Path: blob/master/servers/rendering/renderer_scene_cull.h
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/**************************************************************************/1/* renderer_scene_cull.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 "core/math/dynamic_bvh.h"33#include "core/math/transform_interpolator.h"34#include "core/templates/bin_sorted_array.h"35#include "core/templates/local_vector.h"36#include "core/templates/paged_allocator.h"37#include "core/templates/paged_array.h"38#include "core/templates/pass_func.h"39#include "core/templates/rid_owner.h"40#include "core/templates/self_list.h"41#include "servers/rendering/instance_uniforms.h"42#include "servers/rendering/renderer_scene_occlusion_cull.h"43#include "servers/rendering/renderer_scene_render.h"44#include "servers/rendering/rendering_method.h"45#include "servers/rendering/rendering_server_globals.h"46#include "servers/rendering/storage/utilities.h"4748class RenderingLightCuller;4950class RendererSceneCull : public RenderingMethod {51public:52RendererSceneRender *scene_render = nullptr;5354enum {55SDFGI_MAX_CASCADES = 8,56SDFGI_MAX_REGIONS_PER_CASCADE = 3,57MAX_INSTANCE_PAIRS = 32,58MAX_UPDATE_SHADOWS = 51259};6061uint64_t render_pass;6263static RendererSceneCull *singleton;6465/* EVENT QUEUING */6667void tick();68void pre_draw(bool p_will_draw);6970/* CAMERA API */7172struct Camera {73enum Type {74PERSPECTIVE,75ORTHOGONAL,76FRUSTUM77};78Type type;79float fov;80float znear, zfar;81float size;82Vector2 offset;83uint32_t visible_layers;84bool vaspect;85RID env;86RID attributes;87RID compositor;8889Transform3D transform;9091Camera() {92visible_layers = 0xFFFFFFFF;93fov = 75;94type = PERSPECTIVE;95znear = 0.05;96zfar = 4000;97size = 1.0;98offset = Vector2();99vaspect = false;100}101};102103mutable RID_Owner<Camera, true> camera_owner;104105virtual RID camera_allocate();106virtual void camera_initialize(RID p_rid);107108virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);109virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);110virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);111virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform);112virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);113virtual void camera_set_environment(RID p_camera, RID p_env);114virtual void camera_set_camera_attributes(RID p_camera, RID p_attributes);115virtual void camera_set_compositor(RID p_camera, RID p_compositor);116virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);117virtual bool is_camera(RID p_camera) const;118119/* OCCLUDER API */120121virtual RID occluder_allocate();122virtual void occluder_initialize(RID p_occluder);123virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);124125/* VISIBILITY NOTIFIER API */126127RendererSceneOcclusionCull *dummy_occlusion_culling = nullptr;128129/* SCENARIO API */130131struct Instance;132133struct PlaneSign {134_ALWAYS_INLINE_ PlaneSign() {}135_ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {136if (p_plane.normal.x > 0) {137signs[0] = 0;138} else {139signs[0] = 3;140}141if (p_plane.normal.y > 0) {142signs[1] = 1;143} else {144signs[1] = 4;145}146if (p_plane.normal.z > 0) {147signs[2] = 2;148} else {149signs[2] = 5;150}151}152153uint32_t signs[3];154};155156struct Frustum {157Vector<Plane> planes;158Vector<PlaneSign> plane_signs;159const Plane *planes_ptr;160const PlaneSign *plane_signs_ptr;161uint32_t plane_count;162163_ALWAYS_INLINE_ Frustum() {}164_ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {165planes = p_frustum.planes;166plane_signs = p_frustum.plane_signs;167168planes_ptr = planes.ptr();169plane_signs_ptr = plane_signs.ptr();170plane_count = p_frustum.plane_count;171}172_ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {173planes = p_frustum.planes;174plane_signs = p_frustum.plane_signs;175176planes_ptr = planes.ptr();177plane_signs_ptr = plane_signs.ptr();178plane_count = p_frustum.plane_count;179}180_ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {181planes = p_planes;182planes_ptr = planes.ptrw();183plane_count = planes.size();184for (int i = 0; i < planes.size(); i++) {185PlaneSign ps(p_planes[i]);186plane_signs.push_back(ps);187}188189plane_signs_ptr = plane_signs.ptr();190}191};192193struct InstanceBounds {194// Efficiently store instance bounds.195// Because bounds checking is performed first,196// keep it separated from data.197198real_t bounds[6];199_ALWAYS_INLINE_ InstanceBounds() {}200201_ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {202bounds[0] = p_aabb.position.x;203bounds[1] = p_aabb.position.y;204bounds[2] = p_aabb.position.z;205bounds[3] = p_aabb.position.x + p_aabb.size.x;206bounds[4] = p_aabb.position.y + p_aabb.size.y;207bounds[5] = p_aabb.position.z + p_aabb.size.z;208}209_ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {210// This is not a full SAT check and the possibility of false positives exist,211// but the tradeoff vs performance is still very good.212213for (uint32_t i = 0; i < p_frustum.plane_count; i++) {214Vector3 min(215bounds[p_frustum.plane_signs_ptr[i].signs[0]],216bounds[p_frustum.plane_signs_ptr[i].signs[1]],217bounds[p_frustum.plane_signs_ptr[i].signs[2]]);218219if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {220return false;221}222}223224return true;225}226_ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {227Vector3 end = p_aabb.position + p_aabb.size;228229if (bounds[0] >= end.x) {230return false;231}232if (bounds[3] <= p_aabb.position.x) {233return false;234}235if (bounds[1] >= end.y) {236return false;237}238if (bounds[4] <= p_aabb.position.y) {239return false;240}241if (bounds[2] >= end.z) {242return false;243}244if (bounds[5] <= p_aabb.position.z) {245return false;246}247248return true;249}250};251252struct InstanceVisibilityNotifierData;253254struct InstanceData {255// Store instance pointer as well as common instance processing information,256// to make processing more cache friendly.257enum Flags : uint32_t {258FLAG_BASE_TYPE_MASK = 0xFF,259FLAG_CAST_SHADOWS = (1 << 8),260FLAG_CAST_SHADOWS_ONLY = (1 << 9),261FLAG_REDRAW_IF_VISIBLE = (1 << 10),262FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),263FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),264FLAG_GEOM_DECAL_DIRTY = (1 << 13),265FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14),266FLAG_LIGHTMAP_CAPTURE = (1 << 15),267FLAG_USES_BAKED_LIGHT = (1 << 16),268FLAG_USES_MESH_INSTANCE = (1 << 17),269FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),270FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19),271FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags272FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20),273FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21),274FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN = (1 << 22),275FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 23),276FLAG_IGNORE_ALL_CULLING = (1 << 24),277};278279uint32_t flags = 0;280uint32_t layer_mask = 0; //for fast layer-mask discard281RID base_rid;282union {283uint64_t instance_data_rid;284RenderGeometryInstance *instance_geometry;285InstanceVisibilityNotifierData *visibility_notifier = nullptr;286};287Instance *instance = nullptr;288int32_t parent_array_index = -1;289int32_t visibility_index = -1;290291// Each time occlusion culling determines an instance is visible,292// set this to occlusion_frame plus some delay.293// Once the timeout is reached, allow the instance to be occlusion culled.294// This creates a delay for occlusion culling, which prevents flickering295// when jittering the raster occlusion projection.296uint64_t occlusion_timeout = 0;297};298299struct InstanceVisibilityData {300uint64_t viewport_state = 0;301int32_t array_index = -1;302RS::VisibilityRangeFadeMode fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;303Vector3 position;304Instance *instance = nullptr;305float range_begin = 0.0f;306float range_end = 0.0f;307float range_begin_margin = 0.0f;308float range_end_margin = 0.0f;309float children_fade_alpha = 1.0f;310};311312class VisibilityArray : public BinSortedArray<InstanceVisibilityData> {313_FORCE_INLINE_ virtual void _update_idx(InstanceVisibilityData &r_element, uint64_t p_idx) {314r_element.instance->visibility_index = p_idx;315if (r_element.instance->scenario && r_element.instance->array_index != -1) {316r_element.instance->scenario->instance_data[r_element.instance->array_index].visibility_index = p_idx;317}318}319};320321PagedArrayPool<InstanceBounds> instance_aabb_page_pool;322PagedArrayPool<InstanceData> instance_data_page_pool;323PagedArrayPool<InstanceVisibilityData> instance_visibility_data_page_pool;324325struct Scenario {326enum IndexerType {327INDEXER_GEOMETRY, //for geometry328INDEXER_VOLUMES, //for everything else329INDEXER_MAX330};331332DynamicBVH indexers[INDEXER_MAX];333334RID self;335336List<Instance *> directional_lights;337RID environment;338RID fallback_environment;339RID camera_attributes;340RID compositor;341RID reflection_probe_shadow_atlas;342RID reflection_atlas;343uint64_t used_viewport_visibility_bits;344HashMap<RID, uint64_t> viewport_visibility_masks;345346SelfList<Instance>::List instances;347348LocalVector<RID> dynamic_lights;349350PagedArray<InstanceBounds> instance_aabbs;351PagedArray<InstanceData> instance_data;352VisibilityArray instance_visibility;353354Scenario() {355indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);356indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);357used_viewport_visibility_bits = 0;358}359};360361int indexer_update_iterations = 0;362363mutable RID_Owner<Scenario, true> scenario_owner;364365static void _instance_pair(Instance *p_A, Instance *p_B);366static void _instance_unpair(Instance *p_A, Instance *p_B);367368void _instance_update_mesh_instance(Instance *p_instance) const;369370virtual RID scenario_allocate();371virtual void scenario_initialize(RID p_rid);372373virtual void scenario_set_environment(RID p_scenario, RID p_environment);374virtual void scenario_set_camera_attributes(RID p_scenario, RID p_attributes);375virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);376virtual void scenario_set_compositor(RID p_scenario, RID p_compositor);377virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);378virtual bool is_scenario(RID p_scenario) const;379virtual RID scenario_get_environment(RID p_scenario);380virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport);381virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport);382383/* INSTANCING API */384385struct InstancePair {386Instance *a = nullptr;387Instance *b = nullptr;388SelfList<InstancePair> list_a;389SelfList<InstancePair> list_b;390InstancePair() :391list_a(this), list_b(this) {}392};393394mutable PagedAllocator<InstancePair> pair_allocator;395396struct InstanceBaseData {397virtual ~InstanceBaseData() {}398};399400struct Instance {401RS::InstanceType base_type;402RID base;403404RID skeleton;405RID material_override;406RID material_overlay;407408RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist409410Transform3D transform;411bool teleported = false;412413float lod_bias;414415bool ignore_occlusion_culling;416bool ignore_all_culling;417418Vector<RID> materials;419420RS::ShadowCastingSetting cast_shadows;421422uint32_t layer_mask;423// Fit in 32 bits.424bool mirror : 1;425bool receive_shadows : 1;426bool visible : 1;427bool baked_light : 1; // This flag is only to know if it actually did use baked light.428bool dynamic_gi : 1; // Same as above for dynamic objects.429bool redraw_if_visible : 1;430431Instance *lightmap = nullptr;432Rect2 lightmap_uv_scale;433int lightmap_slice_index;434uint32_t lightmap_cull_index;435Vector<Color> lightmap_sh; //spherical harmonic436437AABB aabb;438AABB transformed_aabb;439AABB prev_transformed_aabb;440441InstanceUniforms instance_uniforms;442443//444445RID self;446//scenario stuff447DynamicBVH::ID indexer_id;448int32_t array_index = -1;449int32_t visibility_index = -1;450float visibility_range_begin = 0.0f;451float visibility_range_end = 0.0f;452float visibility_range_begin_margin = 0.0f;453float visibility_range_end_margin = 0.0f;454RS::VisibilityRangeFadeMode visibility_range_fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;455Instance *visibility_parent = nullptr;456HashSet<Instance *> visibility_dependencies;457uint32_t visibility_dependencies_depth = 0;458float transparency = 0.0f;459Scenario *scenario = nullptr;460SelfList<Instance> scenario_item;461462//aabb stuff463bool update_aabb;464bool update_dependencies;465466SelfList<Instance> update_item;467468AABB *custom_aabb = nullptr; // <Zylann> would using aabb directly with a bool be better?469float extra_margin;470ObjectID object_id;471472// sorting473float sorting_offset = 0.0;474bool use_aabb_center = true;475476Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior477478uint64_t last_frame_pass;479480uint64_t version; // changes to this, and changes to base increase version481482InstanceBaseData *base_data = nullptr;483484SelfList<InstancePair>::List pairs;485uint64_t pair_check;486487DependencyTracker dependency_tracker;488489static void dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *tracker) {490Instance *instance = (Instance *)tracker->userdata;491switch (p_notification) {492case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA:493case Dependency::DEPENDENCY_CHANGED_SKELETON_BONES:494case Dependency::DEPENDENCY_CHANGED_AABB: {495singleton->_instance_queue_update(instance, true, false);496497} break;498case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:499case Dependency::DEPENDENCY_CHANGED_MATERIAL: {500singleton->_instance_queue_update(instance, false, true);501} break;502case Dependency::DEPENDENCY_CHANGED_MESH:503case Dependency::DEPENDENCY_CHANGED_PARTICLES:504case Dependency::DEPENDENCY_CHANGED_MULTIMESH:505case Dependency::DEPENDENCY_CHANGED_DECAL:506case Dependency::DEPENDENCY_CHANGED_LIGHT: {507singleton->_instance_queue_update(instance, true, true);508} break;509case Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE:510case Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR:511case Dependency::DEPENDENCY_CHANGED_CULL_MASK: {512//requires repairing513if (instance->indexer_id.is_valid()) {514singleton->_unpair_instance(instance);515singleton->_instance_queue_update(instance, true, true);516}517518} break;519default: {520// Ignored notifications.521} break;522}523}524525static void dependency_deleted(const RID &p_dependency, DependencyTracker *tracker) {526Instance *instance = (Instance *)tracker->userdata;527528if (p_dependency == instance->base) {529singleton->instance_set_base(instance->self, RID());530} else if (p_dependency == instance->skeleton) {531singleton->instance_attach_skeleton(instance->self, RID());532} else {533// It's possible the same material is used in multiple slots,534// so we check whether we need to clear them all.535if (p_dependency == instance->material_override) {536singleton->instance_geometry_set_material_override(instance->self, RID());537}538if (p_dependency == instance->material_overlay) {539singleton->instance_geometry_set_material_overlay(instance->self, RID());540}541for (int i = 0; i < instance->materials.size(); i++) {542if (p_dependency == instance->materials[i]) {543singleton->instance_set_surface_override_material(instance->self, i, RID());544}545}546if (instance->base_type == RS::INSTANCE_PARTICLES) {547RID particle_material = RSG::particles_storage->particles_get_process_material(instance->base);548if (p_dependency == particle_material) {549RSG::particles_storage->particles_set_process_material(instance->base, RID());550}551}552553// Even if no change is made we still need to call `_instance_queue_update`.554// This dependency could also be a result of the freed material being used555// by the mesh this mesh instance uses.556singleton->_instance_queue_update(instance, false, true);557}558}559560Instance() :561scenario_item(this),562update_item(this) {563base_type = RS::INSTANCE_NONE;564cast_shadows = RS::SHADOW_CASTING_SETTING_ON;565receive_shadows = true;566visible = true;567layer_mask = 1;568baked_light = true;569dynamic_gi = false;570redraw_if_visible = false;571572lightmap_slice_index = 0;573lightmap = nullptr;574lightmap_cull_index = 0;575lod_bias = 1.0;576ignore_occlusion_culling = false;577ignore_all_culling = false;578579scenario = nullptr;580581update_aabb = false;582update_dependencies = false;583584extra_margin = 0;585586visible = true;587588visibility_range_begin = 0;589visibility_range_end = 0;590visibility_range_begin_margin = 0;591visibility_range_end_margin = 0;592593last_frame_pass = 0;594version = 1;595base_data = nullptr;596597custom_aabb = nullptr;598599pair_check = 0;600array_index = -1;601602dependency_tracker.userdata = this;603dependency_tracker.changed_callback = dependency_changed;604dependency_tracker.deleted_callback = dependency_deleted;605}606607~Instance() {608if (base_data) {609memdelete(base_data);610}611if (custom_aabb) {612memdelete(custom_aabb);613}614}615};616617mutable SelfList<Instance>::List _instance_update_list;618void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false) const;619620struct InstanceGeometryData : public InstanceBaseData {621RenderGeometryInstance *geometry_instance = nullptr;622HashSet<Instance *> lights;623bool can_cast_shadows;624bool material_is_animated;625uint32_t projector_count = 0;626uint32_t softshadow_count = 0;627628HashSet<Instance *> decals;629HashSet<Instance *> reflection_probes;630HashSet<Instance *> voxel_gi_instances;631HashSet<Instance *> lightmap_captures;632633InstanceGeometryData() {634can_cast_shadows = true;635material_is_animated = true;636}637};638639struct InstanceReflectionProbeData : public InstanceBaseData {640Instance *owner = nullptr;641642HashSet<Instance *> geometries;643644RID instance;645SelfList<InstanceReflectionProbeData> update_list;646647int render_step;648649InstanceReflectionProbeData() :650update_list(this) {651render_step = -1;652}653};654655struct InstanceDecalData : public InstanceBaseData {656Instance *owner = nullptr;657RID instance;658uint32_t cull_mask = 0xFFFFFFFF;659660HashSet<Instance *> geometries;661662InstanceDecalData() {663}664};665666SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;667668struct InstanceParticlesCollisionData : public InstanceBaseData {669RID instance;670uint32_t cull_mask = 0xFFFFFFFF;671};672673struct InstanceFogVolumeData : public InstanceBaseData {674RID instance;675bool is_global;676};677678struct InstanceVisibilityNotifierData : public InstanceBaseData {679bool just_visible = false;680uint64_t visible_in_frame = 0;681RID base;682SelfList<InstanceVisibilityNotifierData> list_element;683InstanceVisibilityNotifierData() :684list_element(this) {}685};686687SpinLock visible_notifier_list_lock;688SelfList<InstanceVisibilityNotifierData>::List visible_notifier_list;689690struct InstanceLightData : public InstanceBaseData {691RID instance;692uint64_t last_version;693List<Instance *>::Element *D; // directional light in scenario694695bool uses_projector = false;696bool uses_softshadow = false;697698HashSet<Instance *> geometries;699700Instance *baked_light = nullptr;701702RS::LightBakeMode bake_mode;703uint32_t max_sdfgi_cascade = 2;704uint32_t cull_mask = 0xFFFFFFFF;705706private:707// Instead of a single dirty flag, we maintain a count708// so that we can detect lights that are being made dirty709// each frame, and switch on tighter caster culling.710int32_t shadow_dirty_count;711712uint32_t light_update_frame_id;713bool light_intersects_multiple_cameras;714uint32_t light_intersects_multiple_cameras_timeout_frame_id;715716public:717bool is_shadow_dirty() const { return shadow_dirty_count != 0; }718void make_shadow_dirty() { shadow_dirty_count = light_intersects_multiple_cameras ? 1 : 2; }719void detect_light_intersects_multiple_cameras(uint32_t p_frame_id) {720// We need to detect the case where shadow updates are occurring721// more than once per frame. In this case, we need to turn off722// tighter caster culling, so situation reverts to one full shadow update723// per frame (light_intersects_multiple_cameras is set).724if (p_frame_id == light_update_frame_id) {725light_intersects_multiple_cameras = true;726light_intersects_multiple_cameras_timeout_frame_id = p_frame_id + 60;727} else {728// When shadow_volume_intersects_multiple_cameras is set, we729// want to detect the situation this is no longer the case, via a timeout.730// The system can go back to tighter caster culling in this situation.731// Having a long-ish timeout prevents rapid cycling.732if (light_intersects_multiple_cameras && (p_frame_id >= light_intersects_multiple_cameras_timeout_frame_id)) {733light_intersects_multiple_cameras = false;734light_intersects_multiple_cameras_timeout_frame_id = UINT32_MAX;735}736}737light_update_frame_id = p_frame_id;738}739740void decrement_shadow_dirty() {741shadow_dirty_count--;742DEV_ASSERT(shadow_dirty_count >= 0);743}744745// Shadow updates can either full (everything in the shadow volume)746// or closely culled to the camera frustum.747bool is_shadow_update_full() const { return shadow_dirty_count == 0; }748749InstanceLightData() {750bake_mode = RS::LIGHT_BAKE_DISABLED;751D = nullptr;752last_version = 0;753baked_light = nullptr;754755shadow_dirty_count = 1;756light_update_frame_id = UINT32_MAX;757light_intersects_multiple_cameras_timeout_frame_id = UINT32_MAX;758light_intersects_multiple_cameras = false;759}760};761762struct InstanceVoxelGIData : public InstanceBaseData {763Instance *owner = nullptr;764765HashSet<Instance *> geometries;766HashSet<Instance *> dynamic_geometries;767768HashSet<Instance *> lights;769770struct LightCache {771RS::LightType type;772Transform3D transform;773Color color;774float energy;775float intensity;776float bake_energy;777float radius;778float attenuation;779float spot_angle;780float spot_attenuation;781bool has_shadow;782RS::LightDirectionalSkyMode sky_mode;783};784785Vector<LightCache> light_cache;786Vector<RID> light_instances;787788RID probe_instance;789790bool invalid;791uint32_t base_version;792793SelfList<InstanceVoxelGIData> update_element;794795InstanceVoxelGIData() :796update_element(this) {797invalid = true;798base_version = 0;799}800};801802SelfList<InstanceVoxelGIData>::List voxel_gi_update_list;803804struct InstanceLightmapData : public InstanceBaseData {805RID instance;806HashSet<Instance *> geometries;807HashSet<Instance *> users;808809InstanceLightmapData() {810}811};812813mutable uint64_t pair_pass = 1;814815struct PairInstances {816Instance *instance = nullptr;817PagedAllocator<InstancePair> *pair_allocator = nullptr;818SelfList<InstancePair>::List pairs_found;819DynamicBVH *bvh = nullptr;820DynamicBVH *bvh2 = nullptr; //some may need to cull in two821uint32_t pair_mask;822uint64_t pair_pass;823824_FORCE_INLINE_ bool operator()(void *p_data) {825Instance *p_instance = (Instance *)p_data;826827if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) {828//test is more coarse in indexer829p_instance->pair_check = pair_pass;830InstancePair *pair = pair_allocator->alloc();831pair->a = instance;832pair->b = p_instance;833pairs_found.add(&pair->list_a);834}835return false;836}837838void pair() {839if (bvh) {840bvh->aabb_query(instance->transformed_aabb, *this);841}842if (bvh2) {843bvh2->aabb_query(instance->transformed_aabb, *this);844}845while (instance->pairs.first()) {846InstancePair *pair = instance->pairs.first()->self();847Instance *other_instance = instance == pair->a ? pair->b : pair->a;848if (other_instance->pair_check != pair_pass) {849//unpaired850_instance_unpair(instance, other_instance);851} else {852//kept853other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones854}855856pair_allocator->free(pair);857}858while (pairs_found.first()) {859InstancePair *pair = pairs_found.first()->self();860pairs_found.remove(pairs_found.first());861862if (pair->b->pair_check == pair_pass) {863//paired864_instance_pair(instance, pair->b);865}866pair->a->pairs.add(&pair->list_a);867pair->b->pairs.add(&pair->list_b);868}869}870};871872mutable HashSet<Instance *> heightfield_particle_colliders_update_list;873874PagedArrayPool<Instance *> instance_cull_page_pool;875PagedArrayPool<RenderGeometryInstance *> geometry_instance_cull_page_pool;876PagedArrayPool<RID> rid_cull_page_pool;877878PagedArray<Instance *> instance_cull_result;879PagedArray<Instance *> instance_shadow_cull_result;880881struct InstanceCullResult {882PagedArray<RenderGeometryInstance *> geometry_instances;883PagedArray<Instance *> lights;884PagedArray<RID> light_instances;885PagedArray<RID> lightmaps;886PagedArray<RID> reflections;887PagedArray<RID> decals;888PagedArray<RID> voxel_gi_instances;889PagedArray<RID> mesh_instances;890PagedArray<RID> fog_volumes;891892struct DirectionalShadow {893PagedArray<RenderGeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];894} directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];895896PagedArray<RenderGeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];897PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];898899void clear() {900geometry_instances.clear();901lights.clear();902light_instances.clear();903lightmaps.clear();904reflections.clear();905decals.clear();906voxel_gi_instances.clear();907mesh_instances.clear();908fog_volumes.clear();909for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {910for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {911directional_shadows[i].cascade_geometry_instances[j].clear();912}913}914915for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {916sdfgi_region_geometry_instances[i].clear();917}918919for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {920sdfgi_cascade_lights[i].clear();921}922}923924void reset() {925geometry_instances.reset();926lights.reset();927light_instances.reset();928lightmaps.reset();929reflections.reset();930decals.reset();931voxel_gi_instances.reset();932mesh_instances.reset();933fog_volumes.reset();934for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {935for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {936directional_shadows[i].cascade_geometry_instances[j].reset();937}938}939940for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {941sdfgi_region_geometry_instances[i].reset();942}943944for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {945sdfgi_cascade_lights[i].reset();946}947}948949void append_from(InstanceCullResult &p_cull_result) {950geometry_instances.merge_unordered(p_cull_result.geometry_instances);951lights.merge_unordered(p_cull_result.lights);952light_instances.merge_unordered(p_cull_result.light_instances);953lightmaps.merge_unordered(p_cull_result.lightmaps);954reflections.merge_unordered(p_cull_result.reflections);955decals.merge_unordered(p_cull_result.decals);956voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances);957mesh_instances.merge_unordered(p_cull_result.mesh_instances);958fog_volumes.merge_unordered(p_cull_result.fog_volumes);959960for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {961for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {962directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);963}964}965966for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {967sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);968}969970for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {971sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);972}973}974975void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RenderGeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {976geometry_instances.set_page_pool(p_geometry_instance_pool);977light_instances.set_page_pool(p_rid_pool);978lights.set_page_pool(p_instance_pool);979lightmaps.set_page_pool(p_rid_pool);980reflections.set_page_pool(p_rid_pool);981decals.set_page_pool(p_rid_pool);982voxel_gi_instances.set_page_pool(p_rid_pool);983mesh_instances.set_page_pool(p_rid_pool);984fog_volumes.set_page_pool(p_rid_pool);985for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {986for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {987directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);988}989}990991for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {992sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);993}994995for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {996sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);997}998}999};10001001InstanceCullResult scene_cull_result;1002LocalVector<InstanceCullResult> scene_cull_result_threads;10031004RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];1005uint32_t max_shadows_used = 0;10061007RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];1008RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data;10091010uint32_t thread_cull_threshold = 200;10111012mutable RID_Owner<Instance, true> instance_owner{ 65536, 4194304 };10131014uint32_t geometry_instance_pair_mask = 0; // used in traditional forward, unnecessary on clustered10151016LocalVector<Vector2> camera_jitter_array;1017RenderingLightCuller *light_culler = nullptr;10181019virtual RID instance_allocate();1020virtual void instance_initialize(RID p_rid);10211022virtual void instance_set_base(RID p_instance, RID p_base);1023virtual void instance_set_scenario(RID p_instance, RID p_scenario);1024virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);1025virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);1026virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform);1027virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);1028virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);1029virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);1030virtual void instance_set_visible(RID p_instance, bool p_visible);1031virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency);10321033virtual void instance_teleport(RID p_instance);10341035virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);10361037virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);10381039virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);10401041virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance);10421043virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled);10441045bool _update_instance_visibility_depth(Instance *p_instance);1046void _update_instance_visibility_dependencies(Instance *p_instance) const;10471048// don't use these in a game!1049virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;1050virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;1051virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;10521053virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);1054virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);1055virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);1056virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material);10571058virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode);10591060virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);1061virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);10621063virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);1064virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;1065virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;1066virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;10671068virtual void mesh_generate_pipelines(RID p_mesh, bool p_background_compilation);1069virtual uint32_t get_pipeline_compilations(RS::PipelineSource p_source);10701071_FORCE_INLINE_ void _update_instance(Instance *p_instance) const;1072_FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance) const;1073_FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance) const;1074_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance) const;1075void _unpair_instance(Instance *p_instance);10761077void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);10781079_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_mesh_lod_threshold, uint32_t p_visible_layers = 0xFFFFFF);10801081RID _render_get_environment(RID p_camera, RID p_scenario);1082RID _render_get_compositor(RID p_camera, RID p_scenario);10831084struct Cull {1085struct Shadow {1086RID light_instance;1087uint32_t caster_mask;1088struct Cascade {1089Frustum frustum;10901091Projection projection;1092Transform3D transform;1093real_t zfar;1094real_t split;1095real_t shadow_texel_size;1096real_t bias_scale;1097real_t range_begin;1098Vector2 uv_scale;10991100} cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades1101uint32_t cascade_count;11021103} shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];11041105uint32_t shadow_count;11061107struct SDFGI {1108//have arrays here because SDFGI functions expects this, plus regions can have areas1109AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade1110uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade1111uint32_t region_count = 0;11121113uint32_t cascade_light_index[SDFGI_MAX_CASCADES];1114uint32_t cascade_light_count = 0;11151116} sdfgi;11171118SpinLock lock;11191120Frustum frustum;1121} cull;11221123struct VisibilityCullData {1124uint64_t viewport_mask;1125Scenario *scenario = nullptr;1126Vector3 camera_position;1127uint32_t cull_offset;1128uint32_t cull_count;1129};11301131void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data);1132void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to);1133template <bool p_fade_check>1134_FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask);11351136struct CullData {1137Cull *cull = nullptr;1138Scenario *scenario = nullptr;1139RID shadow_atlas;1140Transform3D cam_transform;1141uint32_t visible_layers;1142Instance *render_reflection_probe = nullptr;1143const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;1144const Projection *camera_matrix;1145uint64_t visibility_viewport_mask;1146};11471148void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);1149void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);1150static void _scene_particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis);1151_FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data);11521153bool _render_reflection_probe_step(Instance *p_instance, int p_step);11541155void _render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, RID p_compositor, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);1156void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas);11571158void render_camera(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, uint32_t p_jitter_phase_count, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderingMethod::RenderInfo *r_render_info = nullptr);1159void update_dirty_instances() const;11601161void render_particle_colliders();1162virtual void render_probes();11631164TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size);11651166//pass to scene render11671168/* ENVIRONMENT API */11691170#ifdef PASSBASE1171#undef PASSBASE1172#endif11731174#define PASSBASE scene_render11751176PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)11771178/* SKY API */11791180PASS0R(RID, sky_allocate)1181PASS1(sky_initialize, RID)11821183PASS2(sky_set_radiance_size, RID, int)1184PASS2(sky_set_mode, RID, RS::SkyMode)1185PASS2(sky_set_material, RID, RID)1186PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)11871188// Compositor effect11891190PASS0R(RID, compositor_effect_allocate)1191PASS1(compositor_effect_initialize, RID)11921193PASS1RC(bool, is_compositor_effect, RID)11941195PASS2(compositor_effect_set_enabled, RID, bool)1196PASS3(compositor_effect_set_callback, RID, RS::CompositorEffectCallbackType, const Callable &)1197PASS3(compositor_effect_set_flag, RID, RS::CompositorEffectFlags, bool)11981199// Compositor12001201PASS0R(RID, compositor_allocate)1202PASS1(compositor_initialize, RID)12031204PASS1RC(bool, is_compositor, RID)12051206PASS2(compositor_set_compositor_effects, RID, const TypedArray<RID> &)12071208// Environment12091210PASS0R(RID, environment_allocate)1211PASS1(environment_initialize, RID)12121213PASS1RC(bool, is_environment, RID)12141215// Background1216PASS2(environment_set_background, RID, RS::EnvironmentBG)1217PASS2(environment_set_sky, RID, RID)1218PASS2(environment_set_sky_custom_fov, RID, float)1219PASS2(environment_set_sky_orientation, RID, const Basis &)1220PASS2(environment_set_bg_color, RID, const Color &)1221PASS3(environment_set_bg_energy, RID, float, float)1222PASS2(environment_set_canvas_max_layer, RID, int)1223PASS6(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource)1224PASS2(environment_set_camera_feed_id, RID, int)12251226PASS1RC(RS::EnvironmentBG, environment_get_background, RID)1227PASS1RC(RID, environment_get_sky, RID)1228PASS1RC(float, environment_get_sky_custom_fov, RID)1229PASS1RC(Basis, environment_get_sky_orientation, RID)1230PASS1RC(Color, environment_get_bg_color, RID)1231PASS1RC(float, environment_get_bg_energy_multiplier, RID)1232PASS1RC(float, environment_get_bg_intensity, RID)1233PASS1RC(int, environment_get_canvas_max_layer, RID)1234PASS1RC(RS::EnvironmentAmbientSource, environment_get_ambient_source, RID)1235PASS1RC(Color, environment_get_ambient_light, RID)1236PASS1RC(float, environment_get_ambient_light_energy, RID)1237PASS1RC(float, environment_get_ambient_sky_contribution, RID)1238PASS1RC(RS::EnvironmentReflectionSource, environment_get_reflection_source, RID)12391240// Tonemap1241PASS4(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float)1242PASS1RC(RS::EnvironmentToneMapper, environment_get_tone_mapper, RID)1243PASS1RC(float, environment_get_exposure, RID)1244PASS1RC(float, environment_get_white, RID)12451246// Fog1247PASS11(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float, RS::EnvironmentFogMode)12481249PASS1RC(bool, environment_get_fog_enabled, RID)1250PASS1RC(Color, environment_get_fog_light_color, RID)1251PASS1RC(float, environment_get_fog_light_energy, RID)1252PASS1RC(float, environment_get_fog_sun_scatter, RID)1253PASS1RC(float, environment_get_fog_density, RID)1254PASS1RC(float, environment_get_fog_sky_affect, RID)1255PASS1RC(float, environment_get_fog_height, RID)1256PASS1RC(float, environment_get_fog_height_density, RID)1257PASS1RC(float, environment_get_fog_aerial_perspective, RID)1258PASS1RC(RS::EnvironmentFogMode, environment_get_fog_mode, RID)12591260PASS2(environment_set_volumetric_fog_volume_size, int, int)1261PASS1(environment_set_volumetric_fog_filter_active, bool)12621263// Depth Fog1264PASS4(environment_set_fog_depth, RID, float, float, float)1265PASS1RC(float, environment_get_fog_depth_curve, RID)1266PASS1RC(float, environment_get_fog_depth_begin, RID)1267PASS1RC(float, environment_get_fog_depth_end, RID)12681269// Volumentric Fog1270PASS14(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float, float)12711272PASS1RC(bool, environment_get_volumetric_fog_enabled, RID)1273PASS1RC(float, environment_get_volumetric_fog_density, RID)1274PASS1RC(Color, environment_get_volumetric_fog_scattering, RID)1275PASS1RC(Color, environment_get_volumetric_fog_emission, RID)1276PASS1RC(float, environment_get_volumetric_fog_emission_energy, RID)1277PASS1RC(float, environment_get_volumetric_fog_anisotropy, RID)1278PASS1RC(float, environment_get_volumetric_fog_length, RID)1279PASS1RC(float, environment_get_volumetric_fog_detail_spread, RID)1280PASS1RC(float, environment_get_volumetric_fog_gi_inject, RID)1281PASS1RC(float, environment_get_volumetric_fog_sky_affect, RID)1282PASS1RC(bool, environment_get_volumetric_fog_temporal_reprojection, RID)1283PASS1RC(float, environment_get_volumetric_fog_temporal_reprojection_amount, RID)1284PASS1RC(float, environment_get_volumetric_fog_ambient_inject, RID)12851286// Glow1287PASS13(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float, float, RID)12881289PASS1RC(bool, environment_get_glow_enabled, RID)1290PASS1RC(Vector<float>, environment_get_glow_levels, RID)1291PASS1RC(float, environment_get_glow_intensity, RID)1292PASS1RC(float, environment_get_glow_strength, RID)1293PASS1RC(float, environment_get_glow_bloom, RID)1294PASS1RC(float, environment_get_glow_mix, RID)1295PASS1RC(RS::EnvironmentGlowBlendMode, environment_get_glow_blend_mode, RID)1296PASS1RC(float, environment_get_glow_hdr_bleed_threshold, RID)1297PASS1RC(float, environment_get_glow_hdr_luminance_cap, RID)1298PASS1RC(float, environment_get_glow_hdr_bleed_scale, RID)1299PASS1RC(float, environment_get_glow_map_strength, RID)1300PASS1RC(RID, environment_get_glow_map, RID)13011302PASS1(environment_glow_set_use_bicubic_upscale, bool)13031304// SSR1305PASS6(environment_set_ssr, RID, bool, int, float, float, float)13061307PASS1RC(bool, environment_get_ssr_enabled, RID)1308PASS1RC(int, environment_get_ssr_max_steps, RID)1309PASS1RC(float, environment_get_ssr_fade_in, RID)1310PASS1RC(float, environment_get_ssr_fade_out, RID)1311PASS1RC(float, environment_get_ssr_depth_tolerance, RID)13121313PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)13141315// SSAO1316PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)13171318PASS1RC(bool, environment_get_ssao_enabled, RID)1319PASS1RC(float, environment_get_ssao_radius, RID)1320PASS1RC(float, environment_get_ssao_intensity, RID)1321PASS1RC(float, environment_get_ssao_power, RID)1322PASS1RC(float, environment_get_ssao_detail, RID)1323PASS1RC(float, environment_get_ssao_horizon, RID)1324PASS1RC(float, environment_get_ssao_sharpness, RID)1325PASS1RC(float, environment_get_ssao_direct_light_affect, RID)1326PASS1RC(float, environment_get_ssao_ao_channel_affect, RID)13271328PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)13291330// SSIL1331PASS6(environment_set_ssil, RID, bool, float, float, float, float)13321333PASS1RC(bool, environment_get_ssil_enabled, RID)1334PASS1RC(float, environment_get_ssil_radius, RID)1335PASS1RC(float, environment_get_ssil_intensity, RID)1336PASS1RC(float, environment_get_ssil_sharpness, RID)1337PASS1RC(float, environment_get_ssil_normal_rejection, RID)13381339PASS6(environment_set_ssil_quality, RS::EnvironmentSSILQuality, bool, float, int, float, float)13401341// SDFGI13421343PASS11(environment_set_sdfgi, RID, bool, int, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float)13441345PASS1RC(bool, environment_get_sdfgi_enabled, RID)1346PASS1RC(int, environment_get_sdfgi_cascades, RID)1347PASS1RC(float, environment_get_sdfgi_min_cell_size, RID)1348PASS1RC(bool, environment_get_sdfgi_use_occlusion, RID)1349PASS1RC(float, environment_get_sdfgi_bounce_feedback, RID)1350PASS1RC(bool, environment_get_sdfgi_read_sky_light, RID)1351PASS1RC(float, environment_get_sdfgi_energy, RID)1352PASS1RC(float, environment_get_sdfgi_normal_bias, RID)1353PASS1RC(float, environment_get_sdfgi_probe_bias, RID)1354PASS1RC(RS::EnvironmentSDFGIYScale, environment_get_sdfgi_y_scale, RID)13551356PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)1357PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)1358PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)13591360// Adjustment1361PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)13621363PASS1RC(bool, environment_get_adjustments_enabled, RID)1364PASS1RC(float, environment_get_adjustments_brightness, RID)1365PASS1RC(float, environment_get_adjustments_contrast, RID)1366PASS1RC(float, environment_get_adjustments_saturation, RID)1367PASS1RC(bool, environment_get_use_1d_color_correction, RID)1368PASS1RC(RID, environment_get_color_correction, RID)13691370PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)13711372PASS3(screen_space_roughness_limiter_set_active, bool, float, float)1373PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)1374PASS2(sub_surface_scattering_set_scale, float, float)13751376PASS1(positional_soft_shadow_filter_set_quality, RS::ShadowQuality)1377PASS1(directional_soft_shadow_filter_set_quality, RS::ShadowQuality)13781379PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)13801381/* Render Buffers */13821383PASS0R(Ref<RenderSceneBuffers>, render_buffers_create)1384PASS1(gi_set_use_half_resolution, bool)13851386/* Misc */1387PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)13881389PASS1(decals_set_filter, RS::DecalFilter)1390PASS1(light_projectors_set_filter, RS::LightProjectorFilter)1391PASS1(lightmaps_set_bicubic_filter, bool)13921393virtual void update();13941395bool free(RID p_rid);13961397void set_scene_render(RendererSceneRender *p_scene_render);13981399virtual void update_visibility_notifiers();14001401/* INTERPOLATION */14021403void update_interpolation_tick(bool p_process = true);1404void update_interpolation_frame(bool p_process = true);1405virtual void set_physics_interpolation_enabled(bool p_enabled);14061407struct InterpolationData {1408bool interpolation_enabled = false;1409} _interpolation_data;14101411RendererSceneCull();1412virtual ~RendererSceneCull();1413};141414151416