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-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h72
1 files changed, 62 insertions, 10 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index af8cdb9b71..707c858ed9 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -109,8 +109,13 @@ protected:
void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment);
void _setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used);
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_cluster_max_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color, float p_screen_lod_threshold) = 0;
- virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true) = 0;
+ virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_cluster_max_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color, float p_screen_lod_threshold) = 0;
+
+ virtual void _render_shadow_begin() = 0;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true) = 0;
+ virtual void _render_shadow_process() = 0;
+ virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
+
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
@@ -132,8 +137,16 @@ protected:
void _setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size);
void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
void _draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
+ void _pre_process_gi(RID p_render_buffers, const Transform &p_transform);
void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes);
+ bool _needs_post_prepass_render(bool p_use_gi);
+ void _post_prepass_render(bool p_use_gi);
+ void _pre_resolve_render(bool p_use_gi);
+
+ void _pre_opaque_render(bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_gi_probe_buffer);
+ uint32_t _get_render_state_directional_light_count() const;
+
// needed for a single argument calls (material and uv2)
PagedArrayPool<GeometryInstance *> cull_argument_pool;
PagedArray<GeometryInstance *> cull_argument; //need this to exist
@@ -651,7 +664,7 @@ private:
RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
- ShadowTransform shadow_transform[4];
+ ShadowTransform shadow_transform[6];
AABB aabb;
RID self;
@@ -1031,8 +1044,14 @@ private:
float y_mult = 1.0;
uint32_t render_pass = 0;
+
+ int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
};
+ void _sdfgi_update_light(RID p_render_buffers, RID p_environment);
+ void _sdfgi_update_probes(RID p_render_buffers, RID p_environment);
+ void _sdfgi_store_probes(RID p_render_buffers);
+
RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
@@ -1460,6 +1479,41 @@ private:
} cluster;
+ struct RenderState {
+ RID render_buffers;
+ Transform cam_transform;
+ CameraMatrix cam_projection;
+ bool cam_ortogonal = false;
+ const PagedArray<GeometryInstance *> *instances = nullptr;
+ const PagedArray<RID> *lights = nullptr;
+ const PagedArray<RID> *reflection_probes = nullptr;
+ const PagedArray<RID> *gi_probes = nullptr;
+ const PagedArray<RID> *decals = nullptr;
+ const PagedArray<RID> *lightmaps = nullptr;
+ RID environment;
+ RID camera_effects;
+ RID shadow_atlas;
+ RID reflection_atlas;
+ RID reflection_probe;
+ int reflection_probe_pass = 0;
+ float screen_lod_threshold = 0.0;
+
+ const RenderShadowData *render_shadows = nullptr;
+ int render_shadow_count = 0;
+ const RenderSDFGIData *render_sdfgi_regions = nullptr;
+ int render_sdfgi_region_count = 0;
+ const RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
+
+ uint32_t directional_light_count = 0;
+ uint32_t gi_probe_count = 0;
+
+ LocalVector<int> cube_shadows;
+ LocalVector<int> shadows;
+ LocalVector<int> directional_shadows;
+
+ bool depth_prepass_used;
+ } render_state;
+
struct VolumetricFog {
uint32_t width = 0;
uint32_t height = 0;
@@ -1547,6 +1601,10 @@ private:
uint32_t max_cluster_elements = 512;
bool low_end = false;
+ void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true);
+ void _render_sdfgi_region(RID p_render_buffers, int p_region, const PagedArray<GeometryInstance *> &p_instances);
+ void _render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result);
+
public:
virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
@@ -1594,7 +1652,6 @@ public:
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 Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count);
RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
/* SKY API */
@@ -1997,15 +2054,10 @@ public:
float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
- void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
-
- void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0);
+ void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr);
void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
- void render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<GeometryInstance *> &p_instances);
- void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result);
-
void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances);
virtual void set_scene_pass(uint64_t p_pass) {