summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_scene_render.h
blob: 19ab7a392be1b080ae20df5d7be6d2c1265349cd (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
/*************************************************************************/
/*  renderer_scene_render.h                                              */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#ifndef RENDERINGSERVERSCENERENDER_H
#define RENDERINGSERVERSCENERENDER_H

#include "core/math/camera_matrix.h"
#include "core/templates/paged_array.h"
#include "servers/rendering/renderer_storage.h"

class RendererSceneRender {
public:
	/* SHADOW ATLAS API */

	virtual RID shadow_atlas_create() = 0;
	virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
	virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
	virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;

	virtual void directional_shadow_atlas_set_size(int p_size) = 0;
	virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;
	virtual void set_directional_shadow_count(int p_count) = 0;

	/* SDFGI UPDATE */

	struct InstanceBase;

	virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) = 0;
	virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const = 0;
	virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const = 0;
	virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const = 0;
	virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const PagedArray<RID> &p_directionals, const RID *p_positional_light_instances, uint32_t p_positional_light_count) = 0;

	/* SKY API */

	virtual RID sky_create() = 0;
	virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
	virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;
	virtual void sky_set_material(RID p_sky, RID p_material) = 0;
	virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;

	/* ENVIRONMENT API */

	virtual RID environment_create() = 0;

	virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) = 0;
	virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
	virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
	virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
	virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
	virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
	virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
	virtual 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()) = 0;
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
	virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
#endif

	virtual 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) = 0;
	virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
	virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;

	virtual 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, RS::EnvVolumetricFogShadowFilter p_shadow_filter) = 0;

	virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
	virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
	virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
	virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;

	virtual 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) = 0;
	virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;

	virtual 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) = 0;

	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) = 0;

	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, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;

	virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
	virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;

	virtual 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) = 0;

	virtual 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) = 0;

	virtual 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) = 0;

	virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;

	virtual bool is_environment(RID p_env) const = 0;
	virtual RS::EnvironmentBG environment_get_background(RID p_env) const = 0;
	virtual int environment_get_canvas_max_layer(RID p_env) const = 0;

	virtual RID camera_effects_create() = 0;

	virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) = 0;
	virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) = 0;

	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) = 0;
	virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;

	virtual void shadows_quality_set(RS::ShadowQuality p_quality) = 0;
	virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) = 0;

	struct InstanceBase : public RendererStorage::InstanceBaseDependency {
		RS::InstanceType base_type;
		RID base;

		RID skeleton;
		RID material_override;

		RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist

		Transform transform;

		float lod_bias;

		int depth_layer;
		uint32_t layer_mask;

		//RID sampled_light;

		Vector<RID> materials;
		Vector<RID> light_instances;
		Vector<RID> reflection_probe_instances;
		Vector<RID> gi_probe_instances;

		RS::ShadowCastingSetting cast_shadows;

		//fit in 32 bits
		bool mirror : 8;
		bool receive_shadows : 8;
		bool visible : 8;
		bool baked_light : 2; //this flag is only to know if it actually did use baked light
		bool dynamic_gi : 2; //this flag is only to know if it actually did use baked light
		bool redraw_if_visible : 4;

		float depth; //used for sorting

		InstanceBase *lightmap;
		Rect2 lightmap_uv_scale;
		int lightmap_slice_index;
		uint32_t lightmap_cull_index;
		Vector<Color> lightmap_sh; //spherical harmonic

		AABB aabb;
		AABB transformed_aabb;
		AABB prev_transformed_aabb;

		struct InstanceShaderParameter {
			int32_t index = -1;
			Variant value;
			Variant default_value;
			PropertyInfo info;
		};

		Map<StringName, InstanceShaderParameter> instance_shader_parameters;
		bool instance_allocated_shader_parameters = false;
		int32_t instance_allocated_shader_parameters_offset = -1;

		InstanceBase() {
			base_type = RS::INSTANCE_NONE;
			cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
			receive_shadows = true;
			visible = true;
			depth_layer = 0;
			layer_mask = 1;
			instance_version = 0;
			baked_light = false;
			dynamic_gi = false;
			redraw_if_visible = false;
			lightmap_slice_index = 0;
			lightmap = nullptr;
			lightmap_cull_index = 0;
			lod_bias = 1.0;
		}

		virtual ~InstanceBase() {
		}
	};

	virtual RID light_instance_create(RID p_light) = 0;
	virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
	virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) = 0;
	virtual 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()) = 0;
	virtual void light_instance_mark_visible(RID p_light_instance) = 0;
	virtual bool light_instances_can_render_shadow_cube() const {
		return true;
	}

	virtual RID reflection_atlas_create() = 0;
	virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) = 0;
	virtual int reflection_atlas_get_size(RID p_ref_atlas) const = 0;

	virtual RID reflection_probe_instance_create(RID p_probe) = 0;
	virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
	virtual void reflection_probe_release_atlas_index(RID p_instance) = 0;
	virtual bool reflection_probe_instance_needs_redraw(RID p_instance) = 0;
	virtual bool reflection_probe_instance_has_reflection(RID p_instance) = 0;
	virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) = 0;
	virtual bool reflection_probe_instance_postprocess_step(RID p_instance) = 0;

	virtual RID decal_instance_create(RID p_decal) = 0;
	virtual void decal_instance_set_transform(RID p_decal, const Transform &p_transform) = 0;

	virtual RID gi_probe_instance_create(RID p_gi_probe) = 0;
	virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) = 0;
	virtual bool gi_probe_needs_update(RID p_probe) const = 0;
	virtual void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::InstanceBase *> &p_dynamic_objects) = 0;

	virtual void gi_probe_set_quality(RS::GIProbeQuality) = 0;

	virtual void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &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<InstanceBase *> &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) = 0;

	virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<InstanceBase *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0) = 0;
	virtual void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
	virtual void render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<InstanceBase *> &p_instances) = 0;
	virtual void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_lights) = 0;
	virtual void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<InstanceBase *> &p_instances) = 0;

	virtual void set_scene_pass(uint64_t p_pass) = 0;
	virtual void set_time(double p_time, double p_step) = 0;
	virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;

	virtual RID render_buffers_create() = 0;
	virtual 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) = 0;

	virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
	virtual bool screen_space_roughness_limiter_is_active() const = 0;

	virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
	virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;

	virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) = 0;

	virtual bool free(RID p_rid) = 0;

	virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;

	virtual bool is_low_end() const = 0;

	virtual void update() = 0;
	virtual ~RendererSceneRender() {}
};

#endif // RENDERINGSERVERSCENERENDER_H