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869 lines
30 KiB
C++
869 lines
30 KiB
C++
/*************************************************************************/
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/* rasterizer_scene_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RASTERIZER_SCENE_RD_H
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#define RASTERIZER_SCENE_RD_H
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#include "core/rid_owner.h"
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#include "servers/visual/rasterizer.h"
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#include "servers/visual/rasterizer_rd/rasterizer_storage_rd.h"
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#include "servers/visual/rasterizer_rd/shaders/giprobe.glsl.gen.h"
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#include "servers/visual/rasterizer_rd/shaders/giprobe_debug.glsl.gen.h"
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#include "servers/visual/rendering_device.h"
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class RasterizerSceneRD : public RasterizerScene {
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public:
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enum GIProbeQuality {
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GIPROBE_QUALITY_ULTRA_LOW,
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GIPROBE_QUALITY_MEDIUM,
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GIPROBE_QUALITY_HIGH,
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};
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protected:
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struct RenderBufferData {
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virtual void configure(RID p_color_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0;
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virtual ~RenderBufferData() {}
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};
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virtual RenderBufferData *_create_render_buffer_data() = 0;
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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_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
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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;
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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;
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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);
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RenderBufferData *render_buffers_get_data(RID p_render_buffers);
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private:
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VS::ViewportDebugDraw debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
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int roughness_layers;
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RasterizerStorageRD *storage;
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struct ReflectionData {
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struct Layer {
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struct Mipmap {
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RID framebuffers[6];
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RID views[6];
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Size2i size;
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};
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Vector<Mipmap> mipmaps;
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};
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RID radiance_base_cubemap; //cubemap for first layer, first cubemap
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Vector<Layer> layers;
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};
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void _clear_reflection_data(ReflectionData &rd);
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void _update_reflection_data(ReflectionData &rd, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer);
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void _create_reflection_from_panorama(ReflectionData &rd, RID p_panorama, bool p_quality);
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void _create_reflection_from_base_mipmap(ReflectionData &rd, bool p_use_arrays, bool p_quality, int p_cube_side);
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void _update_reflection_mipmaps(ReflectionData &rd, bool p_quality);
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/* SKY */
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struct Sky {
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RID radiance;
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int radiance_size = 256;
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VS::SkyMode mode = VS::SKY_MODE_QUALITY;
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RID panorama;
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ReflectionData reflection;
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bool dirty = false;
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Sky *dirty_list = nullptr;
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};
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Sky *dirty_sky_list = nullptr;
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void _sky_invalidate(Sky *p_sky);
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void _update_dirty_skys();
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uint32_t sky_ggx_samples_quality;
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uint32_t sky_ggx_samples_realtime;
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bool sky_use_cubemap_array;
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mutable RID_Owner<Sky> sky_owner;
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/* REFLECTION ATLAS */
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struct ReflectionAtlas {
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int count = 0;
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int size = 0;
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RID reflection;
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RID depth_buffer;
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RID depth_fb;
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struct Reflection {
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RID owner;
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ReflectionData data;
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RID fbs[6];
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};
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Vector<Reflection> reflections;
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};
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RID_Owner<ReflectionAtlas> reflection_atlas_owner;
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/* REFLECTION PROBE INSTANCE */
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struct ReflectionProbeInstance {
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RID probe;
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int atlas_index = -1;
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RID atlas;
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bool dirty = true;
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bool rendering = false;
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int processing_side = 0;
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uint32_t render_step = 0;
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uint64_t last_pass = 0;
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uint32_t render_index = 0;
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Transform transform;
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};
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mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
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/* GIPROBE INSTANCE */
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struct GIProbeLight {
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uint32_t type;
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float energy;
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float radius;
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float attenuation;
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float color[3];
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float spot_angle_radians;
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float position[3];
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float spot_attenuation;
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float direction[3];
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uint32_t has_shadow;
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};
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struct GIProbePushConstant {
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int32_t limits[3];
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uint32_t stack_size;
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float emission_scale;
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float propagation;
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float dynamic_range;
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uint32_t light_count;
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uint32_t cell_offset;
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uint32_t cell_count;
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float aniso_strength;
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uint32_t pad;
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};
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struct GIProbeDynamicPushConstant {
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int32_t limits[3];
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uint32_t light_count;
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int32_t x_dir[3];
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float z_base;
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int32_t y_dir[3];
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float z_sign;
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int32_t z_dir[3];
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float pos_multiplier;
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uint32_t rect_pos[2];
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uint32_t rect_size[2];
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uint32_t prev_rect_ofs[2];
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uint32_t prev_rect_size[2];
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uint32_t flip_x;
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uint32_t flip_y;
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float dynamic_range;
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uint32_t on_mipmap;
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float propagation;
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float pad[3];
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};
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struct GIProbeInstance {
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RID probe;
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RID texture;
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RID anisotropy[2]; //only if anisotropy is used
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RID anisotropy_r16[2]; //only if anisotropy is used
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RID write_buffer;
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struct Mipmap {
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RID texture;
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RID anisotropy[2]; //only if anisotropy is used
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RID uniform_set;
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RID second_bounce_uniform_set;
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RID write_uniform_set;
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uint32_t level;
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uint32_t cell_offset;
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uint32_t cell_count;
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};
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Vector<Mipmap> mipmaps;
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struct DynamicMap {
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RID texture; //color normally, or emission on first pass
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RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
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RID depth; //actual depth buffer for the first pass, float depth for later passes
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RID normal; //normal buffer for the first pass
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RID albedo; //emission buffer for the first pass
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RID orm; //orm buffer for the first pass
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RID fb; //used for rendering, only valid on first map
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RID uniform_set;
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uint32_t size;
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int mipmap; // mipmap to write to, -1 if no mipmap assigned
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};
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Vector<DynamicMap> dynamic_maps;
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int slot = -1;
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uint32_t last_probe_version = 0;
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uint32_t last_probe_data_version = 0;
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uint64_t last_pass = 0;
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uint32_t render_index = 0;
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bool has_dynamic_object_data = false;
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Transform transform;
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};
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GIProbeLight *gi_probe_lights;
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uint32_t gi_probe_max_lights;
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RID gi_probe_lights_uniform;
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bool gi_probe_use_anisotropy = false;
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GIProbeQuality gi_probe_quality = GIPROBE_QUALITY_MEDIUM;
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bool gi_probe_slots_dirty = true;
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Vector<RID> gi_probe_slots;
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enum {
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GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT,
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GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
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GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP,
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GI_PROBE_SHADER_VERSION_WRITE_TEXTURE,
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GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
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GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
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GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
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GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
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GI_PROBE_SHADER_VERSION_MAX
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};
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GiprobeShaderRD giprobe_shader;
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RID giprobe_lighting_shader_version;
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RID giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_MAX];
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RID giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_MAX];
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mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
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enum {
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GI_PROBE_DEBUG_COLOR,
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GI_PROBE_DEBUG_LIGHT,
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GI_PROBE_DEBUG_EMISSION,
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GI_PROBE_DEBUG_LIGHT_FULL,
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GI_PROBE_DEBUG_MAX
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};
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struct GIProbeDebugPushConstant {
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float projection[16];
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uint32_t cell_offset;
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float dynamic_range;
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float alpha;
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uint32_t level;
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int32_t bounds[3];
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uint32_t pad;
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};
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GiprobeDebugShaderRD giprobe_debug_shader;
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RID giprobe_debug_shader_version;
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RID giprobe_debug_shader_version_shaders[GI_PROBE_DEBUG_MAX];
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RenderPipelineVertexFormatCacheRD giprobe_debug_shader_version_pipelines[GI_PROBE_DEBUG_MAX];
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RID giprobe_debug_uniform_set;
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/* SHADOW ATLAS */
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struct ShadowAtlas {
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enum {
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QUADRANT_SHIFT = 27,
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SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
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SHADOW_INVALID = 0xFFFFFFFF
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};
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struct Quadrant {
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uint32_t subdivision;
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struct Shadow {
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RID owner;
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uint64_t version;
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uint64_t alloc_tick;
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Shadow() {
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version = 0;
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alloc_tick = 0;
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}
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};
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Vector<Shadow> shadows;
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Quadrant() {
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subdivision = 0; //not in use
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}
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} quadrants[4];
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int size_order[4] = { 0, 1, 2, 3 };
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uint32_t smallest_subdiv = 0;
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int size = 0;
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RID depth;
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RID fb; //for copying
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Map<RID, uint32_t> shadow_owners;
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};
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RID_Owner<ShadowAtlas> shadow_atlas_owner;
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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);
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/* DIRECTIONAL SHADOW */
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struct DirectionalShadow {
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RID depth;
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RID fb; //for copying
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int light_count = 0;
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int size = 0;
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int current_light = 0;
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} directional_shadow;
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/* SHADOW CUBEMAPS */
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struct ShadowCubemap {
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RID cubemap;
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RID side_fb[6];
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};
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Map<int, ShadowCubemap> shadow_cubemaps;
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ShadowCubemap *_get_shadow_cubemap(int p_size);
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struct ShadowMap {
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RID depth;
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RID fb;
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};
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Map<Vector2i, ShadowMap> shadow_maps;
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ShadowMap *_get_shadow_map(const Size2i &p_size);
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void _create_shadow_cubemaps();
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/* LIGHT INSTANCE */
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struct LightInstance {
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struct ShadowTransform {
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CameraMatrix camera;
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Transform transform;
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float farplane;
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float split;
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float bias_scale;
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Rect2 atlas_rect;
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};
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VS::LightType light_type;
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ShadowTransform shadow_transform[4];
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RID self;
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RID light;
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Transform transform;
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Vector3 light_vector;
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Vector3 spot_vector;
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float linear_att;
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uint64_t shadow_pass = 0;
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uint64_t last_scene_pass = 0;
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uint64_t last_scene_shadow_pass = 0;
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uint64_t last_pass = 0;
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uint32_t light_index = 0;
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uint32_t light_directional_index = 0;
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uint32_t current_shadow_atlas_key;
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Vector2 dp;
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Rect2 directional_rect;
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Set<RID> shadow_atlases; //shadow atlases where this light is registered
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LightInstance() {}
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};
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mutable RID_Owner<LightInstance> light_instance_owner;
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/* ENVIRONMENT */
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struct Environent {
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// BG
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VS::EnvironmentBG background = VS::ENV_BG_CLEAR_COLOR;
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RID sky;
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float sky_custom_fov = 0.0;
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Basis sky_orientation;
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Color bg_color;
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float bg_energy = 1.0;
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int canvas_max_layer = 0;
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VS::EnvironmentAmbientSource ambient_source = VS::ENV_AMBIENT_SOURCE_BG;
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Color ambient_light;
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float ambient_light_energy = 1.0;
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float ambient_sky_contribution = 1.0;
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VS::EnvironmentReflectionSource reflection_source = VS::ENV_REFLECTION_SOURCE_BG;
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/// Tonemap
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VS::EnvironmentToneMapper tone_mapper;
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float exposure = 1.0;
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float white = 1.0;
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bool auto_exposure = false;
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float min_luminance = 0.2;
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float max_luminance = 8.0;
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float auto_exp_speed = 0.2;
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float auto_exp_scale = 0.5;
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/// Glow
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bool glow_enabled = false;
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int glow_levels = (1 << 2) | (1 << 4);
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float glow_intensity = 0.8;
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float glow_strength = 1.0;
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float glow_bloom = 0.0;
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float glow_mix = 0.01;
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VS::EnvironmentGlowBlendMode glow_blend_mode = VS::GLOW_BLEND_MODE_SOFTLIGHT;
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float glow_hdr_bleed_threshold = 1.0;
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float glow_hdr_luminance_cap = 12.0;
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float glow_hdr_bleed_scale = 2.0;
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bool glow_bicubic_upscale = false;
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};
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mutable RID_Owner<Environent> environment_owner;
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/* RENDER BUFFERS */
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struct RenderBuffers {
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RenderBufferData *data = nullptr;
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int width = 0, height = 0;
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VS::ViewportMSAA msaa = VS::VIEWPORT_MSAA_DISABLED;
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RID render_target;
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RID texture; //main texture for rendering to, must be filled after done rendering
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//built-in textures used for ping pong image processing and blurring
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struct Blur {
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RID texture;
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struct Mipmap {
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RID texture;
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RID framebuffer;
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int width;
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int height;
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};
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Vector<Mipmap> mipmaps;
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};
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Blur blur[2]; //the second one starts from the first mipmap
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struct Luminance {
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Vector<RID> reduce;
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RID current;
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} luminance;
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};
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mutable RID_Owner<RenderBuffers> render_buffers_owner;
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void _free_render_buffer_data(RenderBuffers *rb);
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void _allocate_blur_textures(RenderBuffers *rb);
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uint64_t scene_pass = 0;
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uint64_t shadow_atlas_realloc_tolerance_msec = 500;
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public:
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/* SHADOW ATLAS API */
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RID shadow_atlas_create();
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void shadow_atlas_set_size(RID p_atlas, int p_size);
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void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
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bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
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_FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
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ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
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ERR_FAIL_COND_V(!atlas, false);
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return atlas->shadow_owners.has(p_light_intance);
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}
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_FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
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ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
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ERR_FAIL_COND_V(!atlas, RID());
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return atlas->depth;
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}
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_FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
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ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
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ERR_FAIL_COND_V(!atlas, Size2i());
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return Size2(atlas->size, atlas->size);
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}
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void directional_shadow_atlas_set_size(int p_size);
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int get_directional_light_shadow_size(RID p_light_intance);
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void set_directional_shadow_count(int p_count);
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_FORCE_INLINE_ RID directional_shadow_get_texture() {
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return directional_shadow.depth;
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}
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_FORCE_INLINE_ Size2i directional_shadow_get_size() {
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return Size2i(directional_shadow.size, directional_shadow.size);
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}
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/* SKY API */
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RID sky_create();
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void sky_set_radiance_size(RID p_sky, int p_radiance_size);
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void sky_set_mode(RID p_sky, VS::SkyMode p_mode);
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void sky_set_texture(RID p_sky, RID p_panorama);
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RID sky_get_panorama_texture_rd(RID p_sky) const;
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RID sky_get_radiance_texture_rd(RID p_sky) const;
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/* ENVIRONMENT API */
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RID environment_create();
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void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
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void environment_set_sky(RID p_env, RID p_sky);
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void environment_set_sky_custom_fov(RID p_env, float p_scale);
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void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
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void environment_set_bg_color(RID p_env, const Color &p_color);
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void environment_set_bg_energy(RID p_env, float p_energy);
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void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
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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);
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VS::EnvironmentBG environment_get_background(RID p_env) const;
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RID environment_get_sky(RID p_env) const;
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float environment_get_sky_custom_fov(RID p_env) const;
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Basis environment_get_sky_orientation(RID p_env) const;
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Color environment_get_bg_color(RID p_env) const;
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float environment_get_bg_energy(RID p_env) const;
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int environment_get_canvas_max_layer(RID p_env) const;
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Color environment_get_ambient_light_color(RID p_env) const;
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VS::EnvironmentAmbientSource environment_get_ambient_light_ambient_source(RID p_env) const;
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float environment_get_ambient_light_ambient_energy(RID p_env) const;
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float environment_get_ambient_sky_contribution(RID p_env) const;
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VS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
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bool is_environment(RID p_env) const;
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void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
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void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
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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);
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void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
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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) {}
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void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
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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);
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void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
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void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
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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) {}
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void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
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RID light_instance_create(RID p_light);
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void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
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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);
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void light_instance_mark_visible(RID p_light_instance);
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_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->light;
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}
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_FORCE_INLINE_ Transform light_instance_get_base_transform(RID p_light_instance) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->transform;
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}
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_FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas) {
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ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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uint32_t key = shadow_atlas->shadow_owners[li->self];
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uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
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uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
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ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
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uint32_t atlas_size = shadow_atlas->size;
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uint32_t quadrant_size = atlas_size >> 1;
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uint32_t x = (quadrant & 1) * quadrant_size;
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uint32_t y = (quadrant >> 1) * quadrant_size;
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uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
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x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
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y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
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uint32_t width = shadow_size;
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uint32_t height = shadow_size;
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return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
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}
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_FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->shadow_transform[p_index].camera;
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}
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_FORCE_INLINE_ Transform light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->shadow_transform[p_index].transform;
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}
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_FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->shadow_transform[p_index].atlas_rect;
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}
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_FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->shadow_transform[p_index].split;
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}
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_FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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li->last_pass = p_pass;
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}
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_FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->last_pass;
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}
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_FORCE_INLINE_ void light_instance_set_index(RID p_light_instance, uint32_t p_index) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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li->light_index = p_index;
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}
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_FORCE_INLINE_ uint32_t light_instance_get_index(RID p_light_instance) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->light_index;
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}
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_FORCE_INLINE_ VS::LightType light_instance_get_type(RID p_light_instance) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->light_type;
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}
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virtual RID reflection_atlas_create();
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virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count);
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_FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
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ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_ref_atlas);
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ERR_FAIL_COND_V(!atlas, RID());
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return atlas->reflection;
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}
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virtual RID reflection_probe_instance_create(RID p_probe);
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virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform);
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virtual void reflection_probe_release_atlas_index(RID p_instance);
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virtual bool reflection_probe_instance_needs_redraw(RID p_instance);
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virtual bool reflection_probe_instance_has_reflection(RID p_instance);
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virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas);
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virtual bool reflection_probe_instance_postprocess_step(RID p_instance);
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uint32_t reflection_probe_instance_get_resolution(RID p_instance);
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RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
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RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
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_FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND_V(!rpi, RID());
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return rpi->probe;
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}
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_FORCE_INLINE_ void reflection_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!rpi);
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rpi->render_index = p_render_index;
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}
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_FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_index(RID p_instance) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND_V(!rpi, 0);
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return rpi->render_index;
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}
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_FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!rpi);
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rpi->last_pass = p_render_pass;
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}
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_FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND_V(!rpi, 0);
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return rpi->last_pass;
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}
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_FORCE_INLINE_ Transform reflection_probe_instance_get_transform(RID p_instance) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND_V(!rpi, Transform());
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return rpi->transform;
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}
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_FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND_V(!rpi, -1);
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return rpi->atlas_index;
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}
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RID gi_probe_instance_create(RID p_base);
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void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
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bool gi_probe_needs_update(RID p_probe) const;
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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);
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_FORCE_INLINE_ uint32_t gi_probe_instance_get_slot(RID p_probe) {
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GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
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return gi_probe->slot;
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}
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_FORCE_INLINE_ RID gi_probe_instance_get_base_probe(RID p_probe) {
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GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
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return gi_probe->probe;
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}
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_FORCE_INLINE_ Transform gi_probe_instance_get_transform_to_cell(RID p_probe) {
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GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
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return storage->gi_probe_get_to_cell_xform(gi_probe->probe) * gi_probe->transform.affine_inverse();
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}
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_FORCE_INLINE_ RID gi_probe_instance_get_texture(RID p_probe) {
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GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
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return gi_probe->texture;
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}
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_FORCE_INLINE_ RID gi_probe_instance_get_aniso_texture(RID p_probe, int p_index) {
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GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
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return gi_probe->anisotropy[p_index];
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}
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_FORCE_INLINE_ void gi_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
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GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!gi_probe);
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gi_probe->render_index = p_render_index;
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}
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_FORCE_INLINE_ uint32_t gi_probe_instance_get_render_index(RID p_instance) {
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GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND_V(!gi_probe, 0);
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return gi_probe->render_index;
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}
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_FORCE_INLINE_ void gi_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
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GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!g_probe);
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g_probe->last_pass = p_render_pass;
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}
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_FORCE_INLINE_ uint32_t gi_probe_instance_get_render_pass(RID p_instance) {
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GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND_V(!g_probe, 0);
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return g_probe->last_pass;
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}
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const Vector<RID> &gi_probe_get_slots() const;
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bool gi_probe_slots_are_dirty() const;
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void gi_probe_slots_make_not_dirty();
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_FORCE_INLINE_ bool gi_probe_is_anisotropic() const {
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return gi_probe_use_anisotropy;
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}
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GIProbeQuality gi_probe_get_quality() const;
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RID render_buffers_create();
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void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa);
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RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
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void render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas);
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void render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment);
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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_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
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void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
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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);
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virtual void set_scene_pass(uint64_t p_pass) { scene_pass = p_pass; }
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_FORCE_INLINE_ uint64_t get_scene_pass() { return scene_pass; }
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int get_roughness_layers() const;
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bool is_using_radiance_cubemap_array() const;
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virtual bool free(RID p_rid);
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virtual void update();
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virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw);
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_FORCE_INLINE_ VS::ViewportDebugDraw get_debug_draw_mode() const { return debug_draw; }
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RasterizerSceneRD(RasterizerStorageRD *p_storage);
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~RasterizerSceneRD();
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};
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#endif // RASTERIZER_SCENE_RD_H
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