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Diffstat (limited to 'servers/rendering/rasterizer_rd/rasterizer_scene_rd.h')
-rw-r--r-- | servers/rendering/rasterizer_rd/rasterizer_scene_rd.h | 1109 |
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 new file mode 100644 index 0000000000..0a1cc8ebd7 --- /dev/null +++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h @@ -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 |