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// needed for a single argument calls (material and uv2)118PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;119PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist120121RendererRD::SkyRD sky;122RendererRD::GI gi;123124virtual void _update_shader_quality_settings() {}125static bool _debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw);126127private:128RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;129static RendererSceneRenderRD *singleton;130131/* Shadow atlas */132RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set133RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;134float shadows_quality_radius = 1.0;135float directional_shadow_quality_radius = 1.0;136137float *directional_penumbra_shadow_kernel = nullptr;138float *directional_soft_shadow_kernel = nullptr;139float *penumbra_shadow_kernel = nullptr;140float *soft_shadow_kernel = nullptr;141bool lightmap_filter_bicubic = false;142int directional_penumbra_shadow_samples = 0;143int directional_soft_shadow_samples = 0;144int penumbra_shadow_samples = 0;145int soft_shadow_samples = 0;146RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;147RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;148bool material_use_debanding = false;149150/* RENDER BUFFERS */151152/* GI */153bool screen_space_roughness_limiter = false;154float screen_space_roughness_limiter_amount = 0.25;155float screen_space_roughness_limiter_limit = 0.18;156157/* Light data */158159uint64_t scene_pass = 0;160161uint32_t max_cluster_elements = 512;162163/* Volumetric Fog */164165uint32_t volumetric_fog_size = 128;166uint32_t volumetric_fog_depth = 128;167bool volumetric_fog_filter_active = true;168169public:170static RendererSceneRenderRD *get_singleton() { return singleton; }171172/* LIGHTING */173174virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size) {}175virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) {}176virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size) {}177178/* GI */179180RendererRD::GI *get_gi() { return &gi; }181182/* SKY */183184RendererRD::SkyRD *get_sky() { return &sky; }185186/* SKY API */187188virtual RID sky_allocate() override;189virtual void sky_initialize(RID p_rid) override;190191virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;192virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;193virtual void sky_set_material(RID p_sky, RID p_material) override;194virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;195196/* ENVIRONMENT API */197198virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;199200virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;201virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;202203virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;204virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;205virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;206207virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;208209_FORCE_INLINE_ bool is_using_physical_light_units() {210return use_physical_light_units;211}212213/* REFLECTION PROBE */214215virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);216217/* FOG VOLUMES */218219uint32_t get_volumetric_fog_size() const { return volumetric_fog_size; }220uint32_t get_volumetric_fog_depth() const { return volumetric_fog_depth; }221bool get_volumetric_fog_filter_active() const { return volumetric_fog_filter_active; }222223virtual RID fog_volume_instance_create(RID p_fog_volume) override;224virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;225virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;226virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;227virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;228229/* gi light probes */230231virtual RID voxel_gi_instance_create(RID p_base) override;232virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;233virtual bool voxel_gi_needs_update(RID p_probe) const override;234virtual 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;235virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }236237/* render buffers */238virtual RD::DataFormat _render_buffers_get_preferred_color_format();239virtual bool _render_buffers_can_be_storage();240virtual Ref<RenderSceneBuffers> render_buffers_create() override;241virtual void gi_set_use_half_resolution(bool p_enable) override;242243RID render_buffers_get_default_voxel_gi_buffer();244245virtual void base_uniforms_changed() = 0;246247virtual 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;248249virtual 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;250251virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;252253virtual void set_scene_pass(uint64_t p_pass) override {254scene_pass = p_pass;255}256_FORCE_INLINE_ uint64_t get_scene_pass() {257return scene_pass;258}259260virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;261virtual bool screen_space_roughness_limiter_is_active() const override;262virtual float screen_space_roughness_limiter_get_amount() const;263virtual float screen_space_roughness_limiter_get_limit() const;264265virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;266virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;267268virtual void decals_set_filter(RS::DecalFilter p_filter) override;269virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;270virtual void lightmaps_set_bicubic_filter(bool p_enable) override;271virtual void material_set_use_debanding(bool p_enable) override;272273_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const {274return shadows_quality;275}276_FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const {277return directional_shadow_quality;278}279_FORCE_INLINE_ float shadows_quality_radius_get() const {280return shadows_quality_radius;281}282_FORCE_INLINE_ float directional_shadow_quality_radius_get() const {283return directional_shadow_quality_radius;284}285286_FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() {287return directional_penumbra_shadow_kernel;288}289_FORCE_INLINE_ float *directional_soft_shadow_kernel_get() {290return directional_soft_shadow_kernel;291}292_FORCE_INLINE_ float *penumbra_shadow_kernel_get() {293return penumbra_shadow_kernel;294}295_FORCE_INLINE_ float *soft_shadow_kernel_get() {296return soft_shadow_kernel;297}298299_FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const {300return directional_penumbra_shadow_samples;301}302_FORCE_INLINE_ bool lightmap_filter_bicubic_get() const {303return lightmap_filter_bicubic;304}305_FORCE_INLINE_ int directional_soft_shadow_samples_get() const {306return directional_soft_shadow_samples;307}308_FORCE_INLINE_ int penumbra_shadow_samples_get() const {309return penumbra_shadow_samples;310}311_FORCE_INLINE_ int soft_shadow_samples_get() const {312return soft_shadow_samples;313}314315_FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const {316return light_projectors_filter;317}318_FORCE_INLINE_ RS::DecalFilter decals_get_filter() const {319return decals_filter;320}321322_FORCE_INLINE_ bool material_use_debanding_get() const {323return material_use_debanding;324}325326int get_roughness_layers() const;327bool is_using_radiance_octmap_array() const;328329virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override;330331virtual bool free(RID p_rid) override;332333virtual void update() override;334335virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;336_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {337return debug_draw;338}339340virtual void set_time(double p_time, double p_step) override;341342virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;343344virtual bool is_vrs_supported() const;345virtual bool is_dynamic_gi_supported() const;346virtual bool is_volumetric_supported() const;347virtual uint32_t get_max_elements() const;348349void init();350351RendererSceneRenderRD();352~RendererSceneRenderRD();353};354355356