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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-03-27 22:14:50 +0100
committerGitHub <noreply@github.com>2020-03-27 22:14:50 +0100
commitfcfffd729789cd80aa77056ca089697b52297d04 (patch)
treefc1bb58e900436c48c03c52106eb57250442ae35 /servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
parent307b1b3a5835ecdb477859785c673a07e248f904 (diff)
parenta6f3bc7c696af03e3875f78e098d2476e409d15e (diff)
Merge pull request #37361 from reduz/server-renames
Renaming of servers for coherency.
Diffstat (limited to 'servers/rendering/rasterizer_rd/rasterizer_scene_rd.h')
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1 files changed, 1109 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
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@@ -0,0 +1,1109 @@
+/*************************************************************************/
+/* rasterizer_scene_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 RASTERIZER_SCENE_RD_H
+#define RASTERIZER_SCENE_RD_H
+
+#include "core/rid_owner.h"
+#include "servers/rendering/rasterizer.h"
+#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
+#include "servers/rendering/rasterizer_rd/shaders/giprobe.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/sky.glsl.gen.h"
+#include "servers/rendering/rendering_device.h"
+
+class RasterizerSceneRD : public RasterizerScene {
+public:
+ enum GIProbeQuality {
+ GIPROBE_QUALITY_ULTRA_LOW,
+ GIPROBE_QUALITY_MEDIUM,
+ GIPROBE_QUALITY_HIGH,
+ };
+
+protected:
+ double time;
+
+ // Skys need less info from Directional Lights than the normal shaders
+ struct SkyDirectionalLightData {
+
+ float direction[3];
+ float energy;
+ float color[3];
+ uint32_t enabled;
+ };
+
+ struct SkySceneState {
+
+ SkyDirectionalLightData *directional_lights;
+ SkyDirectionalLightData *last_frame_directional_lights;
+ uint32_t max_directional_lights;
+ uint32_t directional_light_count;
+ uint32_t last_frame_directional_light_count;
+ RID directional_light_buffer;
+ RID sampler_uniform_set;
+ RID light_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;
+
+ virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
+ virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip) = 0;
+ virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 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);
+
+ 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_roughness_texture(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 _setup_sky(RID p_environment, const Vector3 &p_position, 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, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
+
+private:
+ RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
+ double time_step = 0;
+ static RasterizerSceneRD *singleton;
+
+ int roughness_layers;
+
+ RasterizerStorageRD *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);
+
+ /* 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 RasterizerStorageRD::ShaderData {
+ bool valid;
+ RID version;
+
+ RenderPipelineVertexFormatCacheRD 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 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;
+ SkyShaderData();
+ virtual ~SkyShaderData();
+ };
+
+ RasterizerStorageRD::ShaderData *_create_sky_shader_func();
+ static RasterizerStorageRD::ShaderData *_create_sky_shader_funcs() {
+ return static_cast<RasterizerSceneRD *>(singleton)->_create_sky_shader_func();
+ };
+
+ struct SkyMaterialData : public RasterizerStorageRD::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();
+ };
+
+ RasterizerStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
+ static RasterizerStorageRD::MaterialData *_create_sky_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
+ return static_cast<RasterizerSceneRD *>(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_SAMPLERS,
+ SKY_SET_MATERIAL,
+ SKY_SET_TEXTURES,
+ SKY_SET_LIGHTS,
+ 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_QUALITY;
+
+ ReflectionData reflection;
+ bool dirty = false;
+ Sky *dirty_list = nullptr;
+
+ //State to track when radiance cubemap needs updating
+ SkyMaterialData *prev_material;
+ Vector3 prev_position;
+ float prev_time;
+ };
+
+ 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> 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;
+ };
+
+ 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;
+
+ /* GIPROBE INSTANCE */
+
+ struct GIProbeLight {
+
+ uint32_t type;
+ float energy;
+ float radius;
+ float attenuation;
+
+ float color[3];
+ float spot_angle_radians;
+
+ float position[3];
+ float 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 anisotropy[2]; //only if anisotropy is used
+ RID anisotropy_r16[2]; //only if anisotropy is used
+ RID write_buffer;
+
+ struct Mipmap {
+ RID texture;
+ RID anisotropy[2]; //only if anisotropy is used
+ 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;
+
+ bool gi_probe_use_anisotropy = false;
+ GIProbeQuality gi_probe_quality = GIPROBE_QUALITY_MEDIUM;
+
+ Vector<RID> gi_probe_slots;
+
+ 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;
+
+ 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];
+ RenderPipelineVertexFormatCacheRD giprobe_debug_shader_version_pipelines[GI_PROBE_DEBUG_MAX];
+ RID giprobe_debug_uniform_set;
+
+ /* SHADOW ATLAS */
+
+ 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 alloc_tick;
+
+ Shadow() {
+ version = 0;
+ alloc_tick = 0;
+ }
+ };
+
+ Vector<Shadow> shadows;
+
+ Quadrant() {
+ subdivision = 0; //not in use
+ }
+
+ } quadrants[4];
+
+ int size_order[4] = { 0, 1, 2, 3 };
+ uint32_t smallest_subdiv = 0;
+
+ int size = 0;
+
+ RID depth;
+ RID fb; //for copying
+
+ Map<RID, uint32_t> shadow_owners;
+ };
+
+ RID_Owner<ShadowAtlas> shadow_atlas_owner;
+
+ bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
+
+ /* DIRECTIONAL SHADOW */
+
+ struct DirectionalShadow {
+ RID depth;
+ RID fb; //for copying
+
+ int light_count = 0;
+ int size = 0;
+ int current_light = 0;
+ } directional_shadow;
+
+ /* SHADOW CUBEMAPS */
+
+ struct ShadowCubemap {
+
+ RID cubemap;
+ RID side_fb[6];
+ };
+
+ Map<int, ShadowCubemap> shadow_cubemaps;
+ ShadowCubemap *_get_shadow_cubemap(int p_size);
+
+ struct ShadowMap {
+ RID depth;
+ RID fb;
+ };
+
+ Map<Vector2i, ShadowMap> shadow_maps;
+ ShadowMap *_get_shadow_map(const Size2i &p_size);
+
+ void _create_shadow_cubemaps();
+
+ /* LIGHT INSTANCE */
+
+ struct LightInstance {
+
+ struct ShadowTransform {
+
+ CameraMatrix camera;
+ Transform transform;
+ float farplane;
+ float split;
+ float bias_scale;
+ Rect2 atlas_rect;
+ };
+
+ RS::LightType light_type;
+
+ ShadowTransform shadow_transform[4];
+
+ RID self;
+ RID light;
+ Transform transform;
+
+ Vector3 light_vector;
+ Vector3 spot_vector;
+ float linear_att;
+
+ 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;
+
+ 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 Environent {
+
+ // 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;
+
+ /// Glow
+
+ bool glow_enabled = false;
+ int glow_levels = (1 << 2) | (1 << 4);
+ 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;
+ bool glow_bicubic_upscale = false;
+
+ /// SSAO
+
+ bool ssao_enabled = false;
+ float ssao_radius = 1;
+ float ssao_intensity = 1;
+ float ssao_bias = 0.01;
+ float ssao_direct_light_affect = 0.0;
+ float ssao_ao_channel_affect = 0.0;
+ float ssao_blur_edge_sharpness = 4.0;
+ RS::EnvironmentSSAOBlur ssao_blur = RS::ENV_SSAO_BLUR_3x3;
+ };
+
+ RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
+ bool ssao_half_size = false;
+
+ static uint64_t auto_exposure_counter;
+
+ mutable RID_Owner<Environent> 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;
+
+ mutable RID_Owner<CameraEffects> camera_effects_owner;
+
+ /* RENDER BUFFERS */
+
+ struct RenderBuffers {
+
+ RenderBufferData *data = nullptr;
+ int width = 0, height = 0;
+ RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
+ 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
+
+ //built-in textures used for ping pong image processing and blurring
+ struct Blur {
+ RID texture;
+
+ struct Mipmap {
+ RID texture;
+ RID framebuffer;
+ 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[2];
+ RID ao_full; //when using half-size
+ } ssao;
+ };
+
+ bool screen_space_roughness_limiter = false;
+ float screen_space_roughness_limiter_curve = 1.0;
+
+ 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);
+
+ uint64_t scene_pass = 0;
+ uint64_t shadow_atlas_realloc_tolerance_msec = 500;
+
+public:
+ /* SHADOW ATLAS API */
+
+ RID shadow_atlas_create();
+ void shadow_atlas_set_size(RID p_atlas, int p_size);
+ void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
+ bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
+ _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
+ ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
+ ERR_FAIL_COND_V(!atlas, false);
+ return atlas->shadow_owners.has(p_light_intance);
+ }
+
+ _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
+ ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
+ ERR_FAIL_COND_V(!atlas, RID());
+ return atlas->depth;
+ }
+
+ _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
+ ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
+ ERR_FAIL_COND_V(!atlas, Size2i());
+ return Size2(atlas->size, atlas->size);
+ }
+
+ void directional_shadow_atlas_set_size(int p_size);
+ int get_directional_light_shadow_size(RID p_light_intance);
+ void set_directional_shadow_count(int p_count);
+
+ _FORCE_INLINE_ RID directional_shadow_get_texture() {
+ return directional_shadow.depth;
+ }
+
+ _FORCE_INLINE_ Size2i directional_shadow_get_size() {
+ return Size2i(directional_shadow.size, directional_shadow.size);
+ }
+
+ /* SKY API */
+
+ RID sky_create();
+ void sky_set_radiance_size(RID p_sky, int p_radiance_size);
+ void sky_set_mode(RID p_sky, RS::SkyMode p_mode);
+ void sky_set_material(RID p_sky, RID p_material);
+
+ RID sky_get_radiance_texture_rd(RID p_sky) const;
+ RID sky_get_radiance_uniform_set_rd(RID p_sky, RID p_shader, int p_set) const;
+ RID sky_get_material(RID p_sky) const;
+
+ /* ENVIRONMENT API */
+
+ RID environment_create();
+
+ void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
+ void environment_set_sky(RID p_env, RID p_sky);
+ void environment_set_sky_custom_fov(RID p_env, float p_scale);
+ void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
+ void environment_set_bg_color(RID p_env, const Color &p_color);
+ void environment_set_bg_energy(RID p_env, float p_energy);
+ void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
+ void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color());
+
+ RS::EnvironmentBG environment_get_background(RID p_env) const;
+ RID environment_get_sky(RID p_env) const;
+ float environment_get_sky_custom_fov(RID p_env) const;
+ Basis environment_get_sky_orientation(RID p_env) const;
+ Color environment_get_bg_color(RID p_env) const;
+ float environment_get_bg_energy(RID p_env) const;
+ int environment_get_canvas_max_layer(RID p_env) const;
+ Color environment_get_ambient_light_color(RID p_env) const;
+ RS::EnvironmentAmbientSource environment_get_ambient_light_ambient_source(RID p_env) const;
+ float environment_get_ambient_light_ambient_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, int p_level_flags, 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, bool p_bicubic_upscale);
+
+ void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
+
+ 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, bool p_roughness) {}
+ void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
+ void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size);
+ 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;
+
+ 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, RID p_ramp) {}
+
+ void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
+ void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
+ void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
+
+ virtual RID camera_effects_create();
+
+ virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter);
+ virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape);
+
+ virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount);
+ virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure);
+
+ RID light_instance_create(RID p_light);
+ void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
+ void light_instance_set_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_bias_scale = 1.0);
+ 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_ 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_ 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_ 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);
+ _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;
+ }
+
+ 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, int p_dynamic_object_count, InstanceBase **p_dynamic_objects);
+
+ _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_ RID gi_probe_instance_get_aniso_texture(RID p_probe, int p_index) {
+ GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
+ return gi_probe->anisotropy[p_index];
+ }
+
+ _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;
+ }
+
+ const Vector<RID> &gi_probe_get_slots() const;
+ _FORCE_INLINE_ bool gi_probe_is_anisotropic() const {
+ return gi_probe_use_anisotropy;
+ }
+ GIProbeQuality gi_probe_get_quality() const;
+
+ 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);
+
+ RID render_buffers_get_ao_texture(RID p_render_buffers);
+ RID render_buffers_get_back_buffer_texture(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, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_camera_effects, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
+
+ void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
+
+ void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
+
+ 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_curve);
+ virtual bool screen_space_roughness_limiter_is_active() const;
+ virtual float screen_space_roughness_limiter_get_curve() const;
+
+ int get_roughness_layers() const;
+ bool is_using_radiance_cubemap_array() const;
+
+ 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);
+
+ RasterizerSceneRD(RasterizerStorageRD *p_storage);
+ ~RasterizerSceneRD();
+};
+
+#endif // RASTERIZER_SCENE_RD_H