Path: blob/master/servers/rendering/renderer_rd/renderer_scene_render_rd.h
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/**************************************************************************/1/* renderer_scene_render_rd.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "servers/rendering/renderer_compositor.h"33#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"34#include "servers/rendering/renderer_rd/effects/copy_effects.h"35#include "servers/rendering/renderer_rd/effects/debug_effects.h"36#include "servers/rendering/renderer_rd/effects/fsr.h"37#include "servers/rendering/renderer_rd/effects/luminance.h"38#ifdef METAL_ENABLED39#include "servers/rendering/renderer_rd/effects/metal_fx.h"40#endif41#include "servers/rendering/renderer_rd/effects/resolve.h"42#include "servers/rendering/renderer_rd/effects/smaa.h"43#include "servers/rendering/renderer_rd/effects/tone_mapper.h"44#include "servers/rendering/renderer_rd/effects/vrs.h"45#include "servers/rendering/renderer_rd/environment/gi.h"46#include "servers/rendering/renderer_rd/environment/sky.h"47#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"48#include "servers/rendering/renderer_rd/storage_rd/render_data_rd.h"49#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"50#include "servers/rendering/renderer_scene_render.h"51#include "servers/rendering/rendering_device.h"52#include "servers/rendering/rendering_method.h"53#include "servers/rendering/rendering_shader_library.h"5455class RendererSceneRenderRD : public RendererSceneRender, public RenderingShaderLibrary {56friend RendererRD::SkyRD;57friend RendererRD::GI;5859protected:60RendererRD::ForwardIDStorage *forward_id_storage = nullptr;61RendererRD::BokehDOF *bokeh_dof = nullptr;62RendererRD::CopyEffects *copy_effects = nullptr;63RendererRD::DebugEffects *debug_effects = nullptr;64RendererRD::Luminance *luminance = nullptr;65RendererRD::SMAA *smaa = nullptr;66RendererRD::ToneMapper *tone_mapper = nullptr;67RendererRD::FSR *fsr = nullptr;68RendererRD::VRS *vrs = nullptr;69RendererRD::Resolve *resolve_effects = nullptr;70#ifdef METAL_ENABLED71RendererRD::MFXSpatialEffect *mfx_spatial = nullptr;72#endif73double time = 0.0;74double time_step = 0.0;7576/* ENVIRONMENT */7778bool glow_bicubic_upscale = false;7980bool use_physical_light_units = false;8182////////////////////////////////8384virtual RendererRD::ForwardIDStorage *create_forward_id_storage() { return memnew(RendererRD::ForwardIDStorage); }8586void _update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers);8788virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;8990virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;91virtual void _render_buffers_debug_draw(const RenderDataRD *p_render_data);9293virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) = 0;94virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;95virtual void _render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) = 0;96virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;9798void _debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms);99100virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;101virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;102103bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);104void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);105106bool _compositor_effects_has_flag(const RenderDataRD *p_render_data, RS::CompositorEffectFlags p_flag, RS::CompositorEffectCallbackType p_callback_type = RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_ANY);107bool _has_compositor_effect(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data);108void _process_compositor_effects(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data);109void _render_buffers_ensure_screen_texture(const RenderDataRD *p_render_data);110void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);111void _render_buffers_ensure_depth_texture(const RenderDataRD *p_render_data);112void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data, bool p_use_msaa = false);113void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data, bool p_use_msaa = false);114void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);115void _disable_clear_request(const RenderDataRD *p_render_data);116117_FORCE_INLINE_ bool _is_8bit_data_format(RD::DataFormat p_data_format) {118return p_data_format >= RD::DATA_FORMAT_R8_UNORM && p_data_format <= RD::DATA_FORMAT_A8B8G8R8_SRGB_PACK32;119}120121_FORCE_INLINE_ bool _is_10bit_data_format(RD::DataFormat p_data_format) {122return p_data_format >= RD::DATA_FORMAT_A2R10G10B10_UNORM_PACK32 && p_data_format <= RD::DATA_FORMAT_A2B10G10R10_SINT_PACK32;123}124125// needed for a single argument calls (material and uv2)126PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;127PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist128129RendererRD::SkyRD sky;130RendererRD::GI gi;131132virtual void _update_shader_quality_settings() {}133static bool _debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw);134135private:136RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;137static RendererSceneRenderRD *singleton;138139/* Shadow atlas */140RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set141RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;142float shadows_quality_radius = 1.0;143float directional_shadow_quality_radius = 1.0;144145float *directional_penumbra_shadow_kernel = nullptr;146float *directional_soft_shadow_kernel = nullptr;147float *penumbra_shadow_kernel = nullptr;148float *soft_shadow_kernel = nullptr;149bool lightmap_filter_bicubic = false;150int directional_penumbra_shadow_samples = 0;151int directional_soft_shadow_samples = 0;152int penumbra_shadow_samples = 0;153int soft_shadow_samples = 0;154RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;155RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;156157/* RENDER BUFFERS */158159/* GI */160bool screen_space_roughness_limiter = false;161float screen_space_roughness_limiter_amount = 0.25;162float screen_space_roughness_limiter_limit = 0.18;163164/* Light data */165166uint64_t scene_pass = 0;167168uint32_t max_cluster_elements = 512;169170/* Volumetric Fog */171172uint32_t volumetric_fog_size = 128;173uint32_t volumetric_fog_depth = 128;174bool volumetric_fog_filter_active = true;175176public:177static RendererSceneRenderRD *get_singleton() { return singleton; }178179/* LIGHTING */180181virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size) {}182virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) {}183virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size) {}184185/* GI */186187RendererRD::GI *get_gi() { return &gi; }188189/* SKY */190191RendererRD::SkyRD *get_sky() { return &sky; }192193/* SKY API */194195virtual RID sky_allocate() override;196virtual void sky_initialize(RID p_rid) override;197198virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;199virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;200virtual void sky_set_material(RID p_sky, RID p_material) override;201virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;202203/* ENVIRONMENT API */204205virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;206207virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;208virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;209210virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;211virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;212virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;213214virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;215216_FORCE_INLINE_ bool is_using_physical_light_units() {217return use_physical_light_units;218}219220/* REFLECTION PROBE */221222virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);223224/* FOG VOLUMES */225226uint32_t get_volumetric_fog_size() const { return volumetric_fog_size; }227uint32_t get_volumetric_fog_depth() const { return volumetric_fog_depth; }228bool get_volumetric_fog_filter_active() const { return volumetric_fog_filter_active; }229230virtual RID fog_volume_instance_create(RID p_fog_volume) override;231virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;232virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;233virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;234virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;235236/* gi light probes */237238virtual RID voxel_gi_instance_create(RID p_base) override;239virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;240virtual bool voxel_gi_needs_update(RID p_probe) const override;241virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override;242virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }243244/* render buffers */245246virtual float _render_buffers_get_luminance_multiplier();247virtual RD::DataFormat _render_buffers_get_color_format();248virtual bool _render_buffers_can_be_storage();249virtual Ref<RenderSceneBuffers> render_buffers_create() override;250virtual void gi_set_use_half_resolution(bool p_enable) override;251252RID render_buffers_get_default_voxel_gi_buffer();253254virtual void base_uniforms_changed() = 0;255256virtual void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_compositor, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) override;257258virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;259260virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;261262virtual void set_scene_pass(uint64_t p_pass) override {263scene_pass = p_pass;264}265_FORCE_INLINE_ uint64_t get_scene_pass() {266return scene_pass;267}268269virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;270virtual bool screen_space_roughness_limiter_is_active() const override;271virtual float screen_space_roughness_limiter_get_amount() const;272virtual float screen_space_roughness_limiter_get_limit() const;273274virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;275virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;276277virtual void decals_set_filter(RS::DecalFilter p_filter) override;278virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;279virtual void lightmaps_set_bicubic_filter(bool p_enable) override;280281_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const {282return shadows_quality;283}284_FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const {285return directional_shadow_quality;286}287_FORCE_INLINE_ float shadows_quality_radius_get() const {288return shadows_quality_radius;289}290_FORCE_INLINE_ float directional_shadow_quality_radius_get() const {291return directional_shadow_quality_radius;292}293294_FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() {295return directional_penumbra_shadow_kernel;296}297_FORCE_INLINE_ float *directional_soft_shadow_kernel_get() {298return directional_soft_shadow_kernel;299}300_FORCE_INLINE_ float *penumbra_shadow_kernel_get() {301return penumbra_shadow_kernel;302}303_FORCE_INLINE_ float *soft_shadow_kernel_get() {304return soft_shadow_kernel;305}306307_FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const {308return directional_penumbra_shadow_samples;309}310_FORCE_INLINE_ bool lightmap_filter_bicubic_get() const {311return lightmap_filter_bicubic;312}313_FORCE_INLINE_ int directional_soft_shadow_samples_get() const {314return directional_soft_shadow_samples;315}316_FORCE_INLINE_ int penumbra_shadow_samples_get() const {317return penumbra_shadow_samples;318}319_FORCE_INLINE_ int soft_shadow_samples_get() const {320return soft_shadow_samples;321}322323_FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const {324return light_projectors_filter;325}326_FORCE_INLINE_ RS::DecalFilter decals_get_filter() const {327return decals_filter;328}329330int get_roughness_layers() const;331bool is_using_radiance_cubemap_array() const;332333virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override;334335virtual bool free(RID p_rid) override;336337virtual void update() override;338339virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;340_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {341return debug_draw;342}343344virtual void set_time(double p_time, double p_step) override;345346virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;347348virtual bool is_vrs_supported() const;349virtual bool is_dynamic_gi_supported() const;350virtual bool is_volumetric_supported() const;351virtual uint32_t get_max_elements() const;352353void init();354355RendererSceneRenderRD();356~RendererSceneRenderRD();357};358359360