virtualx-engine/servers/rendering/renderer_rd/renderer_scene_render_rd.h
reduz 8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00

2128 lines
70 KiB
C++

/*************************************************************************/
/* renderer_scene_render_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RENDERING_SERVER_SCENE_RENDER_RD_H
#define RENDERING_SERVER_SCENE_RENDER_RD_H
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/giprobe.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/giprobe_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
class RendererSceneRenderRD : public RendererSceneRender {
protected:
double time;
// Skys need less info from Directional Lights than the normal shaders
struct SkyDirectionalLightData {
float direction[3];
float energy;
float color[3];
float size;
uint32_t enabled;
uint32_t pad[3];
};
struct SkySceneState {
struct UBO {
uint32_t volumetric_fog_enabled;
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
float fog_aerial_perspective;
float fog_light_color[3];
float fog_sun_scatter;
uint32_t fog_enabled;
float fog_density;
float z_far;
uint32_t directional_light_count;
};
UBO ubo;
SkyDirectionalLightData *directional_lights;
SkyDirectionalLightData *last_frame_directional_lights;
uint32_t max_directional_lights;
uint32_t last_frame_directional_light_count;
RID directional_light_buffer;
RID uniform_set;
RID uniform_buffer;
RID fog_uniform_set;
RID default_fog_uniform_set;
RID fog_shader;
RID fog_material;
RID fog_only_texture_uniform_set;
} sky_scene_state;
struct RenderBufferData {
virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) = 0;
virtual ~RenderBufferData() {}
};
virtual RenderBufferData *_create_render_buffer_data() = 0;
void _setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count);
void _setup_decals(const PagedArray<RID> &p_decals, const Transform &p_camera_inverse_xform);
void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment);
void _setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used);
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_cluster_max_elements, 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;
virtual void _render_shadow_begin() = 0;
virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &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 p_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, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true) = 0;
virtual void _render_shadow_process() = 0;
virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &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;
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
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);
void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
virtual void _base_uniforms_changed() = 0;
virtual void _render_buffers_uniform_set_changed(RID p_render_buffers) = 0;
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
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);
void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
void _setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size);
void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
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);
void _pre_process_gi(RID p_render_buffers, const Transform &p_transform);
void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes);
bool _needs_post_prepass_render(bool p_use_gi);
void _post_prepass_render(bool p_use_gi);
void _pre_resolve_render(bool p_use_gi);
void _pre_opaque_render(bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_gi_probe_buffer);
uint32_t _get_render_state_directional_light_count() const;
// needed for a single argument calls (material and uv2)
PagedArrayPool<GeometryInstance *> cull_argument_pool;
PagedArray<GeometryInstance *> cull_argument; //need this to exist
private:
RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
double time_step = 0;
static RendererSceneRenderRD *singleton;
int roughness_layers;
RendererStorageRD *storage;
struct ReflectionData {
struct Layer {
struct Mipmap {
RID framebuffers[6];
RID views[6];
Size2i size;
};
Vector<Mipmap> mipmaps; //per-face view
Vector<RID> views; // per-cubemap view
};
struct DownsampleLayer {
struct Mipmap {
RID view;
Size2i size;
};
Vector<Mipmap> mipmaps;
};
RID radiance_base_cubemap; //cubemap for first layer, first cubemap
RID downsampled_radiance_cubemap;
DownsampleLayer downsampled_layer;
RID coefficient_buffer;
bool dirty = true;
Vector<Layer> layers;
};
void _clear_reflection_data(ReflectionData &rd);
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);
void _create_reflection_fast_filter(ReflectionData &rd, bool p_use_arrays);
void _create_reflection_importance_sample(ReflectionData &rd, bool p_use_arrays, int p_cube_side, int p_base_layer);
void _update_reflection_mipmaps(ReflectionData &rd, int p_start, int p_end);
/* Sky shader */
enum SkyVersion {
SKY_VERSION_BACKGROUND,
SKY_VERSION_HALF_RES,
SKY_VERSION_QUARTER_RES,
SKY_VERSION_CUBEMAP,
SKY_VERSION_CUBEMAP_HALF_RES,
SKY_VERSION_CUBEMAP_QUARTER_RES,
SKY_VERSION_MAX
};
struct SkyShader {
SkyShaderRD shader;
ShaderCompilerRD compiler;
RID default_shader;
RID default_material;
RID default_shader_rd;
} sky_shader;
struct SkyShaderData : public RendererStorageRD::ShaderData {
bool valid;
RID version;
PipelineCacheRD pipelines[SKY_VERSION_MAX];
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String path;
String code;
Map<StringName, RID> default_texture_params;
bool uses_time;
bool uses_position;
bool uses_half_res;
bool uses_quarter_res;
bool uses_light;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
SkyShaderData();
virtual ~SkyShaderData();
};
RendererStorageRD::ShaderData *_create_sky_shader_func();
static RendererStorageRD::ShaderData *_create_sky_shader_funcs() {
return static_cast<RendererSceneRenderRD *>(singleton)->_create_sky_shader_func();
};
struct SkyMaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
SkyShaderData *shader_data;
RID uniform_buffer;
RID uniform_set;
Vector<RID> texture_cache;
Vector<uint8_t> ubo_data;
bool uniform_set_updated;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~SkyMaterialData();
};
RendererStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
static RendererStorageRD::MaterialData *_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
return static_cast<RendererSceneRenderRD *>(singleton)->_create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
};
enum SkyTextureSetVersion {
SKY_TEXTURE_SET_BACKGROUND,
SKY_TEXTURE_SET_HALF_RES,
SKY_TEXTURE_SET_QUARTER_RES,
SKY_TEXTURE_SET_CUBEMAP,
SKY_TEXTURE_SET_CUBEMAP_HALF_RES,
SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES,
SKY_TEXTURE_SET_MAX
};
enum SkySet {
SKY_SET_UNIFORMS,
SKY_SET_MATERIAL,
SKY_SET_TEXTURES,
SKY_SET_FOG,
SKY_SET_MAX
};
/* SKY */
struct Sky {
RID radiance;
RID half_res_pass;
RID half_res_framebuffer;
RID quarter_res_pass;
RID quarter_res_framebuffer;
Size2i screen_size;
RID texture_uniform_sets[SKY_TEXTURE_SET_MAX];
RID uniform_set;
RID material;
RID uniform_buffer;
int radiance_size = 256;
RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
ReflectionData reflection;
bool dirty = false;
int processing_layer = 0;
Sky *dirty_list = nullptr;
//State to track when radiance cubemap needs updating
SkyMaterialData *prev_material;
Vector3 prev_position;
float prev_time;
RID sdfgi_integrate_sky_uniform_set;
};
Sky *dirty_sky_list = nullptr;
void _sky_invalidate(Sky *p_sky);
void _update_dirty_skys();
RID _get_sky_textures(Sky *p_sky, SkyTextureSetVersion p_version);
uint32_t sky_ggx_samples_quality;
bool sky_use_cubemap_array;
mutable RID_Owner<Sky, true> sky_owner;
/* REFLECTION ATLAS */
struct ReflectionAtlas {
int count = 0;
int size = 0;
RID reflection;
RID depth_buffer;
RID depth_fb;
struct Reflection {
RID owner;
ReflectionData data;
RID fbs[6];
};
Vector<Reflection> reflections;
ClusterBuilderRD *cluster_builder = nullptr;
};
mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
/* REFLECTION PROBE INSTANCE */
struct ReflectionProbeInstance {
RID probe;
int atlas_index = -1;
RID atlas;
bool dirty = true;
bool rendering = false;
int processing_layer = 1;
int processing_side = 0;
uint32_t render_step = 0;
uint64_t last_pass = 0;
uint32_t render_index = 0;
Transform transform;
};
mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
/* DECAL INSTANCE */
struct DecalInstance {
RID decal;
Transform transform;
};
mutable RID_Owner<DecalInstance> decal_instance_owner;
/* LIGHTMAP INSTANCE */
struct LightmapInstance {
RID lightmap;
Transform transform;
};
mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
/* GIPROBE INSTANCE */
struct GIProbeLight {
uint32_t type;
float energy;
float radius;
float attenuation;
float color[3];
float cos_spot_angle;
float position[3];
float inv_spot_attenuation;
float direction[3];
uint32_t has_shadow;
};
struct GIProbePushConstant {
int32_t limits[3];
uint32_t stack_size;
float emission_scale;
float propagation;
float dynamic_range;
uint32_t light_count;
uint32_t cell_offset;
uint32_t cell_count;
float aniso_strength;
uint32_t pad;
};
struct GIProbeDynamicPushConstant {
int32_t limits[3];
uint32_t light_count;
int32_t x_dir[3];
float z_base;
int32_t y_dir[3];
float z_sign;
int32_t z_dir[3];
float pos_multiplier;
uint32_t rect_pos[2];
uint32_t rect_size[2];
uint32_t prev_rect_ofs[2];
uint32_t prev_rect_size[2];
uint32_t flip_x;
uint32_t flip_y;
float dynamic_range;
uint32_t on_mipmap;
float propagation;
float pad[3];
};
struct GIProbeInstance {
RID probe;
RID texture;
RID write_buffer;
struct Mipmap {
RID texture;
RID uniform_set;
RID second_bounce_uniform_set;
RID write_uniform_set;
uint32_t level;
uint32_t cell_offset;
uint32_t cell_count;
};
Vector<Mipmap> mipmaps;
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;
bool use_16_bits = false;
RID depth;
RID fb; //for copying
Map<RID, uint32_t> shadow_owners;
};
RID_Owner<ShadowAtlas> shadow_atlas_owner;
void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
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;
RID fb; //when renderign direct
int light_count = 0;
int size = 0;
bool use_16_bits = false;
int current_light = 0;
} directional_shadow;
void _update_directional_shadow_atlas();
/* SHADOW CUBEMAPS */
struct ShadowCubemap {
RID cubemap;
RID side_fb[6];
};
Map<int, ShadowCubemap> shadow_cubemaps;
ShadowCubemap *_get_shadow_cubemap(int 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[6];
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;
float volumetric_fog_gi_inject = 0.0;
bool volumetric_fog_temporal_reprojection = true;
float volumetric_fog_temporal_reprojection_amount = 0.9;
/// 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;
float sdfgi_bounce_feedback = 0.0;
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, true> 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, true> camera_effects_owner;
/* RENDER BUFFERS */
ClusterBuilderSharedDataRD cluster_builder_shared;
ClusterBuilderRD *current_cluster_builder = nullptr;
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;
ClusterBuilderRD *cluster_builder = 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 ambient_buffer;
RID reflection_buffer;
bool using_half_size_gi = false;
struct GI {
RID full_buffer;
RID full_dispatch;
RID full_mask;
} gi;
};
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;
bool all_dynamic_lights_dirty = true;
};
//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;
float bounce_feedback = 0.0;
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;
int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
};
void _sdfgi_update_light(RID p_render_buffers, RID p_environment);
void _sdfgi_update_probes(RID p_render_buffers, RID p_environment);
void _sdfgi_store_probes(RID p_render_buffers);
RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_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 cos_spot_angle;
float inv_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;
float bounce_feedback;
float y_mult;
uint32_t use_occlusion;
};
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];
float ao_color[3];
uint32_t max_giprobes;
uint32_t high_quality_vct;
uint32_t orthogonal;
uint32_t pad[2];
float cam_rotation[12];
};
RID sdfgi_ubo;
enum Mode {
MODE_GIPROBE,
MODE_SDFGI,
MODE_COMBINED,
MODE_HALF_RES_GIPROBE,
MODE_HALF_RES_SDFGI,
MODE_HALF_RES_COMBINED,
MODE_MAX
};
bool half_resolution = false;
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 */
enum {
REFLECTION_AMBIENT_DISABLED = 0,
REFLECTION_AMBIENT_ENVIRONMENT = 1,
REFLECTION_AMBIENT_COLOR = 2,
};
struct ReflectionData {
float box_extents[3];
float index;
float box_offset[3];
uint32_t mask;
float ambient[3]; // ambient color,
float intensity;
bool exterior;
bool box_project;
uint32_t ambient_mode;
uint32_t pad;
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;
float color[3];
float attenuation;
float inv_spot_attenuation;
float cos_spot_angle;
float specular_amount;
uint32_t shadow_enabled;
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;
};
template <class T>
struct InstanceSort {
float depth;
T *instance;
bool operator<(const InstanceSort &p_sort) const {
return depth < p_sort.depth;
}
};
ReflectionData *reflections;
InstanceSort<ReflectionProbeInstance> *reflection_sort;
uint32_t max_reflections;
RID reflection_buffer;
uint32_t max_reflection_probes_per_instance;
uint32_t reflection_count = 0;
DecalData *decals;
InstanceSort<DecalInstance> *decal_sort;
uint32_t max_decals;
RID decal_buffer;
uint32_t decal_count;
LightData *omni_lights;
LightData *spot_lights;
InstanceSort<LightInstance> *omni_light_sort;
InstanceSort<LightInstance> *spot_light_sort;
uint32_t max_lights;
RID omni_light_buffer;
RID spot_light_buffer;
uint32_t omni_light_count = 0;
uint32_t spot_light_count = 0;
DirectionalLightData *directional_lights;
uint32_t max_directional_lights;
RID directional_light_buffer;
} cluster;
struct RenderState {
RID render_buffers;
Transform cam_transform;
CameraMatrix cam_projection;
bool cam_ortogonal = false;
const PagedArray<GeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
const PagedArray<RID> *reflection_probes = nullptr;
const PagedArray<RID> *gi_probes = nullptr;
const PagedArray<RID> *decals = nullptr;
const PagedArray<RID> *lightmaps = nullptr;
RID environment;
RID camera_effects;
RID shadow_atlas;
RID reflection_atlas;
RID reflection_probe;
int reflection_probe_pass = 0;
float screen_lod_threshold = 0.0;
const RenderShadowData *render_shadows = nullptr;
int render_shadow_count = 0;
const RenderSDFGIData *render_sdfgi_regions = nullptr;
int render_sdfgi_region_count = 0;
const RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
uint32_t directional_light_count = 0;
uint32_t gi_probe_count = 0;
LocalVector<int> cube_shadows;
LocalVector<int> shadows;
LocalVector<int> directional_shadows;
bool depth_prepass_used;
} render_state;
struct VolumetricFog {
enum {
MAX_TEMPORAL_FRAMES = 16
};
uint32_t width = 0;
uint32_t height = 0;
uint32_t depth = 0;
float length;
float spread;
RID light_density_map;
RID prev_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;
Transform prev_cam_transform;
};
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 ParamsUBO {
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 cluster_type_size;
float screen_size[2];
uint32_t cluster_shift;
uint32_t cluster_width;
uint32_t max_cluster_element_count_div_32;
uint32_t use_temporal_reprojection;
uint32_t temporal_frame;
float temporal_blend;
float cam_rotation[12];
float to_prev_view[16];
};
VolumetricFogShaderRD shader;
RID params_ubo;
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 = true;
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;
};
uint32_t max_cluster_elements = 512;
bool low_end = false;
void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true);
void _render_sdfgi_region(RID p_render_buffers, int p_region, const PagedArray<GeometryInstance *> &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);
public:
virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
/* SHADOW ATLAS API */
RID shadow_atlas_create();
void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false);
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, bool p_16_bits = false);
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;
RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
/* SKY API */
virtual RID sky_allocate();
virtual void sky_initialize(RID p_rid);
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 */
virtual RID environment_allocate();
virtual void environment_initialize(RID p_rid);
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, bool p_temporal_reprojection, float p_temporal_reprojection_amount);
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);
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, float p_bounce_feedback, 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);
virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update);
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_allocate();
virtual void camera_effects_initialize(RID p_rid);
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;
}
virtual RID lightmap_instance_create(RID p_lightmap);
virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform);
_FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
return lightmap_instance_owner.getornull(p_lightmap_instance) != nullptr;
}
_FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance);
return li->lightmap;
}
_FORCE_INLINE_ Transform lightmap_instance_get_transform(RID p_lightmap_instance) {
LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance);
return li->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::GeometryInstance *> &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) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
return gi_probe->texture;
}
_FORCE_INLINE_ void gi_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND(!gi_probe);
gi_probe->render_index = p_render_index;
}
_FORCE_INLINE_ uint32_t gi_probe_instance_get_render_index(RID p_instance) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!gi_probe, 0);
return gi_probe->render_index;
}
/*
_FORCE_INLINE_ void gi_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND(!g_probe);
g_probe->last_pass = p_render_pass;
}
_FORCE_INLINE_ uint32_t gi_probe_instance_get_render_pass(RID p_instance) {
GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!g_probe, 0);
return g_probe->last_pass;
}
*/
RID render_buffers_create();
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);
void gi_set_use_half_resolution(bool p_enable);
RID render_buffers_get_ao_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
RID render_buffers_get_gi_probe_buffer(RID p_render_buffers);
RID render_buffers_get_default_gi_probe_buffer();
RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &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<RID> &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, 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);
void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &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_reflection_probe_buffer();
RID get_omni_light_buffer();
RID get_spot_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