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/smaa.h"42#include "servers/rendering/renderer_rd/effects/tone_mapper.h"43#include "servers/rendering/renderer_rd/effects/vrs.h"44#include "servers/rendering/renderer_rd/environment/gi.h"45#include "servers/rendering/renderer_rd/environment/sky.h"46#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"47#include "servers/rendering/renderer_rd/storage_rd/render_data_rd.h"48#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"49#include "servers/rendering/renderer_scene_render.h"50#include "servers/rendering/rendering_device.h"51#include "servers/rendering/rendering_method.h"52#include "servers/rendering/rendering_shader_library.h"5354class RendererSceneRenderRD : public RendererSceneRender, public RenderingShaderLibrary {55friend RendererRD::SkyRD;56friend RendererRD::GI;5758protected:59RendererRD::ForwardIDStorage *forward_id_storage = nullptr;60RendererRD::BokehDOF *bokeh_dof = nullptr;61RendererRD::CopyEffects *copy_effects = nullptr;62RendererRD::DebugEffects *debug_effects = nullptr;63RendererRD::Luminance *luminance = nullptr;64RendererRD::SMAA *smaa = nullptr;65RendererRD::ToneMapper *tone_mapper = nullptr;66RendererRD::FSR *fsr = nullptr;67RendererRD::VRS *vrs = nullptr;68#ifdef METAL_ENABLED69RendererRD::MFXSpatialEffect *mfx_spatial = nullptr;70#endif71double time = 0.0;72double time_step = 0.0;7374/* ENVIRONMENT */7576bool glow_bicubic_upscale = false;7778bool use_physical_light_units = false;7980////////////////////////////////8182virtual RendererRD::ForwardIDStorage *create_forward_id_storage() { return memnew(RendererRD::ForwardIDStorage); }8384void _update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers);8586virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;8788virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;89virtual void _render_buffers_debug_draw(const RenderDataRD *p_render_data);9091virtual 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;92virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;93virtual 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;94virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;9596void _debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms);9798virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;99virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;100101bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);102void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);103104bool _compositor_effects_has_flag(const RenderDataRD *p_render_data, RS::CompositorEffectFlags p_flag, RS::CompositorEffectCallbackType p_callback_type = RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_ANY);105bool _has_compositor_effect(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data);106void _process_compositor_effects(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data);107void _render_buffers_ensure_screen_texture(const RenderDataRD *p_render_data);108void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);109void _render_buffers_ensure_depth_texture(const RenderDataRD *p_render_data);110void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);111void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);112void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);113void _disable_clear_request(const RenderDataRD *p_render_data);114115_FORCE_INLINE_ bool _is_8bit_data_format(RD::DataFormat p_data_format) {116return p_data_format >= RD::DATA_FORMAT_R8_UNORM && p_data_format <= RD::DATA_FORMAT_A8B8G8R8_SRGB_PACK32;117}118119_FORCE_INLINE_ bool _is_10bit_data_format(RD::DataFormat p_data_format) {120return p_data_format >= RD::DATA_FORMAT_A2R10G10B10_UNORM_PACK32 && p_data_format <= RD::DATA_FORMAT_A2B10G10R10_SINT_PACK32;121}122123// needed for a single argument calls (material and uv2)124PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;125PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist126127RendererRD::SkyRD sky;128RendererRD::GI gi;129130virtual void _update_shader_quality_settings() {}131static bool _debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw);132133private:134RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;135static RendererSceneRenderRD *singleton;136137/* Shadow atlas */138RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set139RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;140float shadows_quality_radius = 1.0;141float directional_shadow_quality_radius = 1.0;142143float *directional_penumbra_shadow_kernel = nullptr;144float *directional_soft_shadow_kernel = nullptr;145float *penumbra_shadow_kernel = nullptr;146float *soft_shadow_kernel = nullptr;147bool lightmap_filter_bicubic = false;148int directional_penumbra_shadow_samples = 0;149int directional_soft_shadow_samples = 0;150int penumbra_shadow_samples = 0;151int soft_shadow_samples = 0;152RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;153RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;154155/* RENDER BUFFERS */156157/* GI */158bool screen_space_roughness_limiter = false;159float screen_space_roughness_limiter_amount = 0.25;160float screen_space_roughness_limiter_limit = 0.18;161162/* Light data */163164uint64_t scene_pass = 0;165166uint32_t max_cluster_elements = 512;167168/* Volumetric Fog */169170uint32_t volumetric_fog_size = 128;171uint32_t volumetric_fog_depth = 128;172bool volumetric_fog_filter_active = true;173174public:175static RendererSceneRenderRD *get_singleton() { return singleton; }176177/* LIGHTING */178179virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size) {}180virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) {}181virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size) {}182183/* GI */184185RendererRD::GI *get_gi() { return &gi; }186187/* SKY */188189RendererRD::SkyRD *get_sky() { return &sky; }190191/* SKY API */192193virtual RID sky_allocate() override;194virtual void sky_initialize(RID p_rid) override;195196virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;197virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;198virtual void sky_set_material(RID p_sky, RID p_material) override;199virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;200201/* ENVIRONMENT API */202203virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;204205virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;206virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;207208virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;209virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;210virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;211212virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;213214_FORCE_INLINE_ bool is_using_physical_light_units() {215return use_physical_light_units;216}217218/* REFLECTION PROBE */219220virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);221222/* FOG VOLUMES */223224uint32_t get_volumetric_fog_size() const { return volumetric_fog_size; }225uint32_t get_volumetric_fog_depth() const { return volumetric_fog_depth; }226bool get_volumetric_fog_filter_active() const { return volumetric_fog_filter_active; }227228virtual RID fog_volume_instance_create(RID p_fog_volume) override;229virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;230virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;231virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;232virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;233234/* gi light probes */235236virtual RID voxel_gi_instance_create(RID p_base) override;237virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;238virtual bool voxel_gi_needs_update(RID p_probe) const override;239virtual 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;240virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }241242/* render buffers */243244virtual float _render_buffers_get_luminance_multiplier();245virtual RD::DataFormat _render_buffers_get_color_format();246virtual bool _render_buffers_can_be_storage();247virtual Ref<RenderSceneBuffers> render_buffers_create() override;248virtual void gi_set_use_half_resolution(bool p_enable) override;249250RID render_buffers_get_default_voxel_gi_buffer();251252virtual void base_uniforms_changed() = 0;253254virtual 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;255256virtual 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;257258virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;259260virtual void set_scene_pass(uint64_t p_pass) override {261scene_pass = p_pass;262}263_FORCE_INLINE_ uint64_t get_scene_pass() {264return scene_pass;265}266267virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;268virtual bool screen_space_roughness_limiter_is_active() const override;269virtual float screen_space_roughness_limiter_get_amount() const;270virtual float screen_space_roughness_limiter_get_limit() const;271272virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;273virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;274275virtual void decals_set_filter(RS::DecalFilter p_filter) override;276virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;277virtual void lightmaps_set_bicubic_filter(bool p_enable) override;278279_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const {280return shadows_quality;281}282_FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const {283return directional_shadow_quality;284}285_FORCE_INLINE_ float shadows_quality_radius_get() const {286return shadows_quality_radius;287}288_FORCE_INLINE_ float directional_shadow_quality_radius_get() const {289return directional_shadow_quality_radius;290}291292_FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() {293return directional_penumbra_shadow_kernel;294}295_FORCE_INLINE_ float *directional_soft_shadow_kernel_get() {296return directional_soft_shadow_kernel;297}298_FORCE_INLINE_ float *penumbra_shadow_kernel_get() {299return penumbra_shadow_kernel;300}301_FORCE_INLINE_ float *soft_shadow_kernel_get() {302return soft_shadow_kernel;303}304305_FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const {306return directional_penumbra_shadow_samples;307}308_FORCE_INLINE_ bool lightmap_filter_bicubic_get() const {309return lightmap_filter_bicubic;310}311_FORCE_INLINE_ int directional_soft_shadow_samples_get() const {312return directional_soft_shadow_samples;313}314_FORCE_INLINE_ int penumbra_shadow_samples_get() const {315return penumbra_shadow_samples;316}317_FORCE_INLINE_ int soft_shadow_samples_get() const {318return soft_shadow_samples;319}320321_FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const {322return light_projectors_filter;323}324_FORCE_INLINE_ RS::DecalFilter decals_get_filter() const {325return decals_filter;326}327328int get_roughness_layers() const;329bool is_using_radiance_cubemap_array() const;330331virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override;332333virtual bool free(RID p_rid) override;334335virtual void update() override;336337virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;338_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {339return debug_draw;340}341342virtual void set_time(double p_time, double p_step) override;343344virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;345346virtual bool is_vrs_supported() const;347virtual bool is_dynamic_gi_supported() const;348virtual bool is_volumetric_supported() const;349virtual uint32_t get_max_elements() const;350351void init();352353RendererSceneRenderRD();354~RendererSceneRenderRD();355};356357358