diff options
Diffstat (limited to 'servers/rendering/renderer_scene_cull.h')
-rw-r--r-- | servers/rendering/renderer_scene_cull.h | 358 |
1 files changed, 247 insertions, 111 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index 96fe6ce25c..540fb0e27a 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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 */ @@ -28,31 +28,26 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef RENDERING_SERVER_SCENE_CULL_H -#define RENDERING_SERVER_SCENE_CULL_H - -#include "core/templates/bin_sorted_array.h" -#include "core/templates/pass_func.h" -#include "servers/rendering/renderer_compositor.h" +#ifndef RENDERER_SCENE_CULL_H +#define RENDERER_SCENE_CULL_H #include "core/math/dynamic_bvh.h" -#include "core/math/geometry_3d.h" -#include "core/math/octree.h" -#include "core/os/semaphore.h" -#include "core/os/thread.h" +#include "core/templates/bin_sorted_array.h" #include "core/templates/local_vector.h" #include "core/templates/paged_allocator.h" #include "core/templates/paged_array.h" +#include "core/templates/pass_func.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" #include "servers/rendering/renderer_scene.h" #include "servers/rendering/renderer_scene_occlusion_cull.h" #include "servers/rendering/renderer_scene_render.h" +#include "servers/rendering/storage/utilities.h" #include "servers/xr/xr_interface.h" class RendererSceneCull : public RendererScene { public: - RendererSceneRender *scene_render; + RendererSceneRender *scene_render = nullptr; enum { SDFGI_MAX_CASCADES = 8, @@ -120,7 +115,7 @@ public: /* VISIBILITY NOTIFIER API */ - RendererSceneOcclusionCull *dummy_occlusion_culling; + RendererSceneOcclusionCull *dummy_occlusion_culling = nullptr; /* SCENARIO API */ @@ -267,7 +262,9 @@ public: FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20), FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21), - FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 22), + FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN = (1 << 22), + FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 23), + FLAG_IGNORE_ALL_CULLING = (1 << 24), }; uint32_t flags = 0; @@ -275,8 +272,8 @@ public: RID base_rid; union { uint64_t instance_data_rid; - RendererSceneRender::GeometryInstance *instance_geometry; - InstanceVisibilityNotifierData *visibility_notifier; + RenderGeometryInstance *instance_geometry; + InstanceVisibilityNotifierData *visibility_notifier = nullptr; }; Instance *instance = nullptr; int32_t parent_array_index = -1; @@ -286,12 +283,14 @@ public: struct InstanceVisibilityData { uint64_t viewport_state = 0; int32_t array_index = -1; + RS::VisibilityRangeFadeMode fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED; Vector3 position; Instance *instance = nullptr; float range_begin = 0.0f; float range_end = 0.0f; float range_begin_margin = 0.0f; float range_end_margin = 0.0f; + float children_fade_alpha = 1.0f; }; class VisibilityArray : public BinSortedArray<InstanceVisibilityData> { @@ -325,7 +324,7 @@ public: RID reflection_probe_shadow_atlas; RID reflection_atlas; uint64_t used_viewport_visibility_bits; - Map<RID, uint64_t> viewport_visibility_masks; + HashMap<RID, uint64_t> viewport_visibility_masks; SelfList<Instance>::List instances; @@ -366,8 +365,8 @@ public: /* INSTANCING API */ struct InstancePair { - Instance *a; - Instance *b; + Instance *a = nullptr; + Instance *b = nullptr; SelfList<InstancePair> list_a; SelfList<InstancePair> list_b; InstancePair() : @@ -386,6 +385,7 @@ public: RID skeleton; RID material_override; + RID material_overlay; RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist @@ -394,6 +394,7 @@ public: float lod_bias; bool ignore_occlusion_culling; + bool ignore_all_culling; Vector<RID> materials; @@ -408,7 +409,7 @@ public: bool dynamic_gi : 2; //same above for dynamic objects bool redraw_if_visible : 4; - Instance *lightmap; + Instance *lightmap = nullptr; Rect2 lightmap_uv_scale; int lightmap_slice_index; uint32_t lightmap_cull_index; @@ -425,23 +426,27 @@ public: PropertyInfo info; }; - Map<StringName, InstanceShaderParameter> instance_shader_parameters; - bool instance_allocated_shader_parameters = false; - int32_t instance_allocated_shader_parameters_offset = -1; + HashMap<StringName, InstanceShaderParameter> instance_shader_uniforms; + bool instance_allocated_shader_uniforms = false; + int32_t instance_allocated_shader_uniforms_offset = -1; // RID self; //scenario stuff DynamicBVH::ID indexer_id; - int32_t array_index; + int32_t array_index = -1; int32_t visibility_index = -1; - float visibility_range_begin; - float visibility_range_end; - float visibility_range_begin_margin; - float visibility_range_end_margin; + float visibility_range_begin = 0.0f; + float visibility_range_end = 0.0f; + float visibility_range_begin_margin = 0.0f; + float visibility_range_end_margin = 0.0f; + RS::VisibilityRangeFadeMode visibility_range_fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED; Instance *visibility_parent = nullptr; - Scenario *scenario; + HashSet<Instance *> visibility_dependencies; + uint32_t visibility_dependencies_depth = 0; + float transparency = 0.0f; + Scenario *scenario = nullptr; SelfList<Instance> scenario_item; //aabb stuff @@ -450,7 +455,7 @@ public: SelfList<Instance> update_item; - AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better? + AABB *custom_aabb = nullptr; // <Zylann> would using aabb directly with a bool be better? float extra_margin; ObjectID object_id; @@ -460,37 +465,37 @@ public: uint64_t version; // changes to this, and changes to base increase version - InstanceBaseData *base_data; + InstanceBaseData *base_data = nullptr; SelfList<InstancePair>::List pairs; uint64_t pair_check; - RendererStorage::DependencyTracker dependency_tracker; + DependencyTracker dependency_tracker; - static void dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *tracker) { + static void dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *tracker) { Instance *instance = (Instance *)tracker->userdata; switch (p_notification) { - case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: - case RendererStorage::DEPENDENCY_CHANGED_AABB: { + case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: + case Dependency::DEPENDENCY_CHANGED_AABB: { singleton->_instance_queue_update(instance, true, false); } break; - case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: { + case Dependency::DEPENDENCY_CHANGED_MATERIAL: { singleton->_instance_queue_update(instance, false, true); } break; - case RendererStorage::DEPENDENCY_CHANGED_MESH: - case RendererStorage::DEPENDENCY_CHANGED_PARTICLES: - case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH: - case RendererStorage::DEPENDENCY_CHANGED_DECAL: - case RendererStorage::DEPENDENCY_CHANGED_LIGHT: - case RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE: { + case Dependency::DEPENDENCY_CHANGED_MESH: + case Dependency::DEPENDENCY_CHANGED_PARTICLES: + case Dependency::DEPENDENCY_CHANGED_MULTIMESH: + case Dependency::DEPENDENCY_CHANGED_DECAL: + case Dependency::DEPENDENCY_CHANGED_LIGHT: + case Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE: { singleton->_instance_queue_update(instance, true, true); } break; - case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: - case RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES: { + case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: + case Dependency::DEPENDENCY_CHANGED_SKELETON_BONES: { //ignored } break; - case RendererStorage::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: { + case Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: { //requires repairing if (instance->indexer_id.is_valid()) { singleton->_unpair_instance(instance); @@ -501,7 +506,7 @@ public: } } - static void dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *tracker) { + static void dependency_deleted(const RID &p_dependency, DependencyTracker *tracker) { Instance *instance = (Instance *)tracker->userdata; if (p_dependency == instance->base) { @@ -521,7 +526,7 @@ public: receive_shadows = true; visible = true; layer_mask = 1; - baked_light = false; + baked_light = true; dynamic_gi = false; redraw_if_visible = false; lightmap_slice_index = 0; @@ -529,6 +534,7 @@ public: lightmap_cull_index = 0; lod_bias = 1.0; ignore_occlusion_culling = false; + ignore_all_culling = false; scenario = nullptr; @@ -572,19 +578,17 @@ public: void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false); struct InstanceGeometryData : public InstanceBaseData { - RendererSceneRender::GeometryInstance *geometry_instance = nullptr; - Set<Instance *> lights; + RenderGeometryInstance *geometry_instance = nullptr; + HashSet<Instance *> lights; bool can_cast_shadows; bool material_is_animated; uint32_t projector_count = 0; uint32_t softshadow_count = 0; - Set<Instance *> decals; - Set<Instance *> reflection_probes; - Set<Instance *> voxel_gi_instances; - Set<Instance *> lightmap_captures; - Set<Instance *> visibility_dependencies; - uint32_t visibility_dependencies_depth = 0; + HashSet<Instance *> decals; + HashSet<Instance *> reflection_probes; + HashSet<Instance *> voxel_gi_instances; + HashSet<Instance *> lightmap_captures; InstanceGeometryData() { can_cast_shadows = true; @@ -593,9 +597,9 @@ public: }; struct InstanceReflectionProbeData : public InstanceBaseData { - Instance *owner; + Instance *owner = nullptr; - Set<Instance *> geometries; + HashSet<Instance *> geometries; RID instance; SelfList<InstanceReflectionProbeData> update_list; @@ -609,10 +613,10 @@ public: }; struct InstanceDecalData : public InstanceBaseData { - Instance *owner; + Instance *owner = nullptr; RID instance; - Set<Instance *> geometries; + HashSet<Instance *> geometries; InstanceDecalData() { } @@ -624,6 +628,11 @@ public: RID instance; }; + struct InstanceFogVolumeData : public InstanceBaseData { + RID instance; + bool is_global; + }; + struct InstanceVisibilityNotifierData : public InstanceBaseData { bool just_visible = false; uint64_t visible_in_frame = 0; @@ -645,9 +654,9 @@ public: bool uses_projector = false; bool uses_softshadow = false; - Set<Instance *> geometries; + HashSet<Instance *> geometries; - Instance *baked_light; + Instance *baked_light = nullptr; RS::LightBakeMode bake_mode; uint32_t max_sdfgi_cascade = 2; @@ -662,12 +671,12 @@ public: }; struct InstanceVoxelGIData : public InstanceBaseData { - Instance *owner; + Instance *owner = nullptr; - Set<Instance *> geometries; - Set<Instance *> dynamic_geometries; + HashSet<Instance *> geometries; + HashSet<Instance *> dynamic_geometries; - Set<Instance *> lights; + HashSet<Instance *> lights; struct LightCache { RS::LightType type; @@ -680,7 +689,7 @@ public: float spot_angle; float spot_attenuation; bool has_shadow; - bool sky_only; + RS::LightDirectionalSkyMode sky_mode; }; Vector<LightCache> light_cache; @@ -704,8 +713,8 @@ public: struct InstanceLightmapData : public InstanceBaseData { RID instance; - Set<Instance *> geometries; - Set<Instance *> users; + HashSet<Instance *> geometries; + HashSet<Instance *> users; InstanceLightmapData() { } @@ -770,17 +779,17 @@ public: } }; - Set<Instance *> heightfield_particle_colliders_update_list; + HashSet<Instance *> heightfield_particle_colliders_update_list; PagedArrayPool<Instance *> instance_cull_page_pool; - PagedArrayPool<RendererSceneRender::GeometryInstance *> geometry_instance_cull_page_pool; + PagedArrayPool<RenderGeometryInstance *> geometry_instance_cull_page_pool; PagedArrayPool<RID> rid_cull_page_pool; PagedArray<Instance *> instance_cull_result; PagedArray<Instance *> instance_shadow_cull_result; struct InstanceCullResult { - PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances; + PagedArray<RenderGeometryInstance *> geometry_instances; PagedArray<Instance *> lights; PagedArray<RID> light_instances; PagedArray<RID> lightmaps; @@ -788,12 +797,13 @@ public: PagedArray<RID> decals; PagedArray<RID> voxel_gi_instances; PagedArray<RID> mesh_instances; + PagedArray<RID> fog_volumes; struct DirectionalShadow { - PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; + PagedArray<RenderGeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS]; - PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; + PagedArray<RenderGeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES]; void clear() { @@ -805,6 +815,7 @@ public: decals.clear(); voxel_gi_instances.clear(); mesh_instances.clear(); + fog_volumes.clear(); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { directional_shadows[i].cascade_geometry_instances[j].clear(); @@ -829,6 +840,7 @@ public: decals.reset(); voxel_gi_instances.reset(); mesh_instances.reset(); + fog_volumes.reset(); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { directional_shadows[i].cascade_geometry_instances[j].reset(); @@ -853,6 +865,7 @@ public: decals.merge_unordered(p_cull_result.decals); voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances); mesh_instances.merge_unordered(p_cull_result.mesh_instances); + fog_volumes.merge_unordered(p_cull_result.fog_volumes); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { @@ -869,7 +882,7 @@ public: } } - void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) { + void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RenderGeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) { geometry_instances.set_page_pool(p_geometry_instance_pool); light_instances.set_page_pool(p_rid_pool); lights.set_page_pool(p_instance_pool); @@ -878,6 +891,7 @@ public: decals.set_page_pool(p_rid_pool); voxel_gi_instances.set_page_pool(p_rid_pool); mesh_instances.set_page_pool(p_rid_pool); + fog_volumes.set_page_pool(p_rid_pool); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool); @@ -907,7 +921,10 @@ public: RID_Owner<Instance, true> instance_owner; - uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecessary on clustered + uint32_t geometry_instance_pair_mask = 0; // used in traditional forward, unnecessary on clustered + + const int TAA_JITTER_COUNT = 16; + LocalVector<Vector2> taa_jitter_array; virtual RID instance_allocate(); virtual void instance_initialize(RID p_rid); @@ -920,6 +937,7 @@ public: virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight); virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material); virtual void instance_set_visible(RID p_instance, bool p_visible); + virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency); virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb); @@ -929,7 +947,9 @@ public: virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance); - void _update_instance_visibility_depth(Instance *p_instance); + virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled); + + bool _update_instance_visibility_depth(Instance *p_instance); void _update_instance_visibility_dependencies(Instance *p_instance); // don't use these in a game! @@ -940,18 +960,19 @@ public: virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled); virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting); virtual void instance_geometry_set_material_override(RID p_instance, RID p_material); + virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material); - virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin); + virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode); virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index); virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias); - void _update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material); + void _update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material); - virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value); - virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const; - virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const; - virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const; + virtual void instance_geometry_set_shader_uniform(RID p_instance, const StringName &p_parameter, const Variant &p_value); + virtual void instance_geometry_get_shader_uniform_list(RID p_instance, List<PropertyInfo> *p_parameters) const; + virtual Variant instance_geometry_get_shader_uniform(RID p_instance, const StringName &p_parameter) const; + virtual Variant instance_geometry_get_shader_uniform_default_value(RID p_instance, const StringName &p_parameter) const; _FORCE_INLINE_ void _update_instance(Instance *p_instance); _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance); @@ -959,9 +980,9 @@ public: _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance); void _unpair_instance(Instance *p_instance); - void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect); + void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect); - _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold); + _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold); RID _render_get_environment(RID p_camera, RID p_scenario); @@ -971,7 +992,7 @@ public: struct Cascade { Frustum frustum; - CameraMatrix projection; + Projection projection; Transform3D transform; real_t zfar; real_t split; @@ -1005,7 +1026,7 @@ public: struct VisibilityCullData { uint64_t viewport_mask; - Scenario *scenario; + Scenario *scenario = nullptr; Vector3 camera_position; uint32_t cull_offset; uint32_t cull_count; @@ -1013,29 +1034,30 @@ public: void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data); void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to); - _FORCE_INLINE_ void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_idx); + template <bool p_fade_check> _FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask); struct CullData { - Cull *cull; - Scenario *scenario; + Cull *cull = nullptr; + Scenario *scenario = nullptr; RID shadow_atlas; Transform3D cam_transform; uint32_t visible_layers; - Instance *render_reflection_probe; + Instance *render_reflection_probe = nullptr; const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer; - const CameraMatrix *camera_matrix; + const Projection *camera_matrix; uint64_t visibility_viewport_mask; }; void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data); void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to); + _FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data); bool _render_reflection_probe_step(Instance *p_instance, int p_step); - void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr); + void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr); void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas); - void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr); + void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr); void update_dirty_instances(); void render_particle_colliders(); @@ -1071,6 +1093,7 @@ public: PASS1RC(bool, is_environment, RID) + // Background PASS2(environment_set_background, RID, RS::EnvironmentBG) PASS2(environment_set_sky, RID, RID) PASS2(environment_set_sky_custom_fov, RID, float) @@ -1078,35 +1101,148 @@ public: PASS2(environment_set_bg_color, RID, const Color &) PASS2(environment_set_bg_energy, RID, float) PASS2(environment_set_canvas_max_layer, RID, int) - PASS7(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource, const Color &) + PASS6(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource) + + PASS1RC(RS::EnvironmentBG, environment_get_background, RID) + PASS1RC(RID, environment_get_sky, RID) + PASS1RC(float, environment_get_sky_custom_fov, RID) + PASS1RC(Basis, environment_get_sky_orientation, RID) + PASS1RC(Color, environment_get_bg_color, RID) + PASS1RC(float, environment_get_bg_energy, RID) + PASS1RC(int, environment_get_canvas_max_layer, RID) + PASS1RC(RS::EnvironmentAmbientSource, environment_get_ambient_source, RID) + PASS1RC(Color, environment_get_ambient_light, RID) + PASS1RC(float, environment_get_ambient_light_energy, RID) + PASS1RC(float, environment_get_ambient_sky_contribution, RID) + PASS1RC(RS::EnvironmentReflectionSource, environment_get_reflection_source, RID) + // Tonemap + PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float) + PASS1RC(RS::EnvironmentToneMapper, environment_get_tone_mapper, RID) + PASS1RC(float, environment_get_exposure, RID) + PASS1RC(float, environment_get_white, RID) + PASS1RC(bool, environment_get_auto_exposure, RID) + PASS1RC(float, environment_get_min_luminance, RID) + PASS1RC(float, environment_get_max_luminance, RID) + PASS1RC(float, environment_get_auto_exp_speed, RID) + PASS1RC(float, environment_get_auto_exp_scale, RID) + PASS1RC(uint64_t, environment_get_auto_exposure_version, RID) + + // Fog + PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float) + + PASS1RC(bool, environment_get_fog_enabled, RID) + PASS1RC(Color, environment_get_fog_light_color, RID) + PASS1RC(float, environment_get_fog_light_energy, RID) + PASS1RC(float, environment_get_fog_sun_scatter, RID) + PASS1RC(float, environment_get_fog_density, RID) + PASS1RC(float, environment_get_fog_height, RID) + PASS1RC(float, environment_get_fog_height_density, RID) + PASS1RC(float, environment_get_fog_aerial_perspective, RID) + + PASS2(environment_set_volumetric_fog_volume_size, int, int) + PASS1(environment_set_volumetric_fog_filter_active, bool) + + // Volumentric Fog + PASS13(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float) + + PASS1RC(bool, environment_get_volumetric_fog_enabled, RID) + PASS1RC(float, environment_get_volumetric_fog_density, RID) + PASS1RC(Color, environment_get_volumetric_fog_scattering, RID) + PASS1RC(Color, environment_get_volumetric_fog_emission, RID) + PASS1RC(float, environment_get_volumetric_fog_emission_energy, RID) + PASS1RC(float, environment_get_volumetric_fog_anisotropy, RID) + PASS1RC(float, environment_get_volumetric_fog_length, RID) + PASS1RC(float, environment_get_volumetric_fog_detail_spread, RID) + PASS1RC(float, environment_get_volumetric_fog_gi_inject, RID) + PASS1RC(bool, environment_get_volumetric_fog_temporal_reprojection, RID) + PASS1RC(float, environment_get_volumetric_fog_temporal_reprojection_amount, RID) + PASS1RC(float, environment_get_volumetric_fog_ambient_inject, RID) + + // Glow + PASS13(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float, float, RID) + + PASS1RC(bool, environment_get_glow_enabled, RID) + PASS1RC(Vector<float>, environment_get_glow_levels, RID) + PASS1RC(float, environment_get_glow_intensity, RID) + PASS1RC(float, environment_get_glow_strength, RID) + PASS1RC(float, environment_get_glow_bloom, RID) + PASS1RC(float, environment_get_glow_mix, RID) + PASS1RC(RS::EnvironmentGlowBlendMode, environment_get_glow_blend_mode, RID) + PASS1RC(float, environment_get_glow_hdr_bleed_threshold, RID) + PASS1RC(float, environment_get_glow_hdr_luminance_cap, RID) + PASS1RC(float, environment_get_glow_hdr_bleed_scale, RID) + PASS1RC(float, environment_get_glow_map_strength, RID) + PASS1RC(RID, environment_get_glow_map, RID) + + PASS1(environment_glow_set_use_bicubic_upscale, bool) + PASS1(environment_glow_set_use_high_quality, bool) + + // SSR PASS6(environment_set_ssr, RID, bool, int, float, float, float) + + PASS1RC(bool, environment_get_ssr_enabled, RID) + PASS1RC(int, environment_get_ssr_max_steps, RID) + PASS1RC(float, environment_get_ssr_fade_in, RID) + PASS1RC(float, environment_get_ssr_fade_out, RID) + PASS1RC(float, environment_get_ssr_depth_tolerance, RID) + PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality) + // SSAO PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float) + + PASS1RC(bool, environment_get_ssao_enabled, RID) + PASS1RC(float, environment_get_ssao_radius, RID) + PASS1RC(float, environment_get_ssao_intensity, RID) + PASS1RC(float, environment_get_ssao_power, RID) + PASS1RC(float, environment_get_ssao_detail, RID) + PASS1RC(float, environment_get_ssao_horizon, RID) + PASS1RC(float, environment_get_ssao_sharpness, RID) + PASS1RC(float, environment_get_ssao_direct_light_affect, RID) + PASS1RC(float, environment_get_ssao_ao_channel_affect, RID) + PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float) - PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float) - PASS1(environment_glow_set_use_bicubic_upscale, bool) - PASS1(environment_glow_set_use_high_quality, bool) + // SSIL + PASS6(environment_set_ssil, RID, bool, float, float, float, float) - PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float) + PASS1RC(bool, environment_get_ssil_enabled, RID) + PASS1RC(float, environment_get_ssil_radius, RID) + PASS1RC(float, environment_get_ssil_intensity, RID) + PASS1RC(float, environment_get_ssil_sharpness, RID) + PASS1RC(float, environment_get_ssil_normal_rejection, RID) - PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID) + PASS6(environment_set_ssil_quality, RS::EnvironmentSSILQuality, bool, float, int, float, float) - PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float) - PASS10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float) + // SDFGI - PASS2(environment_set_volumetric_fog_volume_size, int, int) - PASS1(environment_set_volumetric_fog_filter_active, bool) + PASS11(environment_set_sdfgi, RID, bool, int, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float) + + PASS1RC(bool, environment_get_sdfgi_enabled, RID) + PASS1RC(int, environment_get_sdfgi_cascades, RID) + PASS1RC(float, environment_get_sdfgi_min_cell_size, RID) + PASS1RC(bool, environment_get_sdfgi_use_occlusion, RID) + PASS1RC(float, environment_get_sdfgi_bounce_feedback, RID) + PASS1RC(bool, environment_get_sdfgi_read_sky_light, RID) + PASS1RC(float, environment_get_sdfgi_energy, RID) + PASS1RC(float, environment_get_sdfgi_normal_bias, RID) + PASS1RC(float, environment_get_sdfgi_probe_bias, RID) + PASS1RC(RS::EnvironmentSDFGIYScale, environment_get_sdfgi_y_scale, RID) - PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float) PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount) PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge) PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight) - PASS1RC(RS::EnvironmentBG, environment_get_background, RID) - PASS1RC(int, environment_get_canvas_max_layer, RID) + // Adjustment + PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID) + + PASS1RC(bool, environment_get_adjustments_enabled, RID) + PASS1RC(float, environment_get_adjustments_brightness, RID) + PASS1RC(float, environment_get_adjustments_contrast, RID) + PASS1RC(float, environment_get_adjustments_saturation, RID) + PASS1RC(bool, environment_get_use_1d_color_correction, RID) + PASS1RC(RID, environment_get_color_correction, RID) PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &) @@ -1125,15 +1261,15 @@ public: PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float) PASS3(camera_effects_set_custom_exposure, RID, bool, float) - PASS1(shadows_quality_set, RS::ShadowQuality) - PASS1(directional_shadow_quality_set, RS::ShadowQuality) + PASS1(positional_soft_shadow_filter_set_quality, RS::ShadowQuality) + PASS1(directional_soft_shadow_filter_set_quality, RS::ShadowQuality) PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &) /* Render Buffers */ PASS0R(RID, render_buffers_create) - PASS8(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool, uint32_t) + PASS13(render_buffers_configure, RID, RID, int, int, int, int, float, float, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool, bool, uint32_t) PASS1(gi_set_use_half_resolution, bool) /* Shadow Atlas */ @@ -1158,4 +1294,4 @@ public: virtual ~RendererSceneCull(); }; -#endif // VISUALSERVERSCENE_H +#endif // RENDERER_SCENE_CULL_H |