384 lines
17 KiB
C++
384 lines
17 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 RENDERER_SCENE_RENDER_RD_H
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#define RENDERER_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/cluster_builder_rd.h"
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#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
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#include "servers/rendering/renderer_rd/effects/copy_effects.h"
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#include "servers/rendering/renderer_rd/effects/debug_effects.h"
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#include "servers/rendering/renderer_rd/effects/fsr.h"
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#include "servers/rendering/renderer_rd/effects/luminance.h"
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#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
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#include "servers/rendering/renderer_rd/effects/vrs.h"
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#include "servers/rendering/renderer_rd/environment/fog.h"
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#include "servers/rendering/renderer_rd/environment/gi.h"
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#include "servers/rendering/renderer_rd/environment/sky.h"
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#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
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#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
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#include "servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.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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#include "servers/rendering/rendering_method.h"
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// For RenderDataRD, possibly inherited from RefCounted and add proper getters for our implementation classes
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struct RenderDataRD {
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Ref<RenderSceneBuffersRD> render_buffers;
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RenderSceneDataRD *scene_data;
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const PagedArray<RenderGeometryInstance *> *instances = nullptr;
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const PagedArray<RID> *lights = nullptr;
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const PagedArray<RID> *reflection_probes = nullptr;
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const PagedArray<RID> *voxel_gi_instances = nullptr;
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const PagedArray<RID> *decals = nullptr;
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const PagedArray<RID> *lightmaps = nullptr;
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const PagedArray<RID> *fog_volumes = nullptr;
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RID environment;
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RID camera_attributes;
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RID shadow_atlas;
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RID occluder_debug_tex;
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RID reflection_atlas;
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RID reflection_probe;
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int reflection_probe_pass = 0;
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RID cluster_buffer;
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uint32_t cluster_size = 0;
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uint32_t cluster_max_elements = 0;
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uint32_t directional_light_count = 0;
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bool directional_light_soft_shadows = false;
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RenderingMethod::RenderInfo *render_info = nullptr;
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/* Shadow data */
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const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
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int render_shadow_count = 0;
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LocalVector<int> cube_shadows;
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LocalVector<int> shadows;
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LocalVector<int> directional_shadows;
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/* GI info */
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const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
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int render_sdfgi_region_count = 0;
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const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
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uint32_t voxel_gi_count = 0;
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};
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class RendererSceneRenderRD : public RendererSceneRender {
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friend RendererRD::SkyRD;
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friend RendererRD::GI;
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protected:
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RendererRD::ForwardIDStorage *forward_id_storage = nullptr;
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RendererRD::BokehDOF *bokeh_dof = nullptr;
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RendererRD::CopyEffects *copy_effects = nullptr;
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RendererRD::DebugEffects *debug_effects = nullptr;
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RendererRD::Luminance *luminance = nullptr;
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RendererRD::ToneMapper *tone_mapper = nullptr;
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RendererRD::FSR *fsr = nullptr;
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RendererRD::VRS *vrs = nullptr;
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double time = 0.0;
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double time_step = 0.0;
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/* ENVIRONMENT */
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bool glow_bicubic_upscale = false;
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bool use_physical_light_units = false;
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////////////////////////////////
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virtual RendererRD::ForwardIDStorage *create_forward_id_storage() { return memnew(RendererRD::ForwardIDStorage); };
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void _update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers);
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virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
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virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
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virtual void _render_buffers_debug_draw(const RenderDataRD *p_render_data);
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virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) = 0;
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virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
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virtual void _render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) = 0;
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virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;
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void _debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
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virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
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virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
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bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
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void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
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void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
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void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
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void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
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void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
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void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
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void _disable_clear_request(const RenderDataRD *p_render_data);
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// needed for a single argument calls (material and uv2)
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PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;
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PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist
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RendererRD::SkyRD sky;
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RendererRD::GI gi;
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virtual void _update_shader_quality_settings() {}
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private:
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RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
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static RendererSceneRenderRD *singleton;
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/* Shadow atlas */
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RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
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RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
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float shadows_quality_radius = 1.0;
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float directional_shadow_quality_radius = 1.0;
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float *directional_penumbra_shadow_kernel = nullptr;
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float *directional_soft_shadow_kernel = nullptr;
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float *penumbra_shadow_kernel = nullptr;
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float *soft_shadow_kernel = nullptr;
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int directional_penumbra_shadow_samples = 0;
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int directional_soft_shadow_samples = 0;
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int penumbra_shadow_samples = 0;
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int soft_shadow_samples = 0;
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RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
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RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
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/* RENDER BUFFERS */
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/* GI */
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bool screen_space_roughness_limiter = false;
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float screen_space_roughness_limiter_amount = 0.25;
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float screen_space_roughness_limiter_limit = 0.18;
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/* Light data */
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uint64_t scene_pass = 0;
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uint32_t max_cluster_elements = 512;
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/* Volumetric Fog */
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uint32_t volumetric_fog_size = 128;
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uint32_t volumetric_fog_depth = 128;
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bool volumetric_fog_filter_active = true;
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public:
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static RendererSceneRenderRD *get_singleton() { return singleton; }
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/* LIGHTING */
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virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size){};
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virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture){};
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virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size){};
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/* GI */
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RendererRD::GI *get_gi() { return &gi; }
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/* SKY */
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RendererRD::SkyRD *get_sky() { return &sky; }
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/* SKY API */
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virtual RID sky_allocate() override;
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virtual void sky_initialize(RID p_rid) override;
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virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
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virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
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virtual void sky_set_material(RID p_sky, RID p_material) override;
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virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
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/* ENVIRONMENT API */
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virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
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virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
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virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
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virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
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virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
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virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
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virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
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_FORCE_INLINE_ bool is_using_physical_light_units() {
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return use_physical_light_units;
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}
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/* REFLECTION PROBE */
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virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
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/* FOG VOLUMES */
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uint32_t get_volumetric_fog_size() const { return volumetric_fog_size; }
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uint32_t get_volumetric_fog_depth() const { return volumetric_fog_depth; }
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bool get_volumetric_fog_filter_active() const { return volumetric_fog_filter_active; }
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virtual RID fog_volume_instance_create(RID p_fog_volume) override;
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virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
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virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
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virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
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virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
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/* gi light probes */
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virtual RID voxel_gi_instance_create(RID p_base) override;
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virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
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virtual bool voxel_gi_needs_update(RID p_probe) const override;
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virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override;
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virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
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/* render buffers */
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virtual float _render_buffers_get_luminance_multiplier();
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virtual RD::DataFormat _render_buffers_get_color_format();
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virtual bool _render_buffers_can_be_storage();
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virtual Ref<RenderSceneBuffers> render_buffers_create() override;
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virtual void gi_set_use_half_resolution(bool p_enable) override;
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RID render_buffers_get_default_voxel_gi_buffer();
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virtual void base_uniforms_changed() = 0;
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virtual void update_uniform_sets(){};
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virtual void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) override;
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virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
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virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;
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virtual void set_scene_pass(uint64_t p_pass) override {
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scene_pass = p_pass;
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}
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_FORCE_INLINE_ uint64_t get_scene_pass() {
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return scene_pass;
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}
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virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;
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virtual bool screen_space_roughness_limiter_is_active() const override;
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virtual float screen_space_roughness_limiter_get_amount() const;
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virtual float screen_space_roughness_limiter_get_limit() const;
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virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
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virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
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virtual void decals_set_filter(RS::DecalFilter p_filter) override;
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virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
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_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const {
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return shadows_quality;
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}
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_FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const {
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return directional_shadow_quality;
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}
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_FORCE_INLINE_ float shadows_quality_radius_get() const {
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return shadows_quality_radius;
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}
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_FORCE_INLINE_ float directional_shadow_quality_radius_get() const {
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return directional_shadow_quality_radius;
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}
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_FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() {
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return directional_penumbra_shadow_kernel;
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}
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_FORCE_INLINE_ float *directional_soft_shadow_kernel_get() {
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return directional_soft_shadow_kernel;
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}
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_FORCE_INLINE_ float *penumbra_shadow_kernel_get() {
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return penumbra_shadow_kernel;
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}
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_FORCE_INLINE_ float *soft_shadow_kernel_get() {
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return soft_shadow_kernel;
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}
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_FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const {
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return directional_penumbra_shadow_samples;
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}
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_FORCE_INLINE_ int directional_soft_shadow_samples_get() const {
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return directional_soft_shadow_samples;
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}
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_FORCE_INLINE_ int penumbra_shadow_samples_get() const {
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return penumbra_shadow_samples;
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}
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_FORCE_INLINE_ int soft_shadow_samples_get() const {
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return soft_shadow_samples;
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}
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_FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const {
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return light_projectors_filter;
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}
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_FORCE_INLINE_ RS::DecalFilter decals_get_filter() const {
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return decals_filter;
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}
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int get_roughness_layers() const;
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bool is_using_radiance_cubemap_array() const;
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virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override;
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virtual bool free(RID p_rid) override;
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virtual void update() override;
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virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
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_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
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return debug_draw;
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}
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virtual void set_time(double p_time, double p_step) override;
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virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
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virtual bool is_vrs_supported() const;
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virtual bool is_dynamic_gi_supported() const;
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virtual bool is_volumetric_supported() const;
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virtual uint32_t get_max_elements() const;
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void init();
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RendererSceneRenderRD();
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~RendererSceneRenderRD();
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};
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#endif // RENDERER_SCENE_RENDER_RD_H
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