548524152e
-Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly
278 lines
15 KiB
C++
278 lines
15 KiB
C++
/*************************************************************************/
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/* renderer_scene_render.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 RENDERINGSERVERSCENERENDER_H
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#define RENDERINGSERVERSCENERENDER_H
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#include "core/math/camera_matrix.h"
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#include "core/templates/paged_array.h"
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#include "servers/rendering/renderer_storage.h"
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class RendererSceneRender {
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public:
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enum {
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MAX_DIRECTIONAL_LIGHTS = 8,
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MAX_DIRECTIONAL_LIGHT_CASCADES = 4
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};
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/* SHADOW ATLAS API */
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virtual RID
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shadow_atlas_create() = 0;
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virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
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virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
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virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
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virtual void directional_shadow_atlas_set_size(int p_size) = 0;
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virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;
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virtual void set_directional_shadow_count(int p_count) = 0;
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/* SDFGI UPDATE */
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struct InstanceBase;
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virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) = 0;
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virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const = 0;
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virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const = 0;
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virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const = 0;
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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) = 0;
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/* SKY API */
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virtual RID sky_create() = 0;
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virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
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virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;
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virtual void sky_set_material(RID p_sky, RID p_material) = 0;
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virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;
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/* ENVIRONMENT API */
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virtual RID environment_create() = 0;
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virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) = 0;
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virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
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virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
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virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
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virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
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virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
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virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
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virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) = 0;
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
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#endif
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virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
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virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
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virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
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virtual 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) = 0;
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virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
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virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
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virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
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virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
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virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
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virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
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virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0;
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virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
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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) = 0;
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virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
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virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
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virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;
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virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;
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virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
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virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
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virtual bool is_environment(RID p_env) const = 0;
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virtual RS::EnvironmentBG environment_get_background(RID p_env) const = 0;
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virtual int environment_get_canvas_max_layer(RID p_env) const = 0;
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virtual RID camera_effects_create() = 0;
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virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) = 0;
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virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) = 0;
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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) = 0;
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virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
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virtual void shadows_quality_set(RS::ShadowQuality p_quality) = 0;
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virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) = 0;
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struct InstanceBase : public RendererStorage::InstanceBaseDependency {
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RS::InstanceType base_type;
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RID base;
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RID skeleton;
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RID material_override;
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RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
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Transform transform;
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float lod_bias;
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int depth_layer;
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uint32_t layer_mask;
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//RID sampled_light;
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Vector<RID> materials;
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Vector<RID> light_instances;
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Vector<RID> reflection_probe_instances;
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Vector<RID> gi_probe_instances;
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RS::ShadowCastingSetting cast_shadows;
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//fit in 32 bits
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bool mirror : 8;
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bool receive_shadows : 8;
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bool visible : 8;
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bool baked_light : 2; //this flag is only to know if it actually did use baked light
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bool dynamic_gi : 2; //this flag is only to know if it actually did use baked light
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bool redraw_if_visible : 4;
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float depth; //used for sorting
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InstanceBase *lightmap;
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Rect2 lightmap_uv_scale;
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int lightmap_slice_index;
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uint32_t lightmap_cull_index;
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Vector<Color> lightmap_sh; //spherical harmonic
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AABB aabb;
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AABB transformed_aabb;
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AABB prev_transformed_aabb;
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struct InstanceShaderParameter {
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int32_t index = -1;
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Variant value;
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Variant default_value;
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PropertyInfo info;
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};
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Map<StringName, InstanceShaderParameter> instance_shader_parameters;
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bool instance_allocated_shader_parameters = false;
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int32_t instance_allocated_shader_parameters_offset = -1;
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InstanceBase() {
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base_type = RS::INSTANCE_NONE;
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cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
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receive_shadows = true;
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visible = true;
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depth_layer = 0;
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layer_mask = 1;
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instance_version = 0;
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baked_light = false;
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dynamic_gi = false;
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redraw_if_visible = false;
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lightmap_slice_index = 0;
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lightmap = nullptr;
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lightmap_cull_index = 0;
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lod_bias = 1.0;
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}
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virtual ~InstanceBase() {
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}
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};
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virtual RID light_instance_create(RID p_light) = 0;
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virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
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virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) = 0;
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virtual 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()) = 0;
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virtual void light_instance_mark_visible(RID p_light_instance) = 0;
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virtual bool light_instances_can_render_shadow_cube() const {
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return true;
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}
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virtual RID reflection_atlas_create() = 0;
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virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) = 0;
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virtual int reflection_atlas_get_size(RID p_ref_atlas) const = 0;
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virtual RID reflection_probe_instance_create(RID p_probe) = 0;
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virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
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virtual void reflection_probe_release_atlas_index(RID p_instance) = 0;
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virtual bool reflection_probe_instance_needs_redraw(RID p_instance) = 0;
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virtual bool reflection_probe_instance_has_reflection(RID p_instance) = 0;
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virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) = 0;
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virtual bool reflection_probe_instance_postprocess_step(RID p_instance) = 0;
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virtual RID decal_instance_create(RID p_decal) = 0;
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virtual void decal_instance_set_transform(RID p_decal, const Transform &p_transform) = 0;
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virtual RID gi_probe_instance_create(RID p_gi_probe) = 0;
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virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) = 0;
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virtual bool gi_probe_needs_update(RID p_probe) const = 0;
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virtual 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) = 0;
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virtual void gi_probe_set_quality(RS::GIProbeQuality) = 0;
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virtual 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) = 0;
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virtual 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) = 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_sdfgi(RID p_render_buffers, int p_region, const PagedArray<InstanceBase *> &p_instances) = 0;
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virtual 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_lights) = 0;
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virtual void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<InstanceBase *> &p_instances) = 0;
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virtual void set_scene_pass(uint64_t p_pass) = 0;
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virtual void set_time(double p_time, double p_step) = 0;
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virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
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virtual RID render_buffers_create() = 0;
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virtual 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) = 0;
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virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
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virtual bool screen_space_roughness_limiter_is_active() const = 0;
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virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
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virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
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virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
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virtual bool free(RID p_rid) = 0;
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virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
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virtual bool is_low_end() const = 0;
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virtual void update() = 0;
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virtual ~RendererSceneRender() {}
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};
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#endif // RENDERINGSERVERSCENERENDER_H
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