summaryrefslogtreecommitdiff
path: root/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
blob: 5aaa15f4419fa20021081b969f3cd3c4e568d962 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
/*************************************************************************/
/*  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];
		float size;
		uint32_t enabled;
		uint32_t pad[3];
	};

	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_decal_cull_result, int p_decal_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 _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 _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_roughness_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, 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_color, bool p_can_continue_depth, 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 void get_instance_param_list(List<RasterizerStorage::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();
	};

	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;

	/* REFLECTION PROBE 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 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);

	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;
	} 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;
			float shadow_texel_size;
			float range_begin;
			Rect2 atlas_rect;
			Vector2 uv_scale;
		};

		RS::LightType light_type = RS::LIGHT_DIRECTIONAL;

		ShadowTransform shadow_transform[4];

		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 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;

		/// 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;
	};

	RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
	bool ssao_half_size = false;
	bool glow_bicubic_upscale = false;
	RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;

	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;
	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 RenderBuffers {

		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;

		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;
				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;
	};

	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);
	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, 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);
	void environment_glow_set_use_bicubic_upscale(bool p_enable);

	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);
	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_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, 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 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_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);

	_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, RS::ViewportScreenSpaceAA p_screen_space_aa);

	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_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);

	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;

	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);

	RasterizerSceneRD(RasterizerStorageRD *p_storage);
	~RasterizerSceneRD();
};

#endif // RASTERIZER_SCENE_RD_H