summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
blob: 6cff9b7837d9eb331171a7a08c2e46071f32060a (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
/*************************************************************************/
/*  renderer_scene_gi_rd.h                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#ifndef RENDERING_SERVER_SCENE_GI_RD_H
#define RENDERING_SERVER_SCENE_GI_RD_H

#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/giprobe.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/giprobe_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"

// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
class RendererSceneRenderRD;

class RendererSceneGIRD {
private:
	// !BAS! need to see which things become internal..

	RendererStorageRD *storage;

public:
	/* GIPROBE INSTANCE */

	struct GIProbeLight {
		uint32_t type;
		float energy;
		float radius;
		float attenuation;

		float color[3];
		float cos_spot_angle;

		float position[3];
		float inv_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 {
		// access to our containers
		RendererStorageRD *storage;
		RendererSceneGIRD *gi;

		RID probe;
		RID texture;
		RID write_buffer;

		struct Mipmap {
			RID texture;
			RID uniform_set;
			RID second_bounce_uniform_set;
			RID write_uniform_set;
			uint32_t level;
			uint32_t cell_offset;
			uint32_t cell_count;
		};
		Vector<Mipmap> mipmaps;

		struct DynamicMap {
			RID texture; //color normally, or emission on first pass
			RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
			RID depth; //actual depth buffer for the first pass, float depth for later passes
			RID normal; //normal buffer for the first pass
			RID albedo; //emission buffer for the first pass
			RID orm; //orm buffer for the first pass
			RID fb; //used for rendering, only valid on first map
			RID uniform_set;
			uint32_t size;
			int mipmap; // mipmap to write to, -1 if no mipmap assigned
		};

		Vector<DynamicMap> dynamic_maps;

		int slot = -1;
		uint32_t last_probe_version = 0;
		uint32_t last_probe_data_version = 0;

		//uint64_t last_pass = 0;
		uint32_t render_index = 0;

		bool has_dynamic_object_data = false;

		Transform transform;

		void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
		void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
	};

	GIProbeLight *gi_probe_lights;
	uint32_t gi_probe_max_lights;
	RID gi_probe_lights_uniform;

	enum {
		GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT,
		GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
		GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP,
		GI_PROBE_SHADER_VERSION_WRITE_TEXTURE,
		GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
		GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
		GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
		GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
		GI_PROBE_SHADER_VERSION_MAX
	};

	GiprobeShaderRD giprobe_shader;
	RID giprobe_lighting_shader_version;
	RID giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_MAX];
	RID giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_MAX];

	mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;

	RS::GIProbeQuality gi_probe_quality = RS::GI_PROBE_QUALITY_HIGH;

	enum {
		GI_PROBE_DEBUG_COLOR,
		GI_PROBE_DEBUG_LIGHT,
		GI_PROBE_DEBUG_EMISSION,
		GI_PROBE_DEBUG_LIGHT_FULL,
		GI_PROBE_DEBUG_MAX
	};

	struct GIProbeDebugPushConstant {
		float projection[16];
		uint32_t cell_offset;
		float dynamic_range;
		float alpha;
		uint32_t level;
		int32_t bounds[3];
		uint32_t pad;
	};

	GiprobeDebugShaderRD giprobe_debug_shader;
	RID giprobe_debug_shader_version;
	RID giprobe_debug_shader_version_shaders[GI_PROBE_DEBUG_MAX];
	PipelineCacheRD giprobe_debug_shader_version_pipelines[GI_PROBE_DEBUG_MAX];
	RID giprobe_debug_uniform_set;

	/* SDFGI */

	struct SDFGI {
		enum {
			MAX_CASCADES = 8,
			CASCADE_SIZE = 128,
			PROBE_DIVISOR = 16,
			ANISOTROPY_SIZE = 6,
			MAX_DYNAMIC_LIGHTS = 128,
			MAX_STATIC_LIGHTS = 1024,
			LIGHTPROBE_OCT_SIZE = 6,
			SH_SIZE = 16
		};

		struct Cascade {
			struct UBO {
				float offset[3];
				float to_cell;
				int32_t probe_offset[3];
				uint32_t pad;
			};

			//cascade blocks are full-size for volume (128^3), half size for albedo/emission
			RID sdf_tex;
			RID light_tex;
			RID light_aniso_0_tex;
			RID light_aniso_1_tex;

			RID light_data;
			RID light_aniso_0_data;
			RID light_aniso_1_data;

			struct SolidCell { // this struct is unused, but remains as reference for size
				uint32_t position;
				uint32_t albedo;
				uint32_t static_light;
				uint32_t static_light_aniso;
			};

			RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch
			RID solid_cell_buffer;

			RID lightprobe_history_tex;
			RID lightprobe_average_tex;

			float cell_size;
			Vector3i position;

			static const Vector3i DIRTY_ALL;
			Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.

			RID sdf_store_uniform_set;
			RID sdf_direct_light_uniform_set;
			RID scroll_uniform_set;
			RID scroll_occlusion_uniform_set;
			RID integrate_uniform_set;
			RID lights_buffer;

			bool all_dynamic_lights_dirty = true;
		};

		// access to our containers
		RendererStorageRD *storage;
		RendererSceneGIRD *gi;

		// used for rendering (voxelization)
		RID render_albedo;
		RID render_emission;
		RID render_emission_aniso;
		RID render_occlusion[8];
		RID render_geom_facing;

		RID render_sdf[2];
		RID render_sdf_half[2];

		// used for ping pong processing in cascades
		RID sdf_initialize_uniform_set;
		RID sdf_initialize_half_uniform_set;
		RID jump_flood_uniform_set[2];
		RID jump_flood_half_uniform_set[2];
		RID sdf_upscale_uniform_set;
		int upscale_jfa_uniform_set_index;
		RID occlusion_uniform_set;

		uint32_t cascade_size = 128;

		LocalVector<Cascade> cascades;

		RID lightprobe_texture;
		RID lightprobe_data;
		RID occlusion_texture;
		RID occlusion_data;
		RID ambient_texture; //integrates with volumetric fog

		RID lightprobe_history_scroll; //used for scrolling lightprobes
		RID lightprobe_average_scroll; //used for scrolling lightprobes

		uint32_t history_size = 0;
		float solid_cell_ratio = 0;
		uint32_t solid_cell_count = 0;

		RS::EnvironmentSDFGICascades cascade_mode;
		float min_cell_size = 0;
		uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints

		RID debug_uniform_set;
		RID debug_probes_uniform_set;
		RID cascades_ubo;

		bool uses_occlusion = false;
		float bounce_feedback = 0.0;
		bool reads_sky = false;
		float energy = 1.0;
		float normal_bias = 1.1;
		float probe_bias = 1.1;
		RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED;

		float y_mult = 1.0;

		uint32_t render_pass = 0;

		int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
		RID integrate_sky_uniform_set;

		void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi);
		void erase();
		void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position);
		void update_light();
		void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky);
		void store_probes();
		int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
		void update_cascades();

		void debug_draw(const CameraMatrix &p_projection, const Transform &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture);
		void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);

		void pre_process_gi(const Transform &p_transform, RendererSceneRenderRD *p_scene_render);
		void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
		void render_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, RendererSceneRenderRD *p_scene_render);
	};

	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;

	float sdfgi_solid_cell_ratio = 0.25;
	Vector3 sdfgi_debug_probe_pos;
	Vector3 sdfgi_debug_probe_dir;
	bool sdfgi_debug_probe_enabled = false;
	Vector3i sdfgi_debug_probe_index;

	struct SDGIShader {
		enum SDFGIPreprocessShaderVersion {
			PRE_PROCESS_SCROLL,
			PRE_PROCESS_SCROLL_OCCLUSION,
			PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
			PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
			PRE_PROCESS_JUMP_FLOOD,
			PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
			PRE_PROCESS_JUMP_FLOOD_UPSCALE,
			PRE_PROCESS_OCCLUSION,
			PRE_PROCESS_STORE,
			PRE_PROCESS_MAX
		};

		struct PreprocessPushConstant {
			int32_t scroll[3];
			int32_t grid_size;

			int32_t probe_offset[3];
			int32_t step_size;

			int32_t half_size;
			uint32_t occlusion_index;
			int32_t cascade;
			uint32_t pad;
		};

		SdfgiPreprocessShaderRD preprocess;
		RID preprocess_shader;
		RID preprocess_pipeline[PRE_PROCESS_MAX];

		struct DebugPushConstant {
			float grid_size[3];
			uint32_t max_cascades;

			int32_t screen_size[2];
			uint32_t use_occlusion;
			float y_mult;

			float cam_extent[3];
			uint32_t probe_axis_size;

			float cam_transform[16];
		};

		SdfgiDebugShaderRD debug;
		RID debug_shader;
		RID debug_shader_version;
		RID debug_pipeline;

		enum ProbeDebugMode {
			PROBE_DEBUG_PROBES,
			PROBE_DEBUG_VISIBILITY,
			PROBE_DEBUG_MAX
		};

		struct DebugProbesPushConstant {
			float projection[16];

			uint32_t band_power;
			uint32_t sections_in_band;
			uint32_t band_mask;
			float section_arc;

			float grid_size[3];
			uint32_t cascade;

			uint32_t pad;
			float y_mult;
			int32_t probe_debug_index;
			int32_t probe_axis_size;
		};

		SdfgiDebugProbesShaderRD debug_probes;
		RID debug_probes_shader;
		RID debug_probes_shader_version;

		PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];

		struct Light {
			float color[3];
			float energy;

			float direction[3];
			uint32_t has_shadow;

			float position[3];
			float attenuation;

			uint32_t type;
			float cos_spot_angle;
			float inv_spot_attenuation;
			float radius;

			float shadow_color[4];
		};

		struct DirectLightPushConstant {
			float grid_size[3];
			uint32_t max_cascades;

			uint32_t cascade;
			uint32_t light_count;
			uint32_t process_offset;
			uint32_t process_increment;

			int32_t probe_axis_size;
			float bounce_feedback;
			float y_mult;
			uint32_t use_occlusion;
		};

		enum {
			DIRECT_LIGHT_MODE_STATIC,
			DIRECT_LIGHT_MODE_DYNAMIC,
			DIRECT_LIGHT_MODE_MAX
		};
		SdfgiDirectLightShaderRD direct_light;
		RID direct_light_shader;
		RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];

		enum {
			INTEGRATE_MODE_PROCESS,
			INTEGRATE_MODE_STORE,
			INTEGRATE_MODE_SCROLL,
			INTEGRATE_MODE_SCROLL_STORE,
			INTEGRATE_MODE_MAX
		};
		struct IntegratePushConstant {
			enum {
				SKY_MODE_DISABLED,
				SKY_MODE_COLOR,
				SKY_MODE_SKY,
			};

			float grid_size[3];
			uint32_t max_cascades;

			uint32_t probe_axis_size;
			uint32_t cascade;
			uint32_t history_index;
			uint32_t history_size;

			uint32_t ray_count;
			float ray_bias;
			int32_t image_size[2];

			int32_t world_offset[3];
			uint32_t sky_mode;

			int32_t scroll[3];
			float sky_energy;

			float sky_color[3];
			float y_mult;

			uint32_t store_ambient_texture;
			uint32_t pad[3];
		};

		SdfgiIntegrateShaderRD integrate;
		RID integrate_shader;
		RID integrate_pipeline[INTEGRATE_MODE_MAX];

		RID integrate_default_sky_uniform_set;

	} sdfgi_shader;

	/* SDFGI UPDATE */

	int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }

	/* GI */
	enum {
		MAX_GIPROBES = 8
	};

	// Struct for use in render buffer
	struct RenderBuffersGI {
		RID giprobe_textures[MAX_GIPROBES];
		RID giprobe_buffer;

		RID full_buffer;
		RID full_dispatch;
		RID full_mask;
	};

	// struct GI {
	struct SDFGIData {
		float grid_size[3];
		uint32_t max_cascades;

		uint32_t use_occlusion;
		int32_t probe_axis_size;
		float probe_to_uvw;
		float normal_bias;

		float lightprobe_tex_pixel_size[3];
		float energy;

		float lightprobe_uv_offset[3];
		float y_mult;

		float occlusion_clamp[3];
		uint32_t pad3;

		float occlusion_renormalize[3];
		uint32_t pad4;

		float cascade_probe_size[3];
		uint32_t pad5;

		struct ProbeCascadeData {
			float position[3]; //offset of (0,0,0) in world coordinates
			float to_probe; // 1/bounds * grid_size
			int32_t probe_world_offset[3];
			float to_cell; // 1/bounds * grid_size
		};

		ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
	};

	struct GIProbeData {
		float xform[16];
		float bounds[3];
		float dynamic_range;

		float bias;
		float normal_bias;
		uint32_t blend_ambient;
		uint32_t texture_slot;

		float anisotropy_strength;
		float ao;
		float ao_size;
		uint32_t mipmaps;
	};

	struct PushConstant {
		int32_t screen_size[2];
		float z_near;
		float z_far;

		float proj_info[4];
		float ao_color[3];
		uint32_t max_giprobes;

		uint32_t high_quality_vct;
		uint32_t orthogonal;
		uint32_t pad[2];

		float cam_rotation[12];
	};

	RID sdfgi_ubo;
	enum Mode {
		MODE_GIPROBE,
		MODE_SDFGI,
		MODE_COMBINED,
		MODE_HALF_RES_GIPROBE,
		MODE_HALF_RES_SDFGI,
		MODE_HALF_RES_COMBINED,
		MODE_MAX
	};

	RID default_giprobe_buffer;

	bool half_resolution = false;
	GiShaderRD shader;
	RID shader_version;
	RID pipelines[MODE_MAX];
	// } gi;

	RendererSceneGIRD();
	~RendererSceneGIRD();

	// !BAS! Can we merge these two inits? Possibly, need to check
	void init_gi(RendererStorageRD *p_storage);
	void init_sdfgi(RendererSceneSkyRD *p_sky);
	void free();

	SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);

	void setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used, RendererSceneRenderRD *p_scene_render);
	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, RendererSceneRenderRD *p_scene_render);

	RID gi_probe_instance_create(RID p_base);
	void debug_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
};

#endif /* !RENDERING_SERVER_SCENE_GI_RD_H */