summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/renderer_scene_render_rd.h
blob: 884bf2a7444f3ff8eec8d8b11e64effb9f8d9c6d (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
/*************************************************************************/
/*  renderer_scene_render_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_RENDER_RD_H
#define RENDERING_SERVER_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/renderer_scene_environment_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_gi_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"

class RendererSceneRenderRD : public RendererSceneRender {
	friend RendererSceneSkyRD;
	friend RendererSceneGIRD;

protected:
	RendererStorageRD *storage;
	double time;
	double time_step = 0;

	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;

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

	virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_cluster_max_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color, float p_screen_lod_threshold) = 0;

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

	virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
	virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
	virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
	virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;

	void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);

	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_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_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);

	bool _needs_post_prepass_render(bool p_use_gi);
	void _post_prepass_render(bool p_use_gi);
	void _pre_resolve_render(bool p_use_gi);

	void _pre_opaque_render(bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_gi_probe_buffer);
	uint32_t _get_render_state_directional_light_count() const;

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

	RendererSceneGIRD gi;
	RendererSceneSkyRD sky;

	RendererSceneEnvironmentRD *get_environment(RID p_environment) {
		if (p_environment.is_valid()) {
			return environment_owner.getornull(p_environment);
		} else {
			return nullptr;
		}
	}

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;
			RendererSceneSkyRD::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 render_index = 0;

		Transform transform;
	};

	mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;

	/* DECAL INSTANCE */

	struct DecalInstance {
		RID decal;
		Transform transform;
	};

	mutable RID_Owner<DecalInstance> decal_instance_owner;

	/* LIGHTMAP INSTANCE */

	struct LightmapInstance {
		RID lightmap;
		Transform transform;
	};

	mutable RID_Owner<LightmapInstance> lightmap_instance_owner;

	/* SHADOW ATLAS */

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

	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 fog_version; // used for fog
				uint64_t alloc_tick;

				Shadow() {
					version = 0;
					fog_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;
		bool use_16_bits = false;

		RID depth;
		RID fb; //for copying

		Map<RID, uint32_t> shadow_owners;
	};

	RID_Owner<ShadowAtlas> shadow_atlas_owner;

	void _update_shadow_atlas(ShadowAtlas *shadow_atlas);

	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;
		RID fb; //when renderign direct

		int light_count = 0;
		int size = 0;
		bool use_16_bits = false;
		int current_light = 0;

	} directional_shadow;

	void _update_directional_shadow_atlas();

	/* SHADOW CUBEMAPS */

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

	Map<int, ShadowCubemap> shadow_cubemaps;
	ShadowCubemap *_get_shadow_cubemap(int 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[6];

		AABB aabb;
		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 */

	RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
	bool ssao_half_size = false;
	bool ssao_using_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;

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

	mutable RID_Owner<RendererSceneEnvironmentRD, true> 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, true> camera_effects_owner;

	/* RENDER BUFFERS */

	ClusterBuilderSharedDataRD cluster_builder_shared;
	ClusterBuilderRD *current_cluster_builder = nullptr;

	struct VolumetricFog;

	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;
		bool use_debanding = false;

		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

		RendererSceneGIRD::SDFGI *sdfgi = nullptr;
		VolumetricFog *volumetric_fog = nullptr;
		RendererSceneGIRD::RenderBuffersGI gi;

		ClusterBuilderRD *cluster_builder = nullptr;

		//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_deinterleaved;
			Vector<RID> ao_deinterleaved_slices;
			RID ao_pong;
			Vector<RID> ao_pong_slices;
			RID ao_final;
			RID importance_map[2];
		} ssao;

		struct SSR {
			RID normal_scaled;
			RID depth_scaled;
			RID blur_radius[2];
		} ssr;

		RID ambient_buffer;
		RID reflection_buffer;
	};

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

	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);

	/* Cluster */

	struct Cluster {
		/* Scene State UBO */

		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;
			bool exterior;
			bool box_project;
			uint32_t ambient_mode;
			uint32_t pad;
			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];
			float size;

			float color[3];
			float attenuation;

			float inv_spot_attenuation;
			float cos_spot_angle;
			float specular_amount;
			uint32_t shadow_enabled;

			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 shadow_volumetric_fog_fade;
			uint32_t pad;
			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;
			uint32_t shadow_enabled;
			float fade_from;
			float fade_to;
			uint32_t pad[3];
			float shadow_volumetric_fog_fade;
			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 shadow_color1[4];
			float shadow_color2[4];
			float shadow_color3[4];
			float shadow_color4[4];
			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;
			bool operator<(const InstanceSort &p_sort) const {
				return depth < p_sort.depth;
			}
		};

		ReflectionData *reflections;
		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;
		InstanceSort<DecalInstance> *decal_sort;
		uint32_t max_decals;
		RID decal_buffer;
		uint32_t decal_count;

		LightData *omni_lights;
		LightData *spot_lights;

		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;
		uint32_t max_directional_lights;
		RID directional_light_buffer;

	} cluster;

	struct RenderState {
		RID render_buffers;
		Transform cam_transform;
		CameraMatrix cam_projection;
		bool cam_ortogonal = false;
		const PagedArray<GeometryInstance *> *instances = nullptr;
		const PagedArray<RID> *lights = nullptr;
		const PagedArray<RID> *reflection_probes = nullptr;
		const PagedArray<RID> *gi_probes = nullptr;
		const PagedArray<RID> *decals = nullptr;
		const PagedArray<RID> *lightmaps = nullptr;
		RID environment;
		RID camera_effects;
		RID shadow_atlas;
		RID reflection_atlas;
		RID reflection_probe;
		int reflection_probe_pass = 0;
		float screen_lod_threshold = 0.0;

		const RenderShadowData *render_shadows = nullptr;
		int render_shadow_count = 0;
		const RenderSDFGIData *render_sdfgi_regions = nullptr;
		int render_sdfgi_region_count = 0;
		const RenderSDFGIUpdateData *sdfgi_update_data = nullptr;

		uint32_t directional_light_count = 0;
		uint32_t gi_probe_count = 0;

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

		bool depth_prepass_used;
	} render_state;

	struct VolumetricFog {
		enum {
			MAX_TEMPORAL_FRAMES = 16
		};

		uint32_t width = 0;
		uint32_t height = 0;
		uint32_t depth = 0;

		float length;
		float spread;

		RID light_density_map;
		RID prev_light_density_map;

		RID fog_map;
		RID uniform_set;
		RID uniform_set2;
		RID sdfgi_uniform_set;
		RID sky_uniform_set;

		int last_shadow_filter = -1;

		Transform prev_cam_transform;
	};

	enum {
		VOLUMETRIC_FOG_SHADER_DENSITY,
		VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI,
		VOLUMETRIC_FOG_SHADER_FILTER,
		VOLUMETRIC_FOG_SHADER_FOG,
		VOLUMETRIC_FOG_SHADER_MAX,
	};

	struct VolumetricFogShader {
		struct ParamsUBO {
			float fog_frustum_size_begin[2];
			float fog_frustum_size_end[2];

			float fog_frustum_end;
			float z_near;
			float z_far;
			uint32_t filter_axis;

			int32_t fog_volume_size[3];
			uint32_t directional_light_count;

			float light_energy[3];
			float base_density;

			float detail_spread;
			float gi_inject;
			uint32_t max_gi_probes;
			uint32_t cluster_type_size;

			float screen_size[2];
			uint32_t cluster_shift;
			uint32_t cluster_width;

			uint32_t max_cluster_element_count_div_32;
			uint32_t use_temporal_reprojection;
			uint32_t temporal_frame;
			float temporal_blend;

			float cam_rotation[12];
			float to_prev_view[16];
		};

		VolumetricFogShaderRD shader;

		RID params_ubo;
		RID shader_version;
		RID pipelines[VOLUMETRIC_FOG_SHADER_MAX];

	} volumetric_fog;

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

	void _volumetric_fog_erase(RenderBuffers *rb);
	void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count);

	RID shadow_sampler;

	uint64_t scene_pass = 0;
	uint64_t shadow_atlas_realloc_tolerance_msec = 500;

	/* !BAS! is this used anywhere?
	struct SDFGICosineNeighbour {
		uint32_t neighbour;
		float weight;
	};
	*/

	uint32_t max_cluster_elements = 512;

	void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true);

public:
	virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
	virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;

	/* SHADOW ATLAS API */

	RID shadow_atlas_create();
	void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false);
	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, bool p_16_bits = false);
	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);
	}

	/* SDFGI UPDATE */

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

	/* SKY API */

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

	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);

	/* ENVIRONMENT API */

	virtual RID environment_allocate();
	virtual void environment_initialize(RID p_rid);

	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, Vector<float> p_levels, 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_glow_set_use_high_quality(bool p_enable);

	void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective);
	bool environment_is_fog_enabled(RID p_env) const;
	Color environment_get_fog_light_color(RID p_env) const;
	float environment_get_fog_light_energy(RID p_env) const;
	float environment_get_fog_sun_scatter(RID p_env) const;
	float environment_get_fog_density(RID p_env) const;
	float environment_get_fog_height(RID p_env) const;
	float environment_get_fog_height_density(RID p_env) const;
	float environment_get_fog_aerial_perspective(RID p_env) const;

	void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount);

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

	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_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
	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);
	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;
	bool environment_is_sdfgi_enabled(RID p_env) const;

	virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
	virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count);
	virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames);
	virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update);

	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, bool p_use_1d_color_correction, RID p_color_correction);

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

	virtual RID camera_effects_allocate();
	virtual void camera_effects_initialize(RID p_rid);

	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_aabb(RID p_light_instance, const AABB &p_aabb);
	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);
	virtual int reflection_atlas_get_size(RID p_ref_atlas) const;

	_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;
	}

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

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

	/* gi light probes */

	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, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects);
	void gi_probe_set_quality(RS::GIProbeQuality p_quality) { gi.gi_probe_quality = p_quality; }

	/* render buffers */

	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, bool p_use_debanding);
	void gi_set_use_half_resolution(bool p_enable);

	RID render_buffers_get_ao_texture(RID p_render_buffers);
	RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
	RID render_buffers_get_gi_probe_buffer(RID p_render_buffers);
	RID render_buffers_get_default_gi_probe_buffer();
	RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
	RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);

	uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
	bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
	RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
	Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
	Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
	float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
	float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
	uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
	uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
	bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
	float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
	RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;

	bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
	RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
	RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
	float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
	float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);

	void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr);

	void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);

	void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances);

	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_amount, float p_limit);
	virtual bool screen_space_roughness_limiter_is_active() const;
	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);
	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;
	}

	void set_time(double p_time, double p_step);

	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;

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

	virtual bool is_dynamic_gi_supported() const;
	virtual bool is_clustered_enabled() const;
	virtual bool is_volumetric_supported() const;

	RendererSceneRenderRD(RendererStorageRD *p_storage);
	~RendererSceneRenderRD();
};

#endif // RASTERIZER_SCENE_RD_H