32_t pad;
|
|
float projector_rect[4];
|
|
};
|
|
|
|
struct DirectionalLightData {
|
|
float direction[3];
|
|
float energy;
|
|
float color[3];
|
|
float size;
|
|
float specular;
|
|
uint32_t mask;
|
|
float softshadow_angle;
|
|
float soft_shadow_scale;
|
|
uint32_t blend_splits;
|
|
uint32_t shadow_enabled;
|
|
float fade_from;
|
|
float fade_to;
|
|
uint32_t pad[3];
|
|
float shadow_volumetric_fog_fade;
|
|
float shadow_bias[4];
|
|
float shadow_normal_bias[4];
|
|
float shadow_transmittance_bias[4];
|
|
float shadow_z_range[4];
|
|
float shadow_range_begin[4];
|
|
float shadow_split_offsets[4];
|
|
float shadow_matrices[4][16];
|
|
float shadow_color1[4];
|
|
float shadow_color2[4];
|
|
float shadow_color3[4];
|
|
float shadow_color4[4];
|
|
float uv_scale1[2];
|
|
float uv_scale2[2];
|
|
float uv_scale3[2];
|
|
float uv_scale4[2];
|
|
};
|
|
|
|
struct DecalData {
|
|
float xform[16];
|
|
float inv_extents[3];
|
|
float albedo_mix;
|
|
float albedo_rect[4];
|
|
float normal_rect[4];
|
|
float orm_rect[4];
|
|
float emission_rect[4];
|
|
float modulate[4];
|
|
float emission_energy;
|
|
uint32_t mask;
|
|
float upper_fade;
|
|
float lower_fade;
|
|
float normal_xform[12];
|
|
float normal[3];
|
|
float normal_fade;
|
|
};
|
|
|
|
ReflectionData *reflections;
|
|
uint32_t max_reflections;
|
|
RID reflection_buffer;
|
|
uint32_t max_reflection_probes_per_instance;
|
|
|
|
DecalData *decals;
|
|
uint32_t max_decals;
|
|
RID decal_buffer;
|
|
|
|
LightData *lights;
|
|
uint32_t max_lights;
|
|
RID light_buffer;
|
|
RID *lights_instances;
|
|
Rect2i *lights_shadow_rect_cache;
|
|
uint32_t lights_shadow_rect_cache_count = 0;
|
|
|
|
DirectionalLightData *directional_lights;
|
|
uint32_t max_directional_lights;
|
|
RID directional_light_buffer;
|
|
|
|
LightClusterBuilder builder;
|
|
|
|
} cluster;
|
|
|
|
struct VolumetricFog {
|
|
uint32_t width = 0;
|
|
uint32_t height = 0;
|
|
uint32_t depth = 0;
|
|
|
|
float length;
|
|
float spread;
|
|
|
|
RID light_density_map;
|
|
RID fog_map;
|
|
RID uniform_set;
|
|
RID uniform_set2;
|
|
RID sdfgi_uniform_set;
|
|
RID sky_uniform_set;
|
|
|
|
int last_shadow_filter = -1;
|
|
};
|
|
|
|
enum {
|
|
VOLUMETRIC_FOG_SHADER_DENSITY,
|
|
VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI,
|
|
VOLUMETRIC_FOG_SHADER_FILTER,
|
|
VOLUMETRIC_FOG_SHADER_FOG,
|
|
VOLUMETRIC_FOG_SHADER_MAX,
|
|
};
|
|
|
|
struct VolumetricFogShader {
|
|
struct PushConstant {
|
|
float fog_frustum_size_begin[2];
|
|
float fog_frustum_size_end[2];
|
|
|
|
float fog_frustum_end;
|
|
float z_near;
|
|
float z_far;
|
|
uint32_t filter_axis;
|
|
|
|
int32_t fog_volume_size[3];
|
|
uint32_t directional_light_count;
|
|
|
|
float light_energy[3];
|
|
float base_density;
|
|
|
|
float detail_spread;
|
|
float gi_inject;
|
|
uint32_t max_gi_probes;
|
|
uint32_t pad;
|
|
|
|
float cam_rotation[12];
|
|
};
|
|
|
|
VolumetricFogShaderRD shader;
|
|
|
|
RID shader_version;
|
|
RID pipelines[VOLUMETRIC_FOG_SHADER_MAX];
|
|
|
|
} volumetric_fog;
|
|
|
|
uint32_t volumetric_fog_depth = 128;
|
|
uint32_t volumetric_fog_size = 128;
|
|
bool volumetric_fog_filter_active = false;
|
|
uint32_t volumetric_fog_directional_shadow_shrink = 512;
|
|
uint32_t volumetric_fog_positional_shadow_shrink = 512;
|
|
|
|
void _volumetric_fog_erase(RenderBuffers *rb);
|
|
void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count);
|
|
|
|
RID shadow_sampler;
|
|
|
|
uint64_t scene_pass = 0;
|
|
uint64_t shadow_atlas_realloc_tolerance_msec = 500;
|
|
|
|
struct SDFGICosineNeighbour {
|
|
uint32_t neighbour;
|
|
float weight;
|
|
};
|
|
|
|
bool low_end = false;
|
|
|
|
public:
|
|
/* SHADOW ATLAS API */
|
|
|
|
RID shadow_atlas_create();
|
|
void shadow_atlas_set_size(RID p_atlas, int p_size);
|
|
void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
|
|
bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
|
|
_FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
|
|
ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
|
|
ERR_FAIL_COND_V(!atlas, false);
|
|
return atlas->shadow_owners.has(p_light_intance);
|
|
}
|
|
|
|
_FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
|
|
ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
|
|
ERR_FAIL_COND_V(!atlas, RID());
|
|
return atlas->depth;
|
|
}
|
|
|
|
_FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
|
|
ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
|
|
ERR_FAIL_COND_V(!atlas, Size2i());
|
|
return Size2(atlas->size, atlas->size);
|
|
}
|
|
|
|
void directional_shadow_atlas_set_size(int p_size);
|
|
int get_directional_light_shadow_size(RID p_light_intance);
|
|
void set_directional_shadow_count(int p_count);
|
|
|
|
_FORCE_INLINE_ RID directional_shadow_get_texture() {
|
|
return directional_shadow.depth;
|
|
}
|
|
|
|
_FORCE_INLINE_ Size2i directional_shadow_get_size() {
|
|
return Size2i(directional_shadow.size, directional_shadow.size);
|
|
}
|
|
|
|
/* SDFGI UPDATE */
|
|
|
|
int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
|
|
virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position);
|
|
virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const;
|
|
virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const;
|
|
virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const;
|
|
virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count);
|
|
RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
|
|
/* SKY API */
|
|
|
|
RID sky_create();
|
|
void sky_set_radiance_size(RID p_sky, int p_radiance_size);
|
|
void sky_set_mode(RID p_sky, RS::SkyMode p_mode);
|
|
void sky_set_material(RID p_sky, RID p_material);
|
|
Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size);
|
|
|
|
RID sky_get_radiance_texture_rd(RID p_sky) const;
|
|
RID sky_get_radiance_uniform_set_rd(RID p_sky, RID p_shader, int p_set) const;
|
|
RID sky_get_material(RID p_sky) const;
|
|
|
|
/* ENVIRONMENT API */
|
|
|
|
RID environment_create();
|
|
|
|
void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
|
|
void environment_set_sky(RID p_env, RID p_sky);
|
|
void environment_set_sky_custom_fov(RID p_env, float p_scale);
|
|
void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
|
|
void environment_set_bg_color(RID p_env, const Color &p_color);
|
|
void environment_set_bg_energy(RID p_env, float p_energy);
|
|
void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
|
|
void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color());
|
|
|
|
RS::EnvironmentBG environment_get_background(RID p_env) const;
|
|
RID environment_get_sky(RID p_env) const;
|
|
float environment_get_sky_custom_fov(RID p_env) const;
|
|
Basis environment_get_sky_orientation(RID p_env) const;
|
|
Color environment_get_bg_color(RID p_env) const;
|
|
float environment_get_bg_energy(RID p_env) const;
|
|
int environment_get_canvas_max_layer(RID p_env) const;
|
|
Color environment_get_ambient_light_color(RID p_env) const;
|
|
RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
|
|
float environment_get_ambient_light_energy(RID p_env) const;
|
|
float environment_get_ambient_sky_contribution(RID p_env) const;
|
|
RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
|
|
Color environment_get_ao_color(RID p_env) const;
|
|
|
|
bool is_environment(RID p_env) const;
|
|
|
|
void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
|
|
void environment_glow_set_use_bicubic_upscale(bool p_enable);
|
|
void environment_glow_set_use_high_quality(bool p_enable);
|
|
|
|
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective);
|
|
bool environment_is_fog_enabled(RID p_env) const;
|
|
Color environment_get_fog_light_color(RID p_env) const;
|
|
float environment_get_fog_light_energy(RID p_env) const;
|
|
float environment_get_fog_sun_scatter(RID p_env) const;
|
|
float environment_get_fog_density(RID p_env) const;
|
|
float environment_get_fog_height(RID p_env) const;
|
|
float environment_get_fog_height_density(RID p_env) const;
|
|
float environment_get_fog_aerial_perspective(RID p_env) const;
|
|
|
|
void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter);
|
|
|
|
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth);
|
|
virtual void environment_set_volumetric_fog_filter_active(bool p_enable);
|
|
virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size);
|
|
virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size);
|
|
|
|
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
|
|
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
|
|
void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to);
|
|
bool environment_is_ssao_enabled(RID p_env) const;
|
|
float environment_get_ssao_ao_affect(RID p_env) const;
|
|
float environment_get_ssao_light_affect(RID p_env) const;
|
|
bool environment_is_ssr_enabled(RID p_env) const;
|
|
bool environment_is_sdfgi_enabled(RID p_env) const;
|
|
|
|
virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
|
|
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count);
|
|
virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames);
|
|
|
|
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality);
|
|
RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
|
|
|
|
void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
|
|
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction);
|
|
|
|
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size);
|
|
|
|
virtual RID camera_effects_create();
|
|
|
|
virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter);
|
|
virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape);
|
|
|
|
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount);
|
|
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure);
|
|
|
|
RID light_instance_create(RID p_light);
|
|
void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
|
|
void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb);
|
|
void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2());
|
|
void light_instance_mark_visible(RID p_light_instance);
|
|
|
|
_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->light;
|
|
}
|
|
|
|
_FORCE_INLINE_ Transform light_instance_get_base_transform(RID p_light_instance) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->transform;
|
|
}
|
|
|
|
_FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas) {
|
|
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
uint32_t key = shadow_atlas->shadow_owners[li->self];
|
|
|
|
uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
|
|
uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
|
|
|
|
ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
|
|
|
|
uint32_t atlas_size = shadow_atlas->size;
|
|
uint32_t quadrant_size = atlas_size >> 1;
|
|
|
|
uint32_t x = (quadrant & 1) * quadrant_size;
|
|
uint32_t y = (quadrant >> 1) * quadrant_size;
|
|
|
|
uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
|
|
x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
|
|
y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
|
|
|
|
uint32_t width = shadow_size;
|
|
uint32_t height = shadow_size;
|
|
|
|
return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
|
|
}
|
|
|
|
_FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->shadow_transform[p_index].camera;
|
|
}
|
|
|
|
_FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
|
|
#ifdef DEBUG_ENABLED
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
|
|
#endif
|
|
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
|
|
ERR_FAIL_COND_V(!shadow_atlas, 0);
|
|
#ifdef DEBUG_ENABLED
|
|
ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
|
|
#endif
|
|
uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
|
|
|
|
uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
|
|
|
|
uint32_t quadrant_size = shadow_atlas->size >> 1;
|
|
|
|
uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
|
|
|
|
return float(1.0) / shadow_size;
|
|
}
|
|
|
|
_FORCE_INLINE_ Transform
|
|
light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->shadow_transform[p_index].transform;
|
|
}
|
|
_FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->shadow_transform[p_index].bias_scale;
|
|
}
|
|
_FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->shadow_transform[p_index].farplane;
|
|
}
|
|
_FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->shadow_transform[p_index].range_begin;
|
|
}
|
|
|
|
_FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->shadow_transform[p_index].uv_scale;
|
|
}
|
|
|
|
_FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->shadow_transform[p_index].atlas_rect;
|
|
}
|
|
|
|
_FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->shadow_transform[p_index].split;
|
|
}
|
|
|
|
_FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->shadow_transform[p_index].shadow_texel_size;
|
|
}
|
|
|
|
_FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
li->last_pass = p_pass;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->last_pass;
|
|
}
|
|
|
|
_FORCE_INLINE_ void light_instance_set_index(RID p_light_instance, uint32_t p_index) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
li->light_index = p_index;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t light_instance_get_index(RID p_light_instance) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->light_index;
|
|
}
|
|
|
|
_FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
|
|
LightInstance *li = light_instance_owner.getornull(p_light_instance);
|
|
return li->light_type;
|
|
}
|
|
|
|
virtual RID reflection_atlas_create();
|
|
virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count);
|
|
virtual int reflection_atlas_get_size(RID p_ref_atlas) const;
|
|
|
|
_FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
|
|
ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_ref_atlas);
|
|
ERR_FAIL_COND_V(!atlas, RID());
|
|
return atlas->reflection;
|
|
}
|
|
|
|
virtual RID reflection_probe_instance_create(RID p_probe);
|
|
virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform);
|
|
virtual void reflection_probe_release_atlas_index(RID p_instance);
|
|
virtual bool reflection_probe_instance_needs_redraw(RID p_instance);
|
|
virtual bool reflection_probe_instance_has_reflection(RID p_instance);
|
|
virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas);
|
|
virtual bool reflection_probe_instance_postprocess_step(RID p_instance);
|
|
|
|
uint32_t reflection_probe_instance_get_resolution(RID p_instance);
|
|
RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
|
|
RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
|
|
|
|
_FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
|
|
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND_V(!rpi, RID());
|
|
|
|
return rpi->probe;
|
|
}
|
|
|
|
_FORCE_INLINE_ void reflection_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
|
|
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!rpi);
|
|
rpi->render_index = p_render_index;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_index(RID p_instance) {
|
|
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND_V(!rpi, 0);
|
|
|
|
return rpi->render_index;
|
|
}
|
|
|
|
_FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
|
|
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND(!rpi);
|
|
rpi->last_pass = p_render_pass;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
|
|
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND_V(!rpi, 0);
|
|
|
|
return rpi->last_pass;
|
|
}
|
|
|
|
_FORCE_INLINE_ Transform reflection_probe_instance_get_transform(RID p_instance) {
|
|
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND_V(!rpi, Transform());
|
|
|
|
return rpi->transform;
|
|
}
|
|
|
|
_FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
|
|
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
|
|
ERR_FAIL_COND_V(!rpi, -1);
|
|
|
|
return rpi->atlas_index;
|
|
}
|
|
|
|
virtual RID decal_instance_create(RID p_decal);
|
|
virtual void decal_instance_set_transform(RID p_decal, const Transform &p_transform);
|
|
|
|
_FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
|
|
DecalInstance *decal = decal_instance_owner.getornull(p_decal);
|
|
return decal->decal;
|
|
}
|
|
|
|
_FORCE_INLINE_ Transform decal_instance_get_transform(RID p_decal) const {
|
|
DecalInstance *decal = decal_instance_owner.getornull(p_decal);
|
|
return decal->transform;
|
|
}
|
|
|
|
RID gi_probe_instance_create(RID p_base);
|
|
void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
|
|
bool gi_probe_needs_update(RID p_probe) const;
|
|
void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::InstanceBase *> &p_dynamic_objects);
|
|
|
|
void gi_probe_set_quality(RS::GIProbeQuality p_quality) { gi_probe_quality = p_quality; }
|
|
|
|
_FORCE_INLINE_ uint32_t gi_probe_instance_get_slot(RID p_probe) {
|
|
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
|
|
return gi_probe->slot;
|
|
}
|
|
_FORCE_INLINE_ RID gi_probe_instance_get_base_probe(RID p_probe) {
|
|
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
|
|
return gi_probe->probe;
|
|
}
|
|
_FORCE_INLINE_ Transform gi_probe_instance_get_transform_to_cell(RID p_probe) {
|
|
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
|
|
return storage->gi_probe_get_to_cell_xform(gi_probe->probe) * gi_probe->transform.affine_inverse();
|
|
}
|
|
|
|
_FORCE_INLINE_ RID gi_probe_instance_get_texture(RID p_probe) {
|
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GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
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return gi_probe->texture;
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}
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_FORCE_INLINE_ void gi_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
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GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!gi_probe);
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gi_probe->render_index = p_render_index;
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}
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_FORCE_INLINE_ uint32_t gi_probe_instance_get_render_index(RID p_instance) {
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GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND_V(!gi_probe, 0);
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return gi_probe->render_index;
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}
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/*
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_FORCE_INLINE_ void gi_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
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GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!g_probe);
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g_probe->last_pass = p_render_pass;
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}
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_FORCE_INLINE_ uint32_t gi_probe_instance_get_render_pass(RID p_instance) {
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GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND_V(!g_probe, 0);
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return g_probe->last_pass;
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}
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*/
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RID render_buffers_create();
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void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding);
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RID render_buffers_get_ao_texture(RID p_render_buffers);
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RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
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RID render_buffers_get_gi_probe_buffer(RID p_render_buffers);
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RID render_buffers_get_default_gi_probe_buffer();
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uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
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bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
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RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
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Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
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Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
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float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
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float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
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uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
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uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
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bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
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float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
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RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
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|
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bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
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RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
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RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
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float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
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float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
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|
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void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<InstanceBase *> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
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|
|
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void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<InstanceBase *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0);
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|
|
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void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
|
|
|
|
void render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<InstanceBase *> &p_instances);
|
|
void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result);
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|
|
|
void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<InstanceBase *> &p_instances);
|
|
|
|
virtual void set_scene_pass(uint64_t p_pass) {
|
|
scene_pass = p_pass;
|
|
}
|
|
_FORCE_INLINE_ uint64_t get_scene_pass() {
|
|
return scene_pass;
|
|
}
|
|
|
|
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit);
|
|
virtual bool screen_space_roughness_limiter_is_active() const;
|
|
virtual float screen_space_roughness_limiter_get_amount() const;
|
|
virtual float screen_space_roughness_limiter_get_limit() const;
|
|
|
|
virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality);
|
|
RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
|
|
virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale);
|
|
|
|
virtual void shadows_quality_set(RS::ShadowQuality p_quality);
|
|
virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality);
|
|
_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
|
|
_FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
|
|
_FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
|
|
_FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
|
|
|
|
_FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
|
|
_FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
|
|
_FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
|
|
_FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
|
|
|
|
_FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
|
|
_FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
|
|
_FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
|
|
_FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
|
|
|
|
int get_roughness_layers() const;
|
|
bool is_using_radiance_cubemap_array() const;
|
|
|
|
virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
|
|
|
|
virtual bool free(RID p_rid);
|
|
|
|
virtual void update();
|
|
|
|
virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw);
|
|
_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
|
|
return debug_draw;
|
|
}
|
|
|
|
virtual void set_time(double p_time, double p_step);
|
|
|
|
RID get_cluster_builder_texture();
|
|
RID get_cluster_builder_indices_buffer();
|
|
RID get_reflection_probe_buffer();
|
|
RID get_positional_light_buffer();
|
|
RID get_directional_light_buffer();
|
|
RID get_decal_buffer();
|
|
int get_max_directional_lights() const;
|
|
|
|
void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir);
|
|
|
|
bool is_low_end() const;
|
|
|
|
RendererSceneRenderRD(RendererStorageRD *p_storage);
|
|
~RendererSceneRenderRD();
|
|
};
|
|
|
|
#endif // RASTERIZER_SCENE_RD_H
|