summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/renderer_scene_render_rd.h
blob: 82dc2fd09fea4e1d907be3d6c7ffc57427d5cc3c (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
/*************************************************************************/
/*  renderer_scene_render_rd.h                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* 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       */
/* "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 RENDERER_SCENE_RENDER_RD_H
#define RENDERER_SCENE_RENDER_RD_H

#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
#include "servers/rendering/renderer_rd/effects/fsr.h"
#include "servers/rendering/renderer_rd/effects/ss_effects.h"
#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
#include "servers/rendering/renderer_rd/effects/vrs.h"
#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/environment/gi.h"
#include "servers/rendering/renderer_rd/environment/sky.h"
#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/rendering_method.h"

struct RenderDataRD {
	Ref<RenderSceneBuffersRD> render_buffers;
	RenderSceneDataRD *scene_data;

	const PagedArray<RenderGeometryInstance *> *instances = nullptr;
	const PagedArray<RID> *lights = nullptr;
	const PagedArray<RID> *reflection_probes = nullptr;
	const PagedArray<RID> *voxel_gi_instances = nullptr;
	const PagedArray<RID> *decals = nullptr;
	const PagedArray<RID> *lightmaps = nullptr;
	const PagedArray<RID> *fog_volumes = nullptr;
	RID environment;
	RID camera_attributes;
	RID shadow_atlas;
	RID reflection_atlas;
	RID reflection_probe;
	int reflection_probe_pass = 0;

	RID cluster_buffer;
	uint32_t cluster_size = 0;
	uint32_t cluster_max_elements = 0;

	uint32_t directional_light_count = 0;
	bool directional_light_soft_shadows = false;

	RenderingMethod::RenderInfo *render_info = nullptr;
};

class RendererSceneRenderRD : public RendererSceneRender {
	friend RendererRD::SkyRD;
	friend RendererRD::GI;

protected:
	RendererRD::BokehDOF *bokeh_dof = nullptr;
	RendererRD::CopyEffects *copy_effects = nullptr;
	RendererRD::ToneMapper *tone_mapper = nullptr;
	RendererRD::FSR *fsr = nullptr;
	RendererRD::VRS *vrs = nullptr;
	double time = 0.0;
	double time_step = 0.0;

	virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;

	void _setup_lights(RenderDataRD *p_render_data, const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows);
	void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
	void _setup_reflections(RenderDataRD *p_render_data, const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment);

	virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;

	virtual void _render_shadow_begin() = 0;
	virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr) = 0;
	virtual void _render_shadow_process() = 0;
	virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;

	virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) = 0;
	virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
	virtual void _render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) = 0;
	virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;

	void _debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
	void _debug_draw_cluster(Ref<RenderSceneBuffersRD> p_render_buffers);

	virtual void _base_uniforms_changed() = 0;
	virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
	virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;

	void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
	void _process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
	void _process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera);
	void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);

	void _copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers);

	bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
	void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
	void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);

	void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer);

	void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
	void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
	void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
	void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
	void _disable_clear_request(const RenderDataRD *p_render_data);

	// needed for a single argument calls (material and uv2)
	PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;
	PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist

	RendererRD::SSEffects *ss_effects = nullptr;
	RendererRD::GI gi;
	RendererRD::SkyRD sky;

	//used for mobile renderer mostly

	typedef int32_t ForwardID;

	enum ForwardIDType {
		FORWARD_ID_TYPE_OMNI_LIGHT,
		FORWARD_ID_TYPE_SPOT_LIGHT,
		FORWARD_ID_TYPE_REFLECTION_PROBE,
		FORWARD_ID_TYPE_DECAL,
		FORWARD_ID_MAX,
	};

	virtual ForwardID _allocate_forward_id(ForwardIDType p_type) { return -1; }
	virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) {}
	virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {}
	virtual bool _uses_forward_ids() const { return false; }

	virtual void _update_shader_quality_settings() {}

private:
	RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
	static RendererSceneRenderRD *singleton;

	/* REFLECTION ATLAS */

	struct ReflectionAtlas {
		int count = 0;
		int size = 0;

		RID reflection;
		RID depth_buffer;
		RID depth_fb;

		struct Reflection {
			RID owner;
			RendererRD::SkyRD::ReflectionData data;
			RID fbs[6];
		};

		Vector<Reflection> reflections;

		ClusterBuilderRD *cluster_builder = nullptr;
	};

	mutable 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 cull_mask = 0;

		ForwardID forward_id = -1;

		Transform3D transform;
	};

	mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;

	/* DECAL INSTANCE */

	struct DecalInstance {
		RID decal;
		Transform3D transform;
		uint32_t cull_mask = 0;
		ForwardID forward_id = -1;
	};

	mutable RID_Owner<DecalInstance> decal_instance_owner;

	/* LIGHTMAP INSTANCE */

	struct LightmapInstance {
		RID lightmap;
		Transform3D transform;
	};

	mutable RID_Owner<LightmapInstance> lightmap_instance_owner;

	/* SHADOW ATLAS */

	struct ShadowShrinkStage {
		RID texture;
		RID filter_texture;
		uint32_t size = 0;
	};

	struct ShadowAtlas {
		enum {
			QUADRANT_SHIFT = 27,
			OMNI_LIGHT_FLAG = 1 << 26,
			SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1,
			SHADOW_INVALID = 0xFFFFFFFF
		};

		struct Quadrant {
			uint32_t subdivision = 0;

			struct Shadow {
				RID owner;
				uint64_t version = 0;
				uint64_t fog_version = 0; // used for fog
				uint64_t alloc_tick = 0;

				Shadow() {}
			};

			Vector<Shadow> shadows;

			Quadrant() {}
		} quadrants[4];

		int size_order[4] = { 0, 1, 2, 3 };
		uint32_t smallest_subdiv = 0;

		int size = 0;
		bool use_16_bits = true;

		RID depth;
		RID fb; //for copying

		HashMap<RID, uint32_t> shadow_owners;
	};

	RID_Owner<ShadowAtlas> shadow_atlas_owner;

	void _update_shadow_atlas(ShadowAtlas *shadow_atlas);

	void _shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx);
	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);
	bool _shadow_atlas_find_omni_shadows(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 = nullptr;
	float *directional_soft_shadow_kernel = nullptr;
	float *penumbra_shadow_kernel = nullptr;
	float *soft_shadow_kernel = nullptr;
	int directional_penumbra_shadow_samples = 0;
	int directional_soft_shadow_samples = 0;
	int penumbra_shadow_samples = 0;
	int soft_shadow_samples = 0;
	RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
	RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;

	/* DIRECTIONAL SHADOW */

	struct DirectionalShadow {
		RID depth;
		RID fb; //when renderign direct

		int light_count = 0;
		int size = 0;
		bool use_16_bits = true;
		int current_light = 0;
	} directional_shadow;

	void _update_directional_shadow_atlas();

	/* SHADOW CUBEMAPS */

	struct ShadowCubemap {
		RID cubemap;
		RID side_fb[6];
	};

	HashMap<int, ShadowCubemap> shadow_cubemaps;
	ShadowCubemap *_get_shadow_cubemap(int p_size);

	void _create_shadow_cubemaps();

	/* LIGHT INSTANCE */

	struct LightInstance {
		struct ShadowTransform {
			Projection camera;
			Transform3D 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[6];

		AABB aabb;
		RID self;
		RID light;
		Transform3D 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 cull_mask = 0;
		uint32_t light_directional_index = 0;

		Rect2 directional_rect;

		HashSet<RID> shadow_atlases; //shadow atlases where this light is registered

		ForwardID forward_id = -1;

		LightInstance() {}
	};

	mutable RID_Owner<LightInstance> light_instance_owner;

	/* ENVIRONMENT */

	RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
	bool ssao_half_size = false;
	float ssao_adaptive_target = 0.5;
	int ssao_blur_passes = 2;
	float ssao_fadeout_from = 50.0;
	float ssao_fadeout_to = 300.0;

	RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM;
	bool ssil_half_size = false;
	bool ssil_using_half_size = false;
	float ssil_adaptive_target = 0.5;
	int ssil_blur_passes = 4;
	float ssil_fadeout_from = 50.0;
	float ssil_fadeout_to = 300.0;

	bool glow_bicubic_upscale = false;
	bool glow_high_quality = false;
	RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;

	RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
	float sss_scale = 0.05;
	float sss_depth_scale = 0.01;

	bool use_physical_light_units = false;

	/* Cluster builder */

	ClusterBuilderSharedDataRD cluster_builder_shared;
	ClusterBuilderRD *current_cluster_builder = nullptr;

	/* RENDER BUFFERS */

	void _allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb);

	void _render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);

	/* GI */
	bool screen_space_roughness_limiter = false;
	float screen_space_roughness_limiter_amount = 0.25;
	float screen_space_roughness_limiter_limit = 0.18;

	/* Cluster */

	struct Cluster {
		/* Scene State UBO */

		// !BAS! Most data here is not just used by our clustering logic but also by other lighting implementations. Maybe rename this struct to something more appropriate

		enum {
			REFLECTION_AMBIENT_DISABLED = 0,
			REFLECTION_AMBIENT_ENVIRONMENT = 1,
			REFLECTION_AMBIENT_COLOR = 2,
		};

		struct ReflectionData {
			float box_extents[3];
			float index;
			float box_offset[3];
			uint32_t mask;
			float ambient[3]; // ambient color,
			float intensity;
			uint32_t exterior;
			uint32_t box_project;
			uint32_t ambient_mode;
			float exposure_normalization;
			float local_matrix[16]; // up to here for spot and omni, rest is for directional
		};

		struct LightData {
			float position[3];
			float inv_radius;
			float direction[3]; // in omni, x and y are used for dual paraboloid offset
			float size;

			float color[3];
			float attenuation;

			float inv_spot_attenuation;
			float cos_spot_angle;
			float specular_amount;
			float shadow_opacity;

			float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
			float shadow_matrix[16];
			float shadow_bias;
			float shadow_normal_bias;
			float transmittance_bias;
			float soft_shadow_size;
			float soft_shadow_scale;
			uint32_t mask;
			float volumetric_fog_energy;
			uint32_t bake_mode;
			float projector_rect[4];
		};

		struct DirectionalLightData {
			float direction[3];
			float energy;
			float color[3];
			float size;
			float specular;
			uint32_t mask;
			float softshadow_angle;
			float soft_shadow_scale;
			uint32_t blend_splits;
			float shadow_opacity;
			float fade_from;
			float fade_to;
			uint32_t pad[2];
			uint32_t bake_mode;
			float volumetric_fog_energy;
			float shadow_bias[4];
			float shadow_normal_bias[4];
			float shadow_transmittance_bias[4];
			float shadow_z_range[4];
			float shadow_range_begin[4];
			float shadow_split_offsets[4];
			float shadow_matrices[4][16];
			float uv_scale1[2];
			float uv_scale2[2];
			float uv_scale3[2];
			float uv_scale4[2];
		};

		struct DecalData {
			float xform[16];
			float inv_extents[3];
			float albedo_mix;
			float albedo_rect[4];
			float normal_rect[4];
			float orm_rect[4];
			float emission_rect[4];
			float modulate[4];
			float emission_energy;
			uint32_t mask;
			float upper_fade;
			float lower_fade;
			float normal_xform[12];
			float normal[3];
			float normal_fade;
		};

		template <class T>
		struct InstanceSort {
			float depth;
			T *instance = nullptr;
			bool operator<(const InstanceSort &p_sort) const {
				return depth < p_sort.depth;
			}
		};

		ReflectionData *reflections = nullptr;
		InstanceSort<ReflectionProbeInstance> *reflection_sort;
		uint32_t max_reflections;
		RID reflection_buffer;
		uint32_t max_reflection_probes_per_instance;
		uint32_t reflection_count = 0;

		DecalData *decals = nullptr;
		InstanceSort<DecalInstance> *decal_sort;
		uint32_t max_decals;
		RID decal_buffer;
		uint32_t decal_count;

		LightData *omni_lights = nullptr;
		LightData *spot_lights = nullptr;

		InstanceSort<LightInstance> *omni_light_sort;
		InstanceSort<LightInstance> *spot_light_sort;
		uint32_t max_lights;
		RID omni_light_buffer;
		RID spot_light_buffer;
		uint32_t omni_light_count = 0;
		uint32_t spot_light_count = 0;

		DirectionalLightData *directional_lights = nullptr;
		uint32_t max_directional_lights;
		RID directional_light_buffer;

	} cluster;

	struct RenderState {
		const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
		int render_shadow_count = 0;
		const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
		int render_sdfgi_region_count = 0;
		const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;

		uint32_t voxel_gi_count = 0;

		LocalVector<int> cube_shadows;
		LocalVector<int> shadows;
		LocalVector<int> directional_shadows;

		bool depth_prepass_used; // this does not seem used anywhere...
	} render_state;

	RID shadow_sampler;

	uint64_t scene_pass = 0;
	uint64_t shadow_atlas_realloc_tolerance_msec = 500;

	uint32_t max_cluster_elements = 512;

	void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RenderingMethod::RenderInfo *p_render_info = nullptr);

	/* Volumetric Fog */

	uint32_t volumetric_fog_size = 128;
	uint32_t volumetric_fog_depth = 128;
	bool volumetric_fog_filter_active = true;

	void _update_volumetric_fog(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);

public:
	static RendererSceneRenderRD *get_singleton() { return singleton; }

	/* Cluster builder */
	ClusterBuilderSharedDataRD *get_cluster_builder_shared() { return &cluster_builder_shared; }

	/* GI */

	RendererRD::GI *get_gi() { return &gi; }

	/* SKY */

	RendererRD::SkyRD *get_sky() { return &sky; }

	/* SHADOW ATLAS API */

	virtual RID shadow_atlas_create() override;
	virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override;
	virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
	virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) override;
	_FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
		ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(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.get_or_null(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.get_or_null(p_atlas);
		ERR_FAIL_COND_V(!atlas, Size2i());
		return Size2(atlas->size, atlas->size);
	}

	virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override;
	virtual int get_directional_light_shadow_size(RID p_light_intance) override;
	virtual void set_directional_shadow_count(int p_count) override;

	_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);
	}

	/* SDFGI UPDATE */

	virtual void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
	virtual int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override;
	virtual AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override;
	virtual uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override;
	RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }

	/* SKY API */

	virtual RID sky_allocate() override;
	virtual void sky_initialize(RID p_rid) override;

	virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
	virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
	virtual void sky_set_material(RID p_sky, RID p_material) override;
	virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;

	/* ENVIRONMENT API */

	virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
	virtual void environment_glow_set_use_high_quality(bool p_enable) override;

	virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
	virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;

	virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;

	virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;

	virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
	virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
	virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;

	virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
	RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;

	virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;

	_FORCE_INLINE_ bool is_using_physical_light_units() {
		return use_physical_light_units;
	}

	/* LIGHT INSTANCE API */

	virtual RID light_instance_create(RID p_light) override;
	virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
	virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
	virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &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()) override;
	virtual void light_instance_mark_visible(RID p_light_instance) override;

	_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
		LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
		return li->light;
	}

	_FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) {
		LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
		return li->transform;
	}

	_FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
		ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
		LightInstance *li = light_instance_owner.get_or_null(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;

		if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
			if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) {
				r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision);
				r_omni_offset.y = 1;
			} else {
				r_omni_offset.x = 1;
				r_omni_offset.y = 0;
			}
		}

		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_ Projection light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
		LightInstance *li = light_instance_owner.get_or_null(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.get_or_null(p_light_instance);
		ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
#endif
		ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(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_ Transform3D
	light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
		LightInstance *li = light_instance_owner.get_or_null(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.get_or_null(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.get_or_null(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.get_or_null(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.get_or_null(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.get_or_null(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.get_or_null(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.get_or_null(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.get_or_null(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.get_or_null(p_light_instance);
		return li->last_pass;
	}

	_FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) {
		LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
		return li->forward_id;
	}

	_FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
		LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
		return li->light_type;
	}

	/* FOG VOLUMES */

	virtual RID fog_volume_instance_create(RID p_fog_volume) override;
	virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
	virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
	virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
	virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;

	virtual RID reflection_atlas_create() override;
	virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
	virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;

	_FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
		ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas);
		ERR_FAIL_COND_V(!atlas, RID());
		return atlas->reflection;
	}

	virtual RID reflection_probe_instance_create(RID p_probe) override;
	virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
	virtual void reflection_probe_release_atlas_index(RID p_instance) override;
	virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override;
	virtual bool reflection_probe_instance_has_reflection(RID p_instance) override;
	virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
	virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
	virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override;

	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.get_or_null(p_instance);
		ERR_FAIL_COND_V(!rpi, RID());

		return rpi->probe;
	}

	_FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) {
		ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
		ERR_FAIL_COND_V(!rpi, 0);

		return rpi->forward_id;
	}

	_FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
		ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(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.get_or_null(p_instance);
		ERR_FAIL_COND_V(!rpi, 0);

		return rpi->last_pass;
	}

	_FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) {
		ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
		ERR_FAIL_COND_V(!rpi, Transform3D());

		return rpi->transform;
	}

	_FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
		ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
		ERR_FAIL_COND_V(!rpi, -1);

		return rpi->atlas_index;
	}

	virtual RID decal_instance_create(RID p_decal) override;
	virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;

	_FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
		DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
		return decal->decal;
	}

	_FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const {
		DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
		return decal->forward_id;
	}

	_FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
		DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
		return decal->transform;
	}

	virtual RID lightmap_instance_create(RID p_lightmap) override;
	virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
	_FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
		return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr;
	}

	_FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
		LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
		return li->lightmap;
	}
	_FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) {
		LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
		return li->transform;
	}

	/* gi light probes */

	virtual RID voxel_gi_instance_create(RID p_base) override;
	virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
	virtual bool voxel_gi_needs_update(RID p_probe) const override;
	virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override;
	virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }

	/* render buffers */

	virtual float _render_buffers_get_luminance_multiplier();
	virtual RD::DataFormat _render_buffers_get_color_format();
	virtual bool _render_buffers_can_be_storage();
	virtual Ref<RenderSceneBuffers> render_buffers_create() override;
	virtual void gi_set_use_half_resolution(bool p_enable) override;

	RID render_buffers_get_default_voxel_gi_buffer();

	virtual void update_uniform_sets(){};

	virtual void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) override;

	virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;

	virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;

	virtual void set_scene_pass(uint64_t p_pass) override {
		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_amount, float p_limit) override;
	virtual bool screen_space_roughness_limiter_is_active() const override;
	virtual float screen_space_roughness_limiter_get_amount() const;
	virtual float screen_space_roughness_limiter_get_limit() const;

	virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
	RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
	virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;

	virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
	virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;

	virtual void decals_set_filter(RS::DecalFilter p_filter) override;
	virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;

	_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;
	}

	_FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const {
		return light_projectors_filter;
	}
	_FORCE_INLINE_ RS::DecalFilter decals_get_filter() const {
		return decals_filter;
	}

	int get_roughness_layers() const;
	bool is_using_radiance_cubemap_array() const;

	virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override;

	virtual bool free(RID p_rid) override;

	virtual void update() override;

	virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
	_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
		return debug_draw;
	}

	virtual void set_time(double p_time, double p_step) override;

	RID get_reflection_probe_buffer();
	RID get_omni_light_buffer();
	RID get_spot_light_buffer();
	RID get_directional_light_buffer();
	RID get_decal_buffer();
	int get_max_directional_lights() const;

	virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;

	virtual bool is_vrs_supported() const;
	virtual bool is_dynamic_gi_supported() const;
	virtual bool is_clustered_enabled() const;
	virtual bool is_volumetric_supported() const;
	virtual uint32_t get_max_elements() const;

	void init();

	RendererSceneRenderRD();
	~RendererSceneRenderRD();
};

#endif // RENDERER_SCENE_RENDER_RD_H