diff options
| author | Juan Linietsky <reduzio@gmail.com> | 2020-12-04 19:05:49 -0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-12-04 19:05:49 -0300 |
| commit | c833d64479c9da8f05d64f0bf195022de09b2f8d (patch) | |
| tree | 2f2cfbc02bddd77ba217797a5206767881184913 /servers/rendering/renderer_rd/renderer_scene_render_rd.h | |
| parent | 3dc8aaaccc642cddbd8d5c1841fef079db5c7edf (diff) | |
| parent | 2787ad65be12a8ac84b7cc8536749686e9fe80dc (diff) | |
Merge pull request #44094 from reduz/reorganize-rasterizer-scene
RenderingServer reorganization
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.h')
| -rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.h | 1959 |
1 files changed, 1959 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h new file mode 100644 index 0000000000..8c994849c3 --- /dev/null +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -0,0 +1,1959 @@ +/*************************************************************************/ +/* renderer_scene_render_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 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/light_cluster_builder.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(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count); + void _setup_decals(const RID *p_decal_instances, int p_decal_count, const Transform &p_camera_inverse_xform); + void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment); + void _setup_giprobes(RID p_render_buffers, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, 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, InstanceBase **p_cull_result, int p_cull_count, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_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, bool p_use_pancake) = 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 _render_uv2(InstanceBase **p_cull_result, int p_cull_count, 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, InstanceBase **p_cull_result, int p_cull_count, 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, InstanceBase **p_cull_result, int p_cull_count) = 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; + virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers) = 0; + virtual RID _render_buffers_get_reflection_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 _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count); + +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; + 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> 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; + + /* DECAL INSTANCE */ + + struct DecalInstance { + RID decal; + Transform transform; + }; + + mutable RID_Owner<DecalInstance> decal_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 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; + + RID depth; + RID fb; //for copying + + Map<RID, uint32_t> shadow_owners; + + Vector<ShadowShrinkStage> shrink_stages; + }; + + RID_Owner<ShadowAtlas> shadow_atlas_owner; + + bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow); + + RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set + RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX; + float shadows_quality_radius = 1.0; + float directional_shadow_quality_radius = 1.0; + + float *directional_penumbra_shadow_kernel; + float *directional_soft_shadow_kernel; + float *penumbra_shadow_kernel; + float *soft_shadow_kernel; + int directional_penumbra_shadow_samples = 0; + int directional_soft_shadow_samples = 0; + int penumbra_shadow_samples = 0; + int soft_shadow_samples = 0; + + /* DIRECTIONAL SHADOW */ + + struct DirectionalShadow { + RID depth; + + int light_count = 0; + int size = 0; + int current_light = 0; + + Vector<ShadowShrinkStage> shrink_stages; + + } directional_shadow; + + void _allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size); + void _clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages); + + /* SHADOW CUBEMAPS */ + + struct ShadowCubemap { + RID cubemap; + RID side_fb[6]; + }; + + Map<int, ShadowCubemap> shadow_cubemaps; + ShadowCubemap *_get_shadow_cubemap(int p_size); + + struct ShadowMap { + RID depth; + RID fb; + }; + + Map<Vector2i, ShadowMap> shadow_maps; + ShadowMap *_get_shadow_map(const Size2i &p_size); + + void _create_shadow_cubemaps(); + + /* LIGHT INSTANCE */ + + struct LightInstance { + struct ShadowTransform { + CameraMatrix camera; + Transform transform; + float farplane; + float split; + float bias_scale; + float shadow_texel_size; + float range_begin; + Rect2 atlas_rect; + Vector2 uv_scale; + }; + + RS::LightType light_type = RS::LIGHT_DIRECTIONAL; + + ShadowTransform shadow_transform[4]; + + AABB aabb; + RID self; + RID light; + Transform transform; + + Vector3 light_vector; + Vector3 spot_vector; + float linear_att = 0.0; + + uint64_t shadow_pass = 0; + uint64_t last_scene_pass = 0; + uint64_t last_scene_shadow_pass = 0; + uint64_t last_pass = 0; + uint32_t light_index = 0; + uint32_t light_directional_index = 0; + + uint32_t current_shadow_atlas_key = 0; + + Vector2 dp; + + Rect2 directional_rect; + + Set<RID> shadow_atlases; //shadow atlases where this light is registered + + LightInstance() {} + }; + + mutable RID_Owner<LightInstance> light_instance_owner; + + /* ENVIRONMENT */ + + struct Environment { + // BG + RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR; + RID sky; + float sky_custom_fov = 0.0; + Basis sky_orientation; + Color bg_color; + float bg_energy = 1.0; + int canvas_max_layer = 0; + RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG; + Color ambient_light; + float ambient_light_energy = 1.0; + float ambient_sky_contribution = 1.0; + RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG; + Color ao_color; + + /// Tonemap + + RS::EnvironmentToneMapper tone_mapper; + float exposure = 1.0; + float white = 1.0; + bool auto_exposure = false; + float min_luminance = 0.2; + float max_luminance = 8.0; + float auto_exp_speed = 0.2; + float auto_exp_scale = 0.5; + uint64_t auto_exposure_version = 0; + + // Fog + bool fog_enabled = false; + Color fog_light_color = Color(0.5, 0.6, 0.7); + float fog_light_energy = 1.0; + float fog_sun_scatter = 0.0; + float fog_density = 0.001; + float fog_height = 0.0; + float fog_height_density = 0.0; //can be negative to invert effect + float fog_aerial_perspective = 0.0; + + /// Volumetric Fog + /// + bool volumetric_fog_enabled = false; + float volumetric_fog_density = 0.01; + Color volumetric_fog_light = Color(0, 0, 0); + float volumetric_fog_light_energy = 0.0; + float volumetric_fog_length = 64.0; + float volumetric_fog_detail_spread = 2.0; + RS::EnvVolumetricFogShadowFilter volumetric_fog_shadow_filter = RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW; + float volumetric_fog_gi_inject = 0.0; + + /// Glow + + bool glow_enabled = false; + Vector<float> glow_levels; + float glow_intensity = 0.8; + float glow_strength = 1.0; + float glow_bloom = 0.0; + float glow_mix = 0.01; + RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT; + float glow_hdr_bleed_threshold = 1.0; + float glow_hdr_luminance_cap = 12.0; + float glow_hdr_bleed_scale = 2.0; + + /// SSAO + + bool ssao_enabled = false; + float ssao_radius = 1; + 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; + + /// SSR + /// + bool ssr_enabled = false; + int ssr_max_steps = 64; + float ssr_fade_in = 0.15; + float ssr_fade_out = 2.0; + float ssr_depth_tolerance = 0.2; + + /// SDFGI + bool sdfgi_enabled = false; + RS::EnvironmentSDFGICascades sdfgi_cascades; + float sdfgi_min_cell_size = 0.2; + bool sdfgi_use_occlusion = false; + bool sdfgi_use_multibounce = false; + bool sdfgi_read_sky_light = false; + float sdfgi_energy = 1.0; + float sdfgi_normal_bias = 1.1; + float sdfgi_probe_bias = 1.1; + RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_DISABLED; + + /// Adjustments + + bool adjustments_enabled = false; + float adjustments_brightness = 1.0f; + float adjustments_contrast = 1.0f; + float adjustments_saturation = 1.0f; + bool use_1d_color_correction = false; + RID color_correction = RID(); + }; + + RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM; + bool ssao_half_size = false; + bool glow_bicubic_upscale = false; + bool glow_high_quality = false; + RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW; + + static uint64_t auto_exposure_counter; + + mutable RID_Owner<Environment> environment_owner; + + /* CAMERA EFFECTS */ + + struct CameraEffects { + bool dof_blur_far_enabled = false; + float dof_blur_far_distance = 10; + float dof_blur_far_transition = 5; + + bool dof_blur_near_enabled = false; + float dof_blur_near_distance = 2; + float dof_blur_near_transition = 1; + + float dof_blur_amount = 0.1; + + bool override_exposure_enabled = false; + float override_exposure = 1; + }; + + RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM; + RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON; + bool dof_blur_use_jitter = false; + RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM; + float sss_scale = 0.05; + float sss_depth_scale = 0.01; + + mutable RID_Owner<CameraEffects> camera_effects_owner; + + /* RENDER BUFFERS */ + + struct SDFGI; + struct VolumetricFog; + + struct RenderBuffers { + enum { + MAX_GIPROBES = 8 + }; + + RenderBufferData *data = nullptr; + int width = 0, height = 0; + RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; + RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; + bool use_debanding = false; + + RID render_target; + + uint64_t auto_exposure_version = 1; + + RID texture; //main texture for rendering to, must be filled after done rendering + RID depth_texture; //main depth texture + + RID gi_uniform_set; + SDFGI *sdfgi = nullptr; + VolumetricFog *volumetric_fog = nullptr; + + //built-in textures used for ping pong image processing and blurring + struct Blur { + RID texture; + + struct Mipmap { + RID texture; + int width; + int height; + }; + + Vector<Mipmap> mipmaps; + }; + + Blur blur[2]; //the second one starts from the first mipmap + + struct Luminance { + Vector<RID> reduce; + RID current; + } luminance; + + struct SSAO { + RID depth; + Vector<RID> depth_slices; + RID ao[2]; + RID ao_full; //when using half-size + } ssao; + + struct SSR { + RID normal_scaled; + RID depth_scaled; + RID blur_radius[2]; + } ssr; + + RID giprobe_textures[MAX_GIPROBES]; + RID giprobe_buffer; + }; + + RID default_giprobe_buffer; + + /* SDFGI */ + + struct SDFGI { + enum { + MAX_CASCADES = 8, + CASCADE_SIZE = 128, + PROBE_DIVISOR = 16, + ANISOTROPY_SIZE = 6, + MAX_DYNAMIC_LIGHTS = 128, + MAX_STATIC_LIGHTS = 1024, + LIGHTPROBE_OCT_SIZE = 6, + SH_SIZE = 16 + }; + + struct Cascade { + struct UBO { + float offset[3]; + float to_cell; + int32_t probe_offset[3]; + uint32_t pad; + }; + + //cascade blocks are full-size for volume (128^3), half size for albedo/emission + RID sdf_tex; + RID light_tex; + RID light_aniso_0_tex; + RID light_aniso_1_tex; + + RID light_data; + RID light_aniso_0_data; + RID light_aniso_1_data; + + struct SolidCell { // this struct is unused, but remains as reference for size + uint32_t position; + uint32_t albedo; + uint32_t static_light; + uint32_t static_light_aniso; + }; + + RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch + RID solid_cell_buffer; + + RID lightprobe_history_tex; + RID lightprobe_average_tex; + + float cell_size; + Vector3i position; + + static const Vector3i DIRTY_ALL; + Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all. + + RID sdf_store_uniform_set; + RID sdf_direct_light_uniform_set; + RID scroll_uniform_set; + RID scroll_occlusion_uniform_set; + RID integrate_uniform_set; + RID lights_buffer; + }; + + //used for rendering (voxelization) + RID render_albedo; + RID render_emission; + RID render_emission_aniso; + RID render_occlusion[8]; + RID render_geom_facing; + + RID render_sdf[2]; + RID render_sdf_half[2]; + + //used for ping pong processing in cascades + RID sdf_initialize_uniform_set; + RID sdf_initialize_half_uniform_set; + RID jump_flood_uniform_set[2]; + RID jump_flood_half_uniform_set[2]; + RID sdf_upscale_uniform_set; + int upscale_jfa_uniform_set_index; + RID occlusion_uniform_set; + + uint32_t cascade_size = 128; + + LocalVector<Cascade> cascades; + + RID lightprobe_texture; + RID lightprobe_data; + RID occlusion_texture; + RID occlusion_data; + RID ambient_texture; //integrates with volumetric fog + + RID lightprobe_history_scroll; //used for scrolling lightprobes + RID lightprobe_average_scroll; //used for scrolling lightprobes + + uint32_t history_size = 0; + float solid_cell_ratio = 0; + uint32_t solid_cell_count = 0; + + RS::EnvironmentSDFGICascades cascade_mode; + float min_cell_size = 0; + uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints + + RID debug_uniform_set; + RID debug_probes_uniform_set; + RID cascades_ubo; + + bool uses_occlusion = false; + bool uses_multibounce = false; + bool reads_sky = false; + float energy = 1.0; + float normal_bias = 1.1; + float probe_bias = 1.1; + RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED; + + float y_mult = 1.0; + + uint32_t render_pass = 0; + }; + + RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16; + RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES; + float sdfgi_solid_cell_ratio = 0.25; + Vector3 sdfgi_debug_probe_pos; + Vector3 sdfgi_debug_probe_dir; + bool sdfgi_debug_probe_enabled = false; + Vector3i sdfgi_debug_probe_index; + + struct SDGIShader { + enum SDFGIPreprocessShaderVersion { + PRE_PROCESS_SCROLL, + PRE_PROCESS_SCROLL_OCCLUSION, + PRE_PROCESS_JUMP_FLOOD_INITIALIZE, + PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF, + PRE_PROCESS_JUMP_FLOOD, + PRE_PROCESS_JUMP_FLOOD_OPTIMIZED, + PRE_PROCESS_JUMP_FLOOD_UPSCALE, + PRE_PROCESS_OCCLUSION, + PRE_PROCESS_STORE, + PRE_PROCESS_MAX + }; + + struct PreprocessPushConstant { + int32_t scroll[3]; + int32_t grid_size; + + int32_t probe_offset[3]; + int32_t step_size; + + int32_t half_size; + uint32_t occlusion_index; + int32_t cascade; + uint32_t pad; + }; + + SdfgiPreprocessShaderRD preprocess; + RID preprocess_shader; + RID preprocess_pipeline[PRE_PROCESS_MAX]; + + struct DebugPushConstant { + float grid_size[3]; + uint32_t max_cascades; + + int32_t screen_size[2]; + uint32_t use_occlusion; + float y_mult; + + float cam_extent[3]; + uint32_t probe_axis_size; + + float cam_transform[16]; + }; + + SdfgiDebugShaderRD debug; + RID debug_shader; + RID debug_shader_version; + RID debug_pipeline; + + enum ProbeDebugMode { + PROBE_DEBUG_PROBES, + PROBE_DEBUG_VISIBILITY, + PROBE_DEBUG_MAX + }; + + struct DebugProbesPushConstant { + float projection[16]; + + uint32_t band_power; + uint32_t sections_in_band; + uint32_t band_mask; + float section_arc; + + float grid_size[3]; + uint32_t cascade; + + uint32_t pad; + float y_mult; + int32_t probe_debug_index; + int32_t probe_axis_size; + }; + + SdfgiDebugProbesShaderRD debug_probes; + RID debug_probes_shader; + RID debug_probes_shader_version; + + PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX]; + + struct Light { + float color[3]; + float energy; + + float direction[3]; + uint32_t has_shadow; + + float position[3]; + float attenuation; + + uint32_t type; + float spot_angle; + float spot_attenuation; + float radius; + + float shadow_color[4]; + }; + + struct DirectLightPushConstant { + float grid_size[3]; + uint32_t max_cascades; + + uint32_t cascade; + uint32_t light_count; + uint32_t process_offset; + uint32_t process_increment; + + int32_t probe_axis_size; + uint32_t multibounce; + float y_mult; + uint32_t pad; + }; + + enum { + DIRECT_LIGHT_MODE_STATIC, + DIRECT_LIGHT_MODE_DYNAMIC, + DIRECT_LIGHT_MODE_MAX + }; + SdfgiDirectLightShaderRD direct_light; + RID direct_light_shader; + RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX]; + + enum { + INTEGRATE_MODE_PROCESS, + INTEGRATE_MODE_STORE, + INTEGRATE_MODE_SCROLL, + INTEGRATE_MODE_SCROLL_STORE, + INTEGRATE_MODE_MAX + }; + struct IntegratePushConstant { + enum { + SKY_MODE_DISABLED, + SKY_MODE_COLOR, + SKY_MODE_SKY, + }; + + float grid_size[3]; + uint32_t max_cascades; + + uint32_t probe_axis_size; + uint32_t cascade; + uint32_t history_index; + uint32_t history_size; + + uint32_t ray_count; + float ray_bias; + int32_t image_size[2]; + + int32_t world_offset[3]; + uint32_t sky_mode; + + int32_t scroll[3]; + float sky_energy; + + float sky_color[3]; + float y_mult; + + uint32_t store_ambient_texture; + uint32_t pad[3]; + }; + + SdfgiIntegrateShaderRD integrate; + RID integrate_shader; + RID integrate_pipeline[INTEGRATE_MODE_MAX]; + + RID integrate_default_sky_uniform_set; + + } sdfgi_shader; + + void _sdfgi_erase(RenderBuffers *rb); + int _sdfgi_get_pending_region_data(RID p_render_buffers, int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const; + void _sdfgi_update_cascades(RID p_render_buffers); + + /* GI */ + + struct GI { + struct SDFGIData { + float grid_size[3]; + uint32_t max_cascades; + + uint32_t use_occlusion; + int32_t probe_axis_size; + float probe_to_uvw; + float normal_bias; + + float lightprobe_tex_pixel_size[3]; + float energy; + + float lightprobe_uv_offset[3]; + float y_mult; + + float occlusion_clamp[3]; + uint32_t pad3; + + float occlusion_renormalize[3]; + uint32_t pad4; + + float cascade_probe_size[3]; + uint32_t pad5; + + struct ProbeCascadeData { + float position[3]; //offset of (0,0,0) in world coordinates + float to_probe; // 1/bounds * grid_size + int32_t probe_world_offset[3]; + float to_cell; // 1/bounds * grid_size + }; + + ProbeCascadeData cascades[SDFGI::MAX_CASCADES]; + }; + + struct GIProbeData { + float xform[16]; + float bounds[3]; + float dynamic_range; + + float bias; + float normal_bias; + uint32_t blend_ambient; + uint32_t texture_slot; + + float anisotropy_strength; + float ao; + float ao_size; + uint32_t mipmaps; + }; + + struct PushConstant { + int32_t screen_size[2]; + float z_near; + float z_far; + + float proj_info[4]; + + uint32_t max_giprobes; + uint32_t high_quality_vct; + uint32_t use_sdfgi; + uint32_t orthogonal; + + float ao_color[3]; + uint32_t pad; + + float cam_rotation[12]; + }; + + RID sdfgi_ubo; + enum { + MODE_MAX = 1 + }; + + GiShaderRD shader; + RID shader_version; + RID pipelines[MODE_MAX]; + } gi; + + bool screen_space_roughness_limiter = false; + float screen_space_roughness_limiter_amount = 0.25; + float screen_space_roughness_limiter_limit = 0.18; + + mutable RID_Owner<RenderBuffers> render_buffers_owner; + + void _free_render_buffer_data(RenderBuffers *rb); + void _allocate_blur_textures(RenderBuffers *rb); + void _allocate_luminance_textures(RenderBuffers *rb); + + void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas); + void _render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection); + void _sdfgi_debug_draw(RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform); + + /* Cluster */ + + struct Cluster { + /* Scene State UBO */ + + struct ReflectionData { //should always be 128 bytes + float box_extents[3]; + float index; + float box_offset[3]; + uint32_t mask; + float params[4]; // intensity, 0, interior , boxproject + float ambient[3]; // ambient color, + uint32_t ambient_mode; + float local_matrix[16]; // up to here for spot and omni, rest is for directional + }; + + struct LightData { + float position[3]; + float inv_radius; + float direction[3]; + float size; + uint16_t attenuation_energy[2]; //16 bits attenuation, then energy + uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm) + uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float) + uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm) + float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv + float shadow_matrix[16]; + float shadow_bias; + float shadow_normal_bias; + float transmittance_bias; + float soft_shadow_size; + float soft_shadow_scale; + uint32_t mask; + float shadow_volumetric_fog_fade; + uint32_t pad; + float projector_rect[4]; + }; + + struct DirectionalLightData { + float direction[3]; + float energy; + float color[3]; + float size; + float specular; + uint32_t mask; + float softshadow_angle; + float soft_shadow_scale; + uint32_t blend_splits; + uint32_t shadow_enabled; + float fade_from; + float fade_to; + uint32_t pad[3]; + float shadow_volumetric_fog_fade; + float shadow_bias[4]; + float shadow_normal_bias[4]; + float shadow_transmittance_bias[4]; + float shadow_z_range[4]; + float shadow_range_begin[4]; + float shadow_split_offsets[4]; + float shadow_matrices[4][16]; + float shadow_color1[4]; + float shadow_color2[4]; + float shadow_color3[4]; + float shadow_color4[4]; + float uv_scale1[2]; + float uv_scale2[2]; + float uv_scale3[2]; + float uv_scale4[2]; + }; + + struct DecalData { + float xform[16]; + float inv_extents[3]; + float albedo_mix; + float albedo_rect[4]; + float normal_rect[4]; + float orm_rect[4]; + float emission_rect[4]; + float modulate[4]; + float emission_energy; + uint32_t mask; + float upper_fade; + float lower_fade; + float normal_xform[12]; + float normal[3]; + float normal_fade; + }; + + ReflectionData *reflections; + uint32_t max_reflections; + RID reflection_buffer; + uint32_t max_reflection_probes_per_instance; + + DecalData *decals; + uint32_t max_decals; + RID decal_buffer; + + LightData *lights; + uint32_t max_lights; + RID light_buffer; + RID *lights_instances; + Rect2i *lights_shadow_rect_cache; + uint32_t lights_shadow_rect_cache_count = 0; + + DirectionalLightData *directional_lights; + uint32_t max_directional_lights; + RID directional_light_buffer; + + LightClusterBuilder builder; + + } cluster; + + struct VolumetricFog { + uint32_t width = 0; + uint32_t height = 0; + uint32_t depth = 0; + + float length; + float spread; + + RID light_density_map; + RID fog_map; + RID uniform_set; + RID uniform_set2; + RID sdfgi_uniform_set; + RID sky_uniform_set; + + int last_shadow_filter = -1; + }; + + enum { + VOLUMETRIC_FOG_SHADER_DENSITY, + VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI, + VOLUMETRIC_FOG_SHADER_FILTER, + VOLUMETRIC_FOG_SHADER_FOG, + VOLUMETRIC_FOG_SHADER_MAX, + }; + + struct VolumetricFogShader { + struct PushConstant { + float fog_frustum_size_begin[2]; + float fog_frustum_size_end[2]; + + float fog_frustum_end; + float z_near; + float z_far; + uint32_t filter_axis; + + int32_t fog_volume_size[3]; + uint32_t directional_light_count; + + float light_energy[3]; + float base_density; + + float detail_spread; + float gi_inject; + uint32_t max_gi_probes; + uint32_t pad; + + float cam_rotation[12]; + }; + + VolumetricFogShaderRD shader; + + RID shader_version; + RID pipelines[VOLUMETRIC_FOG_SHADER_MAX]; + + } volumetric_fog; + + uint32_t volumetric_fog_depth = 128; + uint32_t volumetric_fog_size = 128; + bool volumetric_fog_filter_active = false; + uint32_t volumetric_fog_directional_shadow_shrink = 512; + uint32_t volumetric_fog_positional_shadow_shrink = 512; + + void _volumetric_fog_erase(RenderBuffers *rb); + void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count); + + RID shadow_sampler; + + uint64_t scene_pass = 0; + uint64_t shadow_atlas_realloc_tolerance_msec = 500; + + struct SDFGICosineNeighbour { + uint32_t neighbour; + float weight; + }; + +public: + /* SHADOW ATLAS API */ + + RID shadow_atlas_create(); + void shadow_atlas_set_size(RID p_atlas, int p_size); + void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision); + bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version); + _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) { + ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas); + ERR_FAIL_COND_V(!atlas, false); + return atlas->shadow_owners.has(p_light_intance); + } + + _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) { + ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas); + ERR_FAIL_COND_V(!atlas, RID()); + return atlas->depth; + } + + _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) { + ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas); + ERR_FAIL_COND_V(!atlas, Size2i()); + return Size2(atlas->size, atlas->size); + } + + void directional_shadow_atlas_set_size(int p_size); + int get_directional_light_shadow_size(RID p_light_intance); + void set_directional_shadow_count(int p_count); + + _FORCE_INLINE_ RID directional_shadow_get_texture() { + return directional_shadow.depth; + } + + _FORCE_INLINE_ Size2i directional_shadow_get_size() { + return Size2i(directional_shadow.size, directional_shadow.size); + } + + /* SDFGI UPDATE */ + + int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; } + virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position); + virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const; + virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const; + virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const; + virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const RID *p_directional_light_instances, uint32_t p_directional_light_count, const RID *p_positional_light_instances, uint32_t p_positional_light_count); + RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; } + /* SKY API */ + + RID sky_create(); + void sky_set_radiance_size(RID p_sky, int p_radiance_size); + void sky_set_mode(RID p_sky, RS::SkyMode p_mode); + void sky_set_material(RID p_sky, RID p_material); + Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size); + + RID sky_get_radiance_texture_rd(RID p_sky) const; + RID sky_get_radiance_uniform_set_rd(RID p_sky, RID p_shader, int p_set) const; + RID sky_get_material(RID p_sky) const; + + /* ENVIRONMENT API */ + + RID environment_create(); + + void environment_set_background(RID p_env, RS::EnvironmentBG p_bg); + void environment_set_sky(RID p_env, RID p_sky); + void environment_set_sky_custom_fov(RID p_env, float p_scale); + void environment_set_sky_orientation(RID p_env, const Basis &p_orientation); + void environment_set_bg_color(RID p_env, const Color &p_color); + void environment_set_bg_energy(RID p_env, float p_energy); + void environment_set_canvas_max_layer(RID p_env, int p_max_layer); + void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()); + + RS::EnvironmentBG environment_get_background(RID p_env) const; + RID environment_get_sky(RID p_env) const; + float environment_get_sky_custom_fov(RID p_env) const; + Basis environment_get_sky_orientation(RID p_env) const; + Color environment_get_bg_color(RID p_env) const; + float environment_get_bg_energy(RID p_env) const; + int environment_get_canvas_max_layer(RID p_env) const; + Color environment_get_ambient_light_color(RID p_env) const; + RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const; + float environment_get_ambient_light_energy(RID p_env) const; + float environment_get_ambient_sky_contribution(RID p_env) const; + RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const; + Color environment_get_ao_color(RID p_env) const; + + bool is_environment(RID p_env) const; + + void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap); + void environment_glow_set_use_bicubic_upscale(bool p_enable); + void environment_glow_set_use_high_quality(bool p_enable); + + void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective); + bool environment_is_fog_enabled(RID p_env) const; + Color environment_get_fog_light_color(RID p_env) const; + float environment_get_fog_light_energy(RID p_env) const; + float environment_get_fog_sun_scatter(RID p_env) const; + float environment_get_fog_density(RID p_env) const; + float environment_get_fog_height(RID p_env) const; + float environment_get_fog_height_density(RID p_env) const; + float environment_get_fog_aerial_perspective(RID p_env) const; + + void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter); + + virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth); + virtual void environment_set_volumetric_fog_filter_active(bool p_enable); + virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size); + virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size); + + void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance); + void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_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; + bool environment_is_sdfgi_enabled(RID p_env) const; + + virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias); + virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count); + virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames); + + void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality); + RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const; + + void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale); + void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction); + + virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size); + + virtual RID camera_effects_create(); + + virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter); + virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape); + + virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount); + virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure); + + RID light_instance_create(RID p_light); + void light_instance_set_transform(RID p_light_instance, const Transform &p_transform); + void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb); + void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()); + void light_instance_mark_visible(RID p_light_instance); + + _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->light; + } + + _FORCE_INLINE_ Transform light_instance_get_base_transform(RID p_light_instance) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->transform; + } + + _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas) { + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + LightInstance *li = light_instance_owner.getornull(p_light_instance); + uint32_t key = shadow_atlas->shadow_owners[li->self]; + + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; + uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; + + ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2()); + + uint32_t atlas_size = shadow_atlas->size; + uint32_t quadrant_size = atlas_size >> 1; + + uint32_t x = (quadrant & 1) * quadrant_size; + uint32_t y = (quadrant >> 1) * quadrant_size; + + uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); + x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + + uint32_t width = shadow_size; + uint32_t height = shadow_size; + + return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size)); + } + + _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->shadow_transform[p_index].camera; + } + + _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) { +#ifdef DEBUG_ENABLED + LightInstance *li = light_instance_owner.getornull(p_light_instance); + ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0); +#endif + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + ERR_FAIL_COND_V(!shadow_atlas, 0); +#ifdef DEBUG_ENABLED + ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0); +#endif + uint32_t key = shadow_atlas->shadow_owners[p_light_instance]; + + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; + + uint32_t quadrant_size = shadow_atlas->size >> 1; + + uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); + + return float(1.0) / shadow_size; + } + + _FORCE_INLINE_ Transform + light_instance_get_shadow_transform(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->shadow_transform[p_index].transform; + } + _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->shadow_transform[p_index].bias_scale; + } + _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->shadow_transform[p_index].farplane; + } + _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->shadow_transform[p_index].range_begin; + } + + _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->shadow_transform[p_index].uv_scale; + } + + _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->shadow_transform[p_index].atlas_rect; + } + + _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->shadow_transform[p_index].split; + } + + _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->shadow_transform[p_index].shadow_texel_size; + } + + _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + li->last_pass = p_pass; + } + + _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->last_pass; + } + + _FORCE_INLINE_ void light_instance_set_index(RID p_light_instance, uint32_t p_index) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + li->light_index = p_index; + } + + _FORCE_INLINE_ uint32_t light_instance_get_index(RID p_light_instance) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->light_index; + } + + _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) { + LightInstance *li = light_instance_owner.getornull(p_light_instance); + return li->light_type; + } + + virtual RID reflection_atlas_create(); + virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count); + _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) { + ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_ref_atlas); + ERR_FAIL_COND_V(!atlas, RID()); + return atlas->reflection; + } + + virtual RID reflection_probe_instance_create(RID p_probe); + virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform); + virtual void reflection_probe_release_atlas_index(RID p_instance); + virtual bool reflection_probe_instance_needs_redraw(RID p_instance); + virtual bool reflection_probe_instance_has_reflection(RID p_instance); + virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas); + virtual bool reflection_probe_instance_postprocess_step(RID p_instance); + + uint32_t reflection_probe_instance_get_resolution(RID p_instance); + RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index); + RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index); + + _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi, RID()); + + return rpi->probe; + } + + _FORCE_INLINE_ void reflection_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND(!rpi); + rpi->render_index = p_render_index; + } + + _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_index(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi, 0); + + return rpi->render_index; + } + + _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND(!rpi); + rpi->last_pass = p_render_pass; + } + + _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi, 0); + + return rpi->last_pass; + } + + _FORCE_INLINE_ Transform reflection_probe_instance_get_transform(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi, Transform()); + + return rpi->transform; + } + + _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) { + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi, -1); + + return rpi->atlas_index; + } + + virtual RID decal_instance_create(RID p_decal); + virtual void decal_instance_set_transform(RID p_decal, const Transform &p_transform); + + _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const { + DecalInstance *decal = decal_instance_owner.getornull(p_decal); + return decal->decal; + } + + _FORCE_INLINE_ Transform decal_instance_get_transform(RID p_decal) const { + DecalInstance *decal = decal_instance_owner.getornull(p_decal); + return decal->transform; + } + + RID gi_probe_instance_create(RID p_base); + void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform); + bool gi_probe_needs_update(RID p_probe) const; + void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, int p_dynamic_object_count, InstanceBase **p_dynamic_objects); + + void gi_probe_set_quality(RS::GIProbeQuality p_quality) { gi_probe_quality = p_quality; } + + _FORCE_INLINE_ uint32_t gi_probe_instance_get_slot(RID p_probe) { + GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe); + return gi_probe->slot; + } + _FORCE_INLINE_ RID gi_probe_instance_get_base_probe(RID p_probe) { + GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe); + return gi_probe->probe; + } + _FORCE_INLINE_ Transform gi_probe_instance_get_transform_to_cell(RID p_probe) { + GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe); + return storage->gi_probe_get_to_cell_xform(gi_probe->probe) * gi_probe->transform.affine_inverse(); + } + + _FORCE_INLINE_ RID gi_probe_instance_get_texture(RID p_probe) { + 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); + + 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(); + + 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, 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_decal_cull_result, int p_decal_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_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); + + void render_sdfgi(RID p_render_buffers, int p_region, InstanceBase **p_cull_result, int p_cull_count); + void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const RID **p_positional_light_cull_result, const uint32_t *p_positional_light_cull_count); + + void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, InstanceBase **p_cull_result, int p_cull_count); + + virtual void set_scene_pass(uint64_t p_pass) { + scene_pass = p_pass; + } + _FORCE_INLINE_ uint64_t get_scene_pass() { + return scene_pass; + } + + virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit); + virtual bool screen_space_roughness_limiter_is_active() const; + virtual float screen_space_roughness_limiter_get_amount() const; + virtual float screen_space_roughness_limiter_get_limit() const; + + virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality); + RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const; + virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale); + + virtual void shadows_quality_set(RS::ShadowQuality p_quality); + virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality); + _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; } + _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; } + _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; } + _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; } + + _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; } + _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; } + _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; } + _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; } + + _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; } + _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; } + _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; } + _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; } + + int get_roughness_layers() const; + bool is_using_radiance_cubemap_array() const; + + virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size); + + virtual bool free(RID p_rid); + + virtual void update(); + + virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw); + _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const { + return debug_draw; + } + + virtual void set_time(double p_time, double p_step); + + RID get_cluster_builder_texture(); + RID get_cluster_builder_indices_buffer(); + RID get_reflection_probe_buffer(); + RID get_positional_light_buffer(); + RID get_directional_light_buffer(); + RID get_decal_buffer(); + int get_max_directional_lights() const; + + void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir); + + RendererSceneRenderRD(RendererStorageRD *p_storage); + ~RendererSceneRenderRD(); +}; + +#endif // RASTERIZER_SCENE_RD_H |