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

#ifndef RASTERIZER_SCENE_RD_H
#define RASTERIZER_SCENE_RD_H

#include "core/rid_owner.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual/rasterizer_rd/rasterizer_storage_rd.h"
#include "servers/visual/rasterizer_rd/shaders/giprobe.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/giprobe_debug.glsl.gen.h"
#include "servers/visual/rendering_device.h"

class RasterizerSceneRD : public RasterizerScene {
public:
	enum GIProbeQuality {
		GIPROBE_QUALITY_ULTRA_LOW,
		GIPROBE_QUALITY_MEDIUM,
		GIPROBE_QUALITY_HIGH,
	};

protected:
	struct RenderBufferData {

		virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0;
		virtual ~RenderBufferData() {}
	};
	virtual RenderBufferData *_create_render_buffer_data() = 0;

	virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
	virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip) = 0;
	virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;

	virtual void _debug_giprobe(RID p_gi_probe, RenderingDevice::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);

	RenderBufferData *render_buffers_get_data(RID p_render_buffers);

	virtual void _base_uniforms_changed() = 0;
	virtual void _render_buffers_uniform_set_changed(RID p_render_buffers) = 0;
	virtual RID _render_buffers_get_roughness_texture(RID p_render_buffers) = 0;
	virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;

	void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);

private:
	VS::ViewportDebugDraw debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
	double time_step = 0;

	int roughness_layers;

	RasterizerStorageRD *storage;

	struct ReflectionData {

		struct Layer {
			struct Mipmap {
				RID framebuffers[6];
				RID views[6];
				Size2i size;
			};
			Vector<Mipmap> mipmaps; //per-face view
			Vector<RID> views; // per-cubemap view
		};

		struct DownsampleLayer {
			struct Mipmap {
				RID view;
				Size2i size;
			};
			Vector<Mipmap> mipmaps;
		};

		RID radiance_base_cubemap; //cubemap for first layer, first cubemap
		RID downsampled_radiance_cubemap;
		DownsampleLayer downsampled_layer;
		RID coefficient_buffer;

		Vector<Layer> layers;
	};

	void _clear_reflection_data(ReflectionData &rd);
	void _update_reflection_data(ReflectionData &rd, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality);
	void _create_reflection_from_panorama(ReflectionData &rd, RID p_panorama, bool p_quality);
	void _create_reflection_from_base_mipmap(ReflectionData &rd, bool p_use_arrays, bool p_quality, int p_cube_side);
	void _update_reflection_mipmaps(ReflectionData &rd, bool p_quality);

	/* SKY */
	struct Sky {
		RID radiance;
		RID uniform_set;
		int radiance_size = 128;
		VS::SkyMode mode = VS::SKY_MODE_QUALITY;
		RID panorama;
		ReflectionData reflection;
		bool dirty = false;
		Sky *dirty_list = nullptr;
	};

	Sky *dirty_sky_list = nullptr;

	void _sky_invalidate(Sky *p_sky);
	void _update_dirty_skys();

	uint32_t sky_ggx_samples_quality;
	bool sky_use_cubemap_array;

	mutable RID_Owner<Sky> sky_owner;

	/* REFLECTION ATLAS */

	struct ReflectionAtlas {

		int count = 0;
		int size = 0;

		RID reflection;
		RID depth_buffer;
		RID depth_fb;

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

		Vector<Reflection> reflections;
	};

	RID_Owner<ReflectionAtlas> reflection_atlas_owner;

	/* REFLECTION PROBE INSTANCE */

	struct ReflectionProbeInstance {

		RID probe;
		int atlas_index = -1;
		RID atlas;

		bool dirty = true;
		bool rendering = false;
		int processing_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;

	/* GIPROBE INSTANCE */

	struct GIProbeLight {

		uint32_t type;
		float energy;
		float radius;
		float attenuation;

		float color[3];
		float spot_angle_radians;

		float position[3];
		float spot_attenuation;

		float direction[3];
		uint32_t has_shadow;
	};

	struct GIProbePushConstant {

		int32_t limits[3];
		uint32_t stack_size;

		float emission_scale;
		float propagation;
		float dynamic_range;
		uint32_t light_count;

		uint32_t cell_offset;
		uint32_t cell_count;
		float aniso_strength;
		uint32_t pad;
	};

	struct GIProbeDynamicPushConstant {

		int32_t limits[3];
		uint32_t light_count;
		int32_t x_dir[3];
		float z_base;
		int32_t y_dir[3];
		float z_sign;
		int32_t z_dir[3];
		float pos_multiplier;
		uint32_t rect_pos[2];
		uint32_t rect_size[2];
		uint32_t prev_rect_ofs[2];
		uint32_t prev_rect_size[2];
		uint32_t flip_x;
		uint32_t flip_y;
		float dynamic_range;
		uint32_t on_mipmap;
		float propagation;
		float pad[3];
	};

	struct GIProbeInstance {

		RID probe;
		RID texture;
		RID anisotropy[2]; //only if anisotropy is used
		RID anisotropy_r16[2]; //only if anisotropy is used
		RID write_buffer;

		struct Mipmap {
			RID texture;
			RID anisotropy[2]; //only if anisotropy is used
			RID uniform_set;
			RID second_bounce_uniform_set;
			RID write_uniform_set;
			uint32_t level;
			uint32_t cell_offset;
			uint32_t cell_count;
		};
		Vector<Mipmap> mipmaps;

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

		Vector<DynamicMap> dynamic_maps;

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

		uint64_t last_pass = 0;
		uint32_t render_index = 0;

		bool has_dynamic_object_data = false;

		Transform transform;
	};

	GIProbeLight *gi_probe_lights;
	uint32_t gi_probe_max_lights;
	RID gi_probe_lights_uniform;

	bool gi_probe_use_anisotropy = false;
	GIProbeQuality gi_probe_quality = GIPROBE_QUALITY_MEDIUM;

	Vector<RID> gi_probe_slots;

	enum {
		GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT,
		GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
		GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP,
		GI_PROBE_SHADER_VERSION_WRITE_TEXTURE,
		GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
		GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
		GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
		GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
		GI_PROBE_SHADER_VERSION_MAX
	};
	GiprobeShaderRD giprobe_shader;
	RID giprobe_lighting_shader_version;
	RID giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_MAX];
	RID giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_MAX];

	mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;

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

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

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

	/* SHADOW ATLAS */

	struct ShadowAtlas {

		enum {
			QUADRANT_SHIFT = 27,
			SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
			SHADOW_INVALID = 0xFFFFFFFF
		};

		struct Quadrant {

			uint32_t subdivision;

			struct Shadow {
				RID owner;
				uint64_t version;
				uint64_t alloc_tick;

				Shadow() {
					version = 0;
					alloc_tick = 0;
				}
			};

			Vector<Shadow> shadows;

			Quadrant() {
				subdivision = 0; //not in use
			}

		} quadrants[4];

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

		int size = 0;

		RID depth;
		RID fb; //for copying

		Map<RID, uint32_t> shadow_owners;
	};

	RID_Owner<ShadowAtlas> shadow_atlas_owner;

	bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);

	/* DIRECTIONAL SHADOW */

	struct DirectionalShadow {
		RID depth;
		RID fb; //for copying

		int light_count = 0;
		int size = 0;
		int current_light = 0;
	} directional_shadow;

	/* SHADOW CUBEMAPS */

	struct ShadowCubemap {

		RID cubemap;
		RID side_fb[6];
	};

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

	struct ShadowMap {
		RID depth;
		RID fb;
	};

	Map<Vector2i, ShadowMap> shadow_maps;
	ShadowMap *_get_shadow_map(const Size2i &p_size);

	void _create_shadow_cubemaps();

	/* LIGHT INSTANCE */

	struct LightInstance {

		struct ShadowTransform {

			CameraMatrix camera;
			Transform transform;
			float farplane;
			float split;
			float bias_scale;
			Rect2 atlas_rect;
		};

		VS::LightType light_type;

		ShadowTransform shadow_transform[4];

		RID self;
		RID light;
		Transform transform;

		Vector3 light_vector;
		Vector3 spot_vector;
		float linear_att;

		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;

		Vector2 dp;

		Rect2 directional_rect;

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

		LightInstance() {}
	};

	mutable RID_Owner<LightInstance> light_instance_owner;

	/* ENVIRONMENT */

	struct Environent {

		// BG
		VS::EnvironmentBG background = VS::ENV_BG_CLEAR_COLOR;
		RID sky;
		float sky_custom_fov = 0.0;
		Basis sky_orientation;
		Color bg_color;
		float bg_energy = 1.0;
		int canvas_max_layer = 0;
		VS::EnvironmentAmbientSource ambient_source = VS::ENV_AMBIENT_SOURCE_BG;
		Color ambient_light;
		float ambient_light_energy = 1.0;
		float ambient_sky_contribution = 1.0;
		VS::EnvironmentReflectionSource reflection_source = VS::ENV_REFLECTION_SOURCE_BG;
		Color ao_color;

		/// Tonemap

		VS::EnvironmentToneMapper tone_mapper;
		float exposure = 1.0;
		float white = 1.0;
		bool auto_exposure = false;
		float min_luminance = 0.2;
		float max_luminance = 8.0;
		float auto_exp_speed = 0.2;
		float auto_exp_scale = 0.5;
		uint64_t auto_exposure_version = 0;

		/// Glow

		bool glow_enabled = false;
		int glow_levels = (1 << 2) | (1 << 4);
		float glow_intensity = 0.8;
		float glow_strength = 1.0;
		float glow_bloom = 0.0;
		float glow_mix = 0.01;
		VS::EnvironmentGlowBlendMode glow_blend_mode = VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
		float glow_hdr_bleed_threshold = 1.0;
		float glow_hdr_luminance_cap = 12.0;
		float glow_hdr_bleed_scale = 2.0;
		bool glow_bicubic_upscale = false;

		/// SSAO

		bool ssao_enabled = false;
		float ssao_radius = 1;
		float ssao_intensity = 1;
		float ssao_bias = 0.01;
		float ssao_direct_light_affect = 0.0;
		float ssao_ao_channel_affect = 0.0;
		float ssao_blur_edge_sharpness = 4.0;
		VS::EnvironmentSSAOBlur ssao_blur = VS::ENV_SSAO_BLUR_3x3;
	};

	VS::EnvironmentSSAOQuality ssao_quality = VS::ENV_SSAO_QUALITY_MEDIUM;
	bool ssao_half_size = false;

	static uint64_t auto_exposure_counter;

	mutable RID_Owner<Environent> environment_owner;

	/* CAMERA EFFECTS */

	struct CameraEffects {

		bool dof_blur_far_enabled = false;
		float dof_blur_far_distance = 10;
		float dof_blur_far_transition = 5;

		bool dof_blur_near_enabled = false;
		float dof_blur_near_distance = 2;
		float dof_blur_near_transition = 1;

		float dof_blur_amount = 0.1;

		bool override_exposure_enabled = false;
		float override_exposure = 1;
	};

	VS::DOFBlurQuality dof_blur_quality = VS::DOF_BLUR_QUALITY_MEDIUM;
	VS::DOFBokehShape dof_blur_bokeh_shape = VS::DOF_BOKEH_HEXAGON;
	bool dof_blur_use_jitter = false;

	mutable RID_Owner<CameraEffects> camera_effects_owner;

	/* RENDER BUFFERS */

	struct RenderBuffers {

		RenderBufferData *data = nullptr;
		int width = 0, height = 0;
		VS::ViewportMSAA msaa = VS::VIEWPORT_MSAA_DISABLED;
		RID render_target;

		uint64_t auto_exposure_version = 1;

		RID texture; //main texture for rendering to, must be filled after done rendering
		RID depth_texture; //main depth texture

		//built-in textures used for ping pong image processing and blurring
		struct Blur {
			RID texture;

			struct Mipmap {
				RID texture;
				RID framebuffer;
				int width;
				int height;
			};

			Vector<Mipmap> mipmaps;
		};

		Blur blur[2]; //the second one starts from the first mipmap

		struct Luminance {

			Vector<RID> reduce;
			RID current;
		} luminance;

		struct SSAO {
			RID depth;
			Vector<RID> depth_slices;
			RID ao[2];
			RID ao_full; //when using half-size
		} ssao;
	};

	bool screen_space_roughness_limiter = false;
	float screen_space_roughness_limiter_curve = 1.0;

	mutable RID_Owner<RenderBuffers> render_buffers_owner;

	void _free_render_buffer_data(RenderBuffers *rb);
	void _allocate_blur_textures(RenderBuffers *rb);
	void _allocate_luminance_textures(RenderBuffers *rb);

	void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas);
	void _render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection);

	uint64_t scene_pass = 0;
	uint64_t shadow_atlas_realloc_tolerance_msec = 500;

public:
	/* SHADOW ATLAS API */

	RID shadow_atlas_create();
	void shadow_atlas_set_size(RID p_atlas, int p_size);
	void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
	bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
	_FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
		ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
		ERR_FAIL_COND_V(!atlas, false);
		return atlas->shadow_owners.has(p_light_intance);
	}

	_FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
		ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
		ERR_FAIL_COND_V(!atlas, RID());
		return atlas->depth;
	}

	_FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
		ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
		ERR_FAIL_COND_V(!atlas, Size2i());
		return Size2(atlas->size, atlas->size);
	}

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

	_FORCE_INLINE_ RID directional_shadow_get_texture() {
		return directional_shadow.depth;
	}

	_FORCE_INLINE_ Size2i directional_shadow_get_size() {
		return Size2i(directional_shadow.size, directional_shadow.size);
	}

	/* SKY API */

	RID sky_create();
	void sky_set_radiance_size(RID p_sky, int p_radiance_size);
	void sky_set_mode(RID p_sky, VS::SkyMode p_mode);
	void sky_set_texture(RID p_sky, RID p_panorama);

	RID sky_get_panorama_texture_rd(RID p_sky) const;
	RID sky_get_radiance_texture_rd(RID p_sky) const;
	RID sky_get_radiance_uniform_set_rd(RID p_sky, RID p_shader, int p_set) const;

	/* ENVIRONMENT API */

	RID environment_create();

	void environment_set_background(RID p_env, VS::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, VS::EnvironmentAmbientSource p_ambient = VS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, VS::EnvironmentReflectionSource p_reflection_source = VS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color());

	VS::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;
	VS::EnvironmentAmbientSource environment_get_ambient_light_ambient_source(RID p_env) const;
	float environment_get_ambient_light_ambient_energy(RID p_env) const;
	float environment_get_ambient_sky_contribution(RID p_env) const;
	VS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
	Color environment_get_ao_color(RID p_env) const;

	bool is_environment(RID p_env) const;

	void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale);

	void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}

	void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {}
	void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
	void environment_set_ssao_quality(VS::EnvironmentSSAOQuality p_quality, bool p_half_size);
	bool environment_is_ssao_enabled(RID p_env) const;
	float environment_get_ssao_ao_affect(RID p_env) const;
	float environment_get_ssao_light_affect(RID p_env) const;
	bool environment_is_ssr_enabled(RID p_env) const;

	void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
	void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}

	void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
	void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
	void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}

	virtual RID camera_effects_create();

	virtual void camera_effects_set_dof_blur_quality(VS::DOFBlurQuality p_quality, bool p_use_jitter);
	virtual void camera_effects_set_dof_blur_bokeh_shape(VS::DOFBokehShape p_shape);

	virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount);
	virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure);

	RID light_instance_create(RID p_light);
	void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
	void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
	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_ 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_ 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_ 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_ VS::LightType light_instance_get_type(RID p_light_instance) {
		LightInstance *li = light_instance_owner.getornull(p_light_instance);
		return li->light_type;
	}

	virtual RID reflection_atlas_create();
	virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count);
	_FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
		ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_ref_atlas);
		ERR_FAIL_COND_V(!atlas, RID());
		return atlas->reflection;
	}

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

	uint32_t reflection_probe_instance_get_resolution(RID p_instance);
	RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
	RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);

	_FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
		ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
		ERR_FAIL_COND_V(!rpi, RID());

		return rpi->probe;
	}

	_FORCE_INLINE_ void reflection_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
		ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
		ERR_FAIL_COND(!rpi);
		rpi->render_index = p_render_index;
	}

	_FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_index(RID p_instance) {
		ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
		ERR_FAIL_COND_V(!rpi, 0);

		return rpi->render_index;
	}

	_FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
		ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
		ERR_FAIL_COND(!rpi);
		rpi->last_pass = p_render_pass;
	}

	_FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
		ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
		ERR_FAIL_COND_V(!rpi, 0);

		return rpi->last_pass;
	}

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

		return rpi->transform;
	}

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

		return rpi->atlas_index;
	}

	RID gi_probe_instance_create(RID p_base);
	void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
	bool gi_probe_needs_update(RID p_probe) const;
	void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, int p_dynamic_object_count, InstanceBase **p_dynamic_objects);

	_FORCE_INLINE_ uint32_t gi_probe_instance_get_slot(RID p_probe) {
		GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
		return gi_probe->slot;
	}
	_FORCE_INLINE_ RID gi_probe_instance_get_base_probe(RID p_probe) {
		GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
		return gi_probe->probe;
	}
	_FORCE_INLINE_ Transform gi_probe_instance_get_transform_to_cell(RID p_probe) {
		GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
		return storage->gi_probe_get_to_cell_xform(gi_probe->probe) * gi_probe->transform.affine_inverse();
	}

	_FORCE_INLINE_ RID gi_probe_instance_get_texture(RID p_probe) {
		GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
		return gi_probe->texture;
	}
	_FORCE_INLINE_ RID gi_probe_instance_get_aniso_texture(RID p_probe, int p_index) {
		GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
		return gi_probe->anisotropy[p_index];
	}

	_FORCE_INLINE_ void gi_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
		GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
		ERR_FAIL_COND(!gi_probe);
		gi_probe->render_index = p_render_index;
	}

	_FORCE_INLINE_ uint32_t gi_probe_instance_get_render_index(RID p_instance) {
		GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
		ERR_FAIL_COND_V(!gi_probe, 0);

		return gi_probe->render_index;
	}

	_FORCE_INLINE_ void gi_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
		GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
		ERR_FAIL_COND(!g_probe);
		g_probe->last_pass = p_render_pass;
	}

	_FORCE_INLINE_ uint32_t gi_probe_instance_get_render_pass(RID p_instance) {
		GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
		ERR_FAIL_COND_V(!g_probe, 0);

		return g_probe->last_pass;
	}

	const Vector<RID> &gi_probe_get_slots() const;
	_FORCE_INLINE_ bool gi_probe_is_anisotropic() const {
		return gi_probe_use_anisotropy;
	}
	GIProbeQuality gi_probe_get_quality() const;

	RID render_buffers_create();
	void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa);

	RID render_buffers_get_ao_texture(RID p_render_buffers);
	RID render_buffers_get_back_buffer_texture(RID p_render_buffers);

	void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_camera_effects, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);

	void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);

	void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);

	virtual void set_scene_pass(uint64_t p_pass) { scene_pass = p_pass; }
	_FORCE_INLINE_ uint64_t get_scene_pass() { return scene_pass; }

	virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve);
	virtual bool screen_space_roughness_limiter_is_active() const;
	virtual float screen_space_roughness_limiter_get_curve() const;

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

	virtual bool free(RID p_rid);

	virtual void update();

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

	virtual void set_time(double p_time, double p_step);

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

#endif // RASTERIZER_SCENE_RD_H