2021-02-13 12:08:08 +00:00
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/**************************************************************************/
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2022-05-20 02:52:19 +00:00
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/* gi.h */
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2021-02-13 12:08:08 +00:00
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2022-05-20 02:52:19 +00:00
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#ifndef GI_RD_H
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#define GI_RD_H
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2021-02-13 12:08:08 +00:00
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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2022-05-20 02:52:19 +00:00
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#include "servers/rendering/environment/renderer_gi.h"
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2021-03-04 00:53:09 +00:00
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#include "servers/rendering/renderer_compositor.h"
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2022-07-19 04:17:58 +00:00
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#include "servers/rendering/renderer_rd/environment/sky.h"
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2022-05-20 02:52:19 +00:00
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#include "servers/rendering/renderer_rd/shaders/environment/gi.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl.gen.h"
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2022-08-04 08:40:39 +00:00
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#include "servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h"
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2021-02-13 12:08:08 +00:00
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering/rendering_device.h"
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2022-06-21 00:08:33 +00:00
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#include "servers/rendering/storage/utilities.h"
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2022-08-04 08:40:39 +00:00
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#define RB_SCOPE_GI SNAME("rbgi")
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#define RB_SCOPE_SDFGI SNAME("sdfgi")
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#define RB_TEX_AMBIENT SNAME("ambient")
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#define RB_TEX_REFLECTION SNAME("reflection")
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2021-05-05 05:41:12 +00:00
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// Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
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struct RenderDataRD;
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2021-02-13 12:08:08 +00:00
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class RendererSceneRenderRD;
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2022-05-20 02:52:19 +00:00
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namespace RendererRD {
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class GI : public RendererGI {
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public:
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/* VOXEL GI STORAGE */
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struct VoxelGI {
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RID octree_buffer;
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RID data_buffer;
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RID sdf_texture;
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uint32_t octree_buffer_size = 0;
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uint32_t data_buffer_size = 0;
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Vector<int> level_counts;
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int cell_count = 0;
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Transform3D to_cell_xform;
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AABB bounds;
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Vector3i octree_size;
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float dynamic_range = 2.0;
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float energy = 1.0;
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2022-07-31 23:20:24 +00:00
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float baked_exposure = 1.0;
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2022-05-20 02:52:19 +00:00
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float bias = 1.4;
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float normal_bias = 0.0;
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2021-12-05 20:28:03 +00:00
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float propagation = 0.5;
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2022-05-20 02:52:19 +00:00
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bool interior = false;
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2021-12-05 20:28:03 +00:00
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bool use_two_bounces = true;
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2022-05-20 02:52:19 +00:00
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uint32_t version = 1;
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uint32_t data_version = 1;
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2022-06-21 00:08:33 +00:00
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Dependency dependency;
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2022-05-20 02:52:19 +00:00
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};
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2022-08-04 08:40:39 +00:00
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/* VOXEL_GI INSTANCE */
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//@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself.
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struct VoxelGIInstance {
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// access to our containers
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GI *gi = nullptr;
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RID probe;
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RID texture;
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RID write_buffer;
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struct Mipmap {
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RID texture;
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RID uniform_set;
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RID second_bounce_uniform_set;
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RID write_uniform_set;
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uint32_t level;
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uint32_t cell_offset;
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uint32_t cell_count;
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};
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Vector<Mipmap> mipmaps;
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struct DynamicMap {
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RID texture; //color normally, or emission on first pass
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RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
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RID depth; //actual depth buffer for the first pass, float depth for later passes
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RID normal; //normal buffer for the first pass
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RID albedo; //emission buffer for the first pass
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RID orm; //orm buffer for the first pass
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RID fb; //used for rendering, only valid on first map
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RID uniform_set;
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uint32_t size;
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int mipmap; // mipmap to write to, -1 if no mipmap assigned
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};
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Vector<DynamicMap> dynamic_maps;
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int slot = -1;
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uint32_t last_probe_version = 0;
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uint32_t last_probe_data_version = 0;
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//uint64_t last_pass = 0;
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uint32_t render_index = 0;
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bool has_dynamic_object_data = false;
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Transform3D transform;
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2022-09-12 09:44:48 +00:00
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void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects);
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2022-08-04 08:40:39 +00:00
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void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
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void free_resources();
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};
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2021-02-13 12:08:08 +00:00
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private:
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2022-05-20 02:52:19 +00:00
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static GI *singleton;
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/* VOXEL GI STORAGE */
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mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
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2021-02-13 12:08:08 +00:00
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2021-06-04 22:47:26 +00:00
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/* VOXEL_GI INSTANCE */
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2021-02-13 12:08:08 +00:00
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2022-08-04 08:40:39 +00:00
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mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
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2021-06-04 22:47:26 +00:00
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struct VoxelGILight {
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2021-02-13 12:08:08 +00:00
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uint32_t type;
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float energy;
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float radius;
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float attenuation;
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float color[3];
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float cos_spot_angle;
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float position[3];
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float inv_spot_attenuation;
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float direction[3];
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uint32_t has_shadow;
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};
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2021-06-04 22:47:26 +00:00
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struct VoxelGIPushConstant {
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2021-02-13 12:08:08 +00:00
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int32_t limits[3];
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uint32_t stack_size;
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float emission_scale;
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float propagation;
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float dynamic_range;
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uint32_t light_count;
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uint32_t cell_offset;
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uint32_t cell_count;
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float aniso_strength;
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uint32_t pad;
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};
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2021-06-04 22:47:26 +00:00
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struct VoxelGIDynamicPushConstant {
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2021-02-13 12:08:08 +00:00
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int32_t limits[3];
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uint32_t light_count;
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int32_t x_dir[3];
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float z_base;
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int32_t y_dir[3];
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float z_sign;
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int32_t z_dir[3];
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float pos_multiplier;
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uint32_t rect_pos[2];
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uint32_t rect_size[2];
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uint32_t prev_rect_ofs[2];
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uint32_t prev_rect_size[2];
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uint32_t flip_x;
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uint32_t flip_y;
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float dynamic_range;
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uint32_t on_mipmap;
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float propagation;
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float pad[3];
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};
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2021-08-16 17:51:29 +00:00
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VoxelGILight *voxel_gi_lights = nullptr;
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uint32_t voxel_gi_max_lights = 32;
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2021-06-04 22:47:26 +00:00
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RID voxel_gi_lights_uniform;
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2021-02-13 12:08:08 +00:00
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enum {
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2021-06-04 22:47:26 +00:00
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VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT,
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VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
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VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP,
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VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE,
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VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
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VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
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VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
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VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
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VOXEL_GI_SHADER_VERSION_MAX
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2021-02-13 12:08:08 +00:00
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};
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2021-06-04 22:47:26 +00:00
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VoxelGiShaderRD voxel_gi_shader;
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RID voxel_gi_lighting_shader_version;
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RID voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_MAX];
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RID voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_MAX];
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2021-02-13 12:08:08 +00:00
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enum {
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VOXEL_GI_DEBUG_COLOR,
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VOXEL_GI_DEBUG_LIGHT,
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VOXEL_GI_DEBUG_EMISSION,
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VOXEL_GI_DEBUG_LIGHT_FULL,
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VOXEL_GI_DEBUG_MAX
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2021-02-13 12:08:08 +00:00
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};
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2021-06-04 22:47:26 +00:00
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struct VoxelGIDebugPushConstant {
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2021-02-13 12:08:08 +00:00
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float projection[16];
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uint32_t cell_offset;
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float dynamic_range;
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float alpha;
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uint32_t level;
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int32_t bounds[3];
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uint32_t pad;
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};
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2021-06-04 22:47:26 +00:00
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VoxelGiDebugShaderRD voxel_gi_debug_shader;
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RID voxel_gi_debug_shader_version;
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RID voxel_gi_debug_shader_version_shaders[VOXEL_GI_DEBUG_MAX];
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PipelineCacheRD voxel_gi_debug_shader_version_pipelines[VOXEL_GI_DEBUG_MAX];
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RID voxel_gi_debug_uniform_set;
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2021-02-13 12:08:08 +00:00
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/* SDFGI */
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2021-03-04 00:53:09 +00:00
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struct SDFGIShader {
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2021-02-13 12:08:08 +00:00
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enum SDFGIPreprocessShaderVersion {
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PRE_PROCESS_SCROLL,
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PRE_PROCESS_SCROLL_OCCLUSION,
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PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
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PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
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PRE_PROCESS_JUMP_FLOOD,
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PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
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PRE_PROCESS_JUMP_FLOOD_UPSCALE,
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PRE_PROCESS_OCCLUSION,
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PRE_PROCESS_STORE,
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PRE_PROCESS_MAX
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};
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struct PreprocessPushConstant {
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int32_t scroll[3];
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int32_t grid_size;
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int32_t probe_offset[3];
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int32_t step_size;
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int32_t half_size;
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uint32_t occlusion_index;
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int32_t cascade;
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uint32_t pad;
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};
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SdfgiPreprocessShaderRD preprocess;
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RID preprocess_shader;
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RID preprocess_pipeline[PRE_PROCESS_MAX];
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struct DebugPushConstant {
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float grid_size[3];
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uint32_t max_cascades;
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int32_t screen_size[2];
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float y_mult;
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2022-05-20 02:52:19 +00:00
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float z_near;
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2021-02-13 12:08:08 +00:00
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2022-07-29 11:25:11 +00:00
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float inv_projection[3][4];
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float cam_basis[3][3];
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float cam_origin[3];
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2021-02-13 12:08:08 +00:00
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};
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SdfgiDebugShaderRD debug;
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RID debug_shader;
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RID debug_shader_version;
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RID debug_pipeline;
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enum ProbeDebugMode {
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PROBE_DEBUG_PROBES,
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2022-05-20 02:52:19 +00:00
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PROBE_DEBUG_PROBES_MULTIVIEW,
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2021-02-13 12:08:08 +00:00
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PROBE_DEBUG_VISIBILITY,
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2022-05-20 02:52:19 +00:00
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PROBE_DEBUG_VISIBILITY_MULTIVIEW,
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2021-02-13 12:08:08 +00:00
|
|
|
PROBE_DEBUG_MAX
|
|
|
|
};
|
|
|
|
|
2022-05-20 02:52:19 +00:00
|
|
|
struct DebugProbesSceneData {
|
|
|
|
float projection[2][16];
|
|
|
|
};
|
2021-02-13 12:08:08 +00:00
|
|
|
|
2022-05-20 02:52:19 +00:00
|
|
|
struct DebugProbesPushConstant {
|
2021-02-13 12:08:08 +00:00
|
|
|
uint32_t band_power;
|
|
|
|
uint32_t sections_in_band;
|
|
|
|
uint32_t band_mask;
|
|
|
|
float section_arc;
|
|
|
|
|
|
|
|
float grid_size[3];
|
|
|
|
uint32_t cascade;
|
|
|
|
|
|
|
|
uint32_t pad;
|
|
|
|
float y_mult;
|
|
|
|
int32_t probe_debug_index;
|
|
|
|
int32_t probe_axis_size;
|
|
|
|
};
|
|
|
|
|
|
|
|
SdfgiDebugProbesShaderRD debug_probes;
|
|
|
|
RID debug_probes_shader;
|
|
|
|
RID debug_probes_shader_version;
|
|
|
|
|
|
|
|
PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
|
|
|
|
|
|
|
|
struct Light {
|
|
|
|
float color[3];
|
|
|
|
float energy;
|
|
|
|
|
|
|
|
float direction[3];
|
|
|
|
uint32_t has_shadow;
|
|
|
|
|
|
|
|
float position[3];
|
|
|
|
float attenuation;
|
|
|
|
|
|
|
|
uint32_t type;
|
|
|
|
float cos_spot_angle;
|
|
|
|
float inv_spot_attenuation;
|
|
|
|
float radius;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct DirectLightPushConstant {
|
|
|
|
float grid_size[3];
|
|
|
|
uint32_t max_cascades;
|
|
|
|
|
|
|
|
uint32_t cascade;
|
|
|
|
uint32_t light_count;
|
|
|
|
uint32_t process_offset;
|
|
|
|
uint32_t process_increment;
|
|
|
|
|
|
|
|
int32_t probe_axis_size;
|
|
|
|
float bounce_feedback;
|
|
|
|
float y_mult;
|
|
|
|
uint32_t use_occlusion;
|
|
|
|
};
|
|
|
|
|
|
|
|
enum {
|
|
|
|
DIRECT_LIGHT_MODE_STATIC,
|
|
|
|
DIRECT_LIGHT_MODE_DYNAMIC,
|
|
|
|
DIRECT_LIGHT_MODE_MAX
|
|
|
|
};
|
|
|
|
SdfgiDirectLightShaderRD direct_light;
|
|
|
|
RID direct_light_shader;
|
|
|
|
RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
|
|
|
|
|
|
|
|
enum {
|
|
|
|
INTEGRATE_MODE_PROCESS,
|
|
|
|
INTEGRATE_MODE_STORE,
|
|
|
|
INTEGRATE_MODE_SCROLL,
|
|
|
|
INTEGRATE_MODE_SCROLL_STORE,
|
|
|
|
INTEGRATE_MODE_MAX
|
|
|
|
};
|
|
|
|
struct IntegratePushConstant {
|
|
|
|
enum {
|
|
|
|
SKY_MODE_DISABLED,
|
|
|
|
SKY_MODE_COLOR,
|
|
|
|
SKY_MODE_SKY,
|
|
|
|
};
|
|
|
|
|
|
|
|
float grid_size[3];
|
|
|
|
uint32_t max_cascades;
|
|
|
|
|
|
|
|
uint32_t probe_axis_size;
|
|
|
|
uint32_t cascade;
|
|
|
|
uint32_t history_index;
|
|
|
|
uint32_t history_size;
|
|
|
|
|
|
|
|
uint32_t ray_count;
|
|
|
|
float ray_bias;
|
|
|
|
int32_t image_size[2];
|
|
|
|
|
|
|
|
int32_t world_offset[3];
|
|
|
|
uint32_t sky_mode;
|
|
|
|
|
|
|
|
int32_t scroll[3];
|
|
|
|
float sky_energy;
|
|
|
|
|
|
|
|
float sky_color[3];
|
|
|
|
float y_mult;
|
|
|
|
|
|
|
|
uint32_t store_ambient_texture;
|
|
|
|
uint32_t pad[3];
|
|
|
|
};
|
|
|
|
|
|
|
|
SdfgiIntegrateShaderRD integrate;
|
|
|
|
RID integrate_shader;
|
|
|
|
RID integrate_pipeline[INTEGRATE_MODE_MAX];
|
|
|
|
|
|
|
|
RID integrate_default_sky_uniform_set;
|
|
|
|
|
|
|
|
} sdfgi_shader;
|
|
|
|
|
2021-03-04 00:53:09 +00:00
|
|
|
public:
|
2022-05-20 02:52:19 +00:00
|
|
|
static GI *get_singleton() { return singleton; }
|
|
|
|
|
2022-08-04 08:40:39 +00:00
|
|
|
/* GI */
|
|
|
|
|
|
|
|
enum {
|
|
|
|
MAX_VOXEL_GI_INSTANCES = 8
|
|
|
|
};
|
|
|
|
|
|
|
|
// Struct for use in render buffer
|
|
|
|
class RenderBuffersGI : public RenderBufferCustomDataRD {
|
|
|
|
GDCLASS(RenderBuffersGI, RenderBufferCustomDataRD)
|
|
|
|
|
|
|
|
private:
|
|
|
|
RID voxel_gi_buffer;
|
|
|
|
|
|
|
|
public:
|
|
|
|
RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
|
|
|
|
|
|
|
|
RID full_buffer;
|
|
|
|
RID full_dispatch;
|
|
|
|
RID full_mask;
|
|
|
|
|
|
|
|
/* GI buffers */
|
|
|
|
bool using_half_size_gi = false;
|
|
|
|
|
|
|
|
RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
|
|
|
|
RID scene_data_ubo;
|
|
|
|
|
|
|
|
RID get_voxel_gi_buffer();
|
|
|
|
|
|
|
|
virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{};
|
|
|
|
virtual void free_data() override;
|
|
|
|
};
|
|
|
|
|
2022-05-20 02:52:19 +00:00
|
|
|
/* VOXEL GI API */
|
|
|
|
|
|
|
|
bool owns_voxel_gi(RID p_rid) { return voxel_gi_owner.owns(p_rid); };
|
|
|
|
|
|
|
|
virtual RID voxel_gi_allocate() override;
|
|
|
|
virtual void voxel_gi_free(RID p_voxel_gi) override;
|
|
|
|
virtual void voxel_gi_initialize(RID p_voxel_gi) override;
|
|
|
|
|
|
|
|
virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override;
|
|
|
|
|
|
|
|
virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const override;
|
|
|
|
virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override;
|
|
|
|
virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override;
|
|
|
|
virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override;
|
|
|
|
virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override;
|
|
|
|
|
|
|
|
virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override;
|
|
|
|
virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override;
|
|
|
|
|
|
|
|
virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override;
|
|
|
|
virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override;
|
|
|
|
|
|
|
|
virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override;
|
|
|
|
virtual float voxel_gi_get_propagation(RID p_voxel_gi) const override;
|
|
|
|
|
|
|
|
virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) override;
|
|
|
|
virtual float voxel_gi_get_energy(RID p_voxel_gi) const override;
|
|
|
|
|
2022-07-31 23:20:24 +00:00
|
|
|
virtual void voxel_gi_set_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) override;
|
|
|
|
virtual float voxel_gi_get_baked_exposure_normalization(RID p_voxel_gi) const override;
|
|
|
|
|
2022-05-20 02:52:19 +00:00
|
|
|
virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) override;
|
|
|
|
virtual float voxel_gi_get_bias(RID p_voxel_gi) const override;
|
|
|
|
|
|
|
|
virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override;
|
|
|
|
virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const override;
|
|
|
|
|
|
|
|
virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override;
|
|
|
|
virtual bool voxel_gi_is_interior(RID p_voxel_gi) const override;
|
|
|
|
|
|
|
|
virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override;
|
|
|
|
virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override;
|
|
|
|
|
|
|
|
virtual uint32_t voxel_gi_get_version(RID p_probe) const override;
|
|
|
|
uint32_t voxel_gi_get_data_version(RID p_probe);
|
|
|
|
|
|
|
|
RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const;
|
|
|
|
RID voxel_gi_get_data_buffer(RID p_voxel_gi) const;
|
|
|
|
|
|
|
|
RID voxel_gi_get_sdf_texture(RID p_voxel_gi);
|
|
|
|
|
2022-08-04 08:40:39 +00:00
|
|
|
Dependency *voxel_gi_get_dependency(RID p_voxel_gi) const;
|
2021-03-04 00:53:09 +00:00
|
|
|
|
2022-08-04 08:40:39 +00:00
|
|
|
/* VOXEL_GI INSTANCE */
|
2021-03-04 00:53:09 +00:00
|
|
|
|
2021-06-04 22:47:26 +00:00
|
|
|
_FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) {
|
2022-08-04 08:40:39 +00:00
|
|
|
VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
|
2023-09-09 15:04:18 +00:00
|
|
|
ERR_FAIL_NULL_V(voxel_gi, RID());
|
2021-06-04 22:47:26 +00:00
|
|
|
return voxel_gi->texture;
|
2021-03-04 00:53:09 +00:00
|
|
|
};
|
|
|
|
|
2022-08-04 08:40:39 +00:00
|
|
|
_FORCE_INLINE_ void voxel_gi_instance_set_render_index(RID p_probe, uint32_t p_index) {
|
|
|
|
VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_probe);
|
|
|
|
ERR_FAIL_NULL(voxel_gi);
|
|
|
|
|
|
|
|
voxel_gi->render_index = p_index;
|
|
|
|
};
|
|
|
|
|
2022-08-09 05:18:03 +00:00
|
|
|
bool voxel_gi_instance_owns(RID p_rid) const {
|
|
|
|
return voxel_gi_instance_owner.owns(p_rid);
|
|
|
|
}
|
|
|
|
|
|
|
|
void voxel_gi_instance_free(RID p_rid);
|
|
|
|
|
2021-11-06 18:39:19 +00:00
|
|
|
RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW;
|
2021-03-04 00:53:09 +00:00
|
|
|
|
|
|
|
/* SDFGI */
|
|
|
|
|
2022-08-04 08:40:39 +00:00
|
|
|
class SDFGI : public RenderBufferCustomDataRD {
|
|
|
|
GDCLASS(SDFGI, RenderBufferCustomDataRD)
|
|
|
|
|
|
|
|
public:
|
2021-03-04 00:53:09 +00:00
|
|
|
enum {
|
|
|
|
MAX_CASCADES = 8,
|
|
|
|
CASCADE_SIZE = 128,
|
|
|
|
PROBE_DIVISOR = 16,
|
|
|
|
ANISOTROPY_SIZE = 6,
|
|
|
|
MAX_DYNAMIC_LIGHTS = 128,
|
|
|
|
MAX_STATIC_LIGHTS = 1024,
|
|
|
|
LIGHTPROBE_OCT_SIZE = 6,
|
|
|
|
SH_SIZE = 16
|
|
|
|
};
|
|
|
|
|
|
|
|
struct Cascade {
|
|
|
|
struct UBO {
|
|
|
|
float offset[3];
|
|
|
|
float to_cell;
|
|
|
|
int32_t probe_offset[3];
|
|
|
|
uint32_t pad;
|
2022-07-31 23:20:24 +00:00
|
|
|
float pad2[4];
|
2021-03-04 00:53:09 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
//cascade blocks are full-size for volume (128^3), half size for albedo/emission
|
|
|
|
RID sdf_tex;
|
|
|
|
RID light_tex;
|
|
|
|
RID light_aniso_0_tex;
|
|
|
|
RID light_aniso_1_tex;
|
|
|
|
|
|
|
|
RID light_data;
|
|
|
|
RID light_aniso_0_data;
|
|
|
|
RID light_aniso_1_data;
|
|
|
|
|
|
|
|
struct SolidCell { // this struct is unused, but remains as reference for size
|
|
|
|
uint32_t position;
|
|
|
|
uint32_t albedo;
|
|
|
|
uint32_t static_light;
|
|
|
|
uint32_t static_light_aniso;
|
|
|
|
};
|
|
|
|
|
|
|
|
RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch
|
|
|
|
RID solid_cell_buffer;
|
|
|
|
|
|
|
|
RID lightprobe_history_tex;
|
|
|
|
RID lightprobe_average_tex;
|
|
|
|
|
|
|
|
float cell_size;
|
|
|
|
Vector3i position;
|
|
|
|
|
|
|
|
static const Vector3i DIRTY_ALL;
|
|
|
|
Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
|
|
|
|
|
|
|
|
RID sdf_store_uniform_set;
|
2022-07-09 11:27:24 +00:00
|
|
|
RID sdf_direct_light_static_uniform_set;
|
|
|
|
RID sdf_direct_light_dynamic_uniform_set;
|
2021-03-04 00:53:09 +00:00
|
|
|
RID scroll_uniform_set;
|
|
|
|
RID scroll_occlusion_uniform_set;
|
|
|
|
RID integrate_uniform_set;
|
|
|
|
RID lights_buffer;
|
|
|
|
|
2022-07-31 23:20:24 +00:00
|
|
|
float baked_exposure_normalization = 1.0;
|
|
|
|
|
2021-03-04 00:53:09 +00:00
|
|
|
bool all_dynamic_lights_dirty = true;
|
|
|
|
};
|
|
|
|
|
|
|
|
// access to our containers
|
2022-05-20 02:52:19 +00:00
|
|
|
GI *gi = nullptr;
|
2021-03-04 00:53:09 +00:00
|
|
|
|
|
|
|
// used for rendering (voxelization)
|
|
|
|
RID render_albedo;
|
|
|
|
RID render_emission;
|
|
|
|
RID render_emission_aniso;
|
|
|
|
RID render_occlusion[8];
|
|
|
|
RID render_geom_facing;
|
|
|
|
|
|
|
|
RID render_sdf[2];
|
|
|
|
RID render_sdf_half[2];
|
|
|
|
|
|
|
|
// used for ping pong processing in cascades
|
|
|
|
RID sdf_initialize_uniform_set;
|
|
|
|
RID sdf_initialize_half_uniform_set;
|
|
|
|
RID jump_flood_uniform_set[2];
|
|
|
|
RID jump_flood_half_uniform_set[2];
|
|
|
|
RID sdf_upscale_uniform_set;
|
|
|
|
int upscale_jfa_uniform_set_index;
|
|
|
|
RID occlusion_uniform_set;
|
|
|
|
|
|
|
|
uint32_t cascade_size = 128;
|
|
|
|
|
|
|
|
LocalVector<Cascade> cascades;
|
|
|
|
|
|
|
|
RID lightprobe_texture;
|
|
|
|
RID lightprobe_data;
|
|
|
|
RID occlusion_texture;
|
|
|
|
RID occlusion_data;
|
|
|
|
RID ambient_texture; //integrates with volumetric fog
|
|
|
|
|
|
|
|
RID lightprobe_history_scroll; //used for scrolling lightprobes
|
|
|
|
RID lightprobe_average_scroll; //used for scrolling lightprobes
|
|
|
|
|
|
|
|
uint32_t history_size = 0;
|
|
|
|
float solid_cell_ratio = 0;
|
|
|
|
uint32_t solid_cell_count = 0;
|
|
|
|
|
2022-01-13 18:46:14 +00:00
|
|
|
int num_cascades = 6;
|
2021-03-04 00:53:09 +00:00
|
|
|
float min_cell_size = 0;
|
|
|
|
uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
|
|
|
|
|
2022-05-20 02:52:19 +00:00
|
|
|
RID debug_uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
|
|
|
|
RID debug_probes_scene_data_ubo;
|
2021-03-04 00:53:09 +00:00
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RID debug_probes_uniform_set;
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RID cascades_ubo;
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bool uses_occlusion = false;
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2021-05-23 17:10:26 +00:00
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float bounce_feedback = 0.5;
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bool reads_sky = true;
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2021-03-04 00:53:09 +00:00
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float energy = 1.0;
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float normal_bias = 1.1;
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float probe_bias = 1.1;
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2021-05-23 17:10:26 +00:00
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RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
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2021-03-04 00:53:09 +00:00
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float y_mult = 1.0;
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2023-08-30 13:25:27 +00:00
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uint32_t version = 0;
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2021-03-04 00:53:09 +00:00
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uint32_t render_pass = 0;
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int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
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RID integrate_sky_uniform_set;
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2022-08-04 08:40:39 +00:00
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virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{};
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virtual void free_data() override;
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~SDFGI();
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2022-07-27 06:14:23 +00:00
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void create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi);
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void update(RID p_env, const Vector3 &p_world_position);
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2021-03-04 00:53:09 +00:00
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void update_light();
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2022-07-27 06:14:23 +00:00
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void update_probes(RID p_env, RendererRD::SkyRD::Sky *p_sky);
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2021-03-04 00:53:09 +00:00
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void store_probes();
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int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
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void update_cascades();
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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void debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views);
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void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
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2021-03-04 00:53:09 +00:00
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2022-09-12 09:44:48 +00:00
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void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data);
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void render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, float p_exposure_normalization);
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void render_static_lights(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result);
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2021-03-04 00:53:09 +00:00
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};
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RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
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2021-05-23 17:10:26 +00:00
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RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_30_FRAMES;
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2021-03-04 00:53:09 +00:00
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RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
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float sdfgi_solid_cell_ratio = 0.25;
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Vector3 sdfgi_debug_probe_pos;
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Vector3 sdfgi_debug_probe_dir;
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bool sdfgi_debug_probe_enabled = false;
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Vector3i sdfgi_debug_probe_index;
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2023-08-30 13:25:27 +00:00
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|
uint32_t sdfgi_current_version = 0;
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2021-03-04 00:53:09 +00:00
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2021-02-13 12:08:08 +00:00
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|
/* SDFGI UPDATE */
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int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
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2023-08-30 13:25:27 +00:00
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|
virtual void sdfgi_reset() override;
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2021-02-13 12:08:08 +00:00
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struct SDFGIData {
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float grid_size[3];
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uint32_t max_cascades;
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|
uint32_t use_occlusion;
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int32_t probe_axis_size;
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|
float probe_to_uvw;
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|
float normal_bias;
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|
float lightprobe_tex_pixel_size[3];
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|
float energy;
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|
float lightprobe_uv_offset[3];
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|
float y_mult;
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|
float occlusion_clamp[3];
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|
uint32_t pad3;
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|
float occlusion_renormalize[3];
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|
uint32_t pad4;
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|
float cascade_probe_size[3];
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|
uint32_t pad5;
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struct ProbeCascadeData {
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float position[3]; //offset of (0,0,0) in world coordinates
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float to_probe; // 1/bounds * grid_size
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|
int32_t probe_world_offset[3];
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|
float to_cell; // 1/bounds * grid_size
|
2022-07-31 23:20:24 +00:00
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|
float pad[3];
|
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|
|
float exposure_normalization;
|
2021-02-13 12:08:08 +00:00
|
|
|
};
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|
|
ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
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|
};
|
|
|
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|
2021-06-04 22:47:26 +00:00
|
|
|
struct VoxelGIData {
|
2021-11-28 22:09:30 +00:00
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|
float xform[16]; // 64 - 64
|
2021-02-13 12:08:08 +00:00
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|
2021-11-28 22:09:30 +00:00
|
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|
float bounds[3]; // 12 - 76
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|
float dynamic_range; // 4 - 80
|
2021-02-13 12:08:08 +00:00
|
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|
2021-11-28 22:09:30 +00:00
|
|
|
float bias; // 4 - 84
|
|
|
|
float normal_bias; // 4 - 88
|
|
|
|
uint32_t blend_ambient; // 4 - 92
|
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|
|
uint32_t mipmaps; // 4 - 96
|
2022-07-31 23:20:24 +00:00
|
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|
|
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|
|
float pad[3]; // 12 - 108
|
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|
|
float exposure_normalization; // 4 - 112
|
2021-02-13 12:08:08 +00:00
|
|
|
};
|
|
|
|
|
2022-05-20 02:52:19 +00:00
|
|
|
struct SceneData {
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|
|
|
float inv_projection[2][16];
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|
|
float cam_transform[16];
|
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|
|
float eye_offset[2][4];
|
2021-02-13 12:08:08 +00:00
|
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|
|
2022-05-20 02:52:19 +00:00
|
|
|
int32_t screen_size[2];
|
|
|
|
float pad1;
|
|
|
|
float pad2;
|
|
|
|
};
|
2021-02-13 12:08:08 +00:00
|
|
|
|
2022-05-20 02:52:19 +00:00
|
|
|
struct PushConstant {
|
2021-10-07 13:01:14 +00:00
|
|
|
uint32_t max_voxel_gi_instances;
|
2021-02-13 12:08:08 +00:00
|
|
|
uint32_t high_quality_vct;
|
|
|
|
uint32_t orthogonal;
|
2022-02-11 11:33:54 +00:00
|
|
|
uint32_t view_index;
|
2021-02-13 12:08:08 +00:00
|
|
|
|
2022-05-20 02:52:19 +00:00
|
|
|
float proj_info[4];
|
|
|
|
|
|
|
|
float z_near;
|
|
|
|
float z_far;
|
|
|
|
float pad2;
|
2022-02-11 11:33:54 +00:00
|
|
|
float pad3;
|
2021-02-13 12:08:08 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
RID sdfgi_ubo;
|
2022-02-11 11:33:54 +00:00
|
|
|
|
2021-02-13 12:08:08 +00:00
|
|
|
enum Mode {
|
2021-06-04 22:47:26 +00:00
|
|
|
MODE_VOXEL_GI,
|
2021-02-13 12:08:08 +00:00
|
|
|
MODE_SDFGI,
|
|
|
|
MODE_COMBINED,
|
|
|
|
MODE_MAX
|
|
|
|
};
|
|
|
|
|
2022-02-11 11:33:54 +00:00
|
|
|
enum ShaderSpecializations {
|
|
|
|
SHADER_SPECIALIZATION_HALF_RES = 1 << 0,
|
|
|
|
SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX = 1 << 1,
|
|
|
|
SHADER_SPECIALIZATION_USE_VRS = 1 << 2,
|
2022-06-28 09:10:36 +00:00
|
|
|
SHADER_SPECIALIZATION_VARIATIONS = 8,
|
2022-02-11 11:33:54 +00:00
|
|
|
};
|
|
|
|
|
2021-06-04 22:47:26 +00:00
|
|
|
RID default_voxel_gi_buffer;
|
2021-02-13 12:08:08 +00:00
|
|
|
|
|
|
|
bool half_resolution = false;
|
|
|
|
GiShaderRD shader;
|
|
|
|
RID shader_version;
|
2022-02-11 11:33:54 +00:00
|
|
|
RID pipelines[SHADER_SPECIALIZATION_VARIATIONS][MODE_MAX];
|
2021-02-13 12:08:08 +00:00
|
|
|
|
2022-05-20 02:52:19 +00:00
|
|
|
GI();
|
|
|
|
~GI();
|
2021-02-13 12:08:08 +00:00
|
|
|
|
2022-07-19 04:17:58 +00:00
|
|
|
void init(RendererRD::SkyRD *p_sky);
|
2021-02-13 12:08:08 +00:00
|
|
|
void free();
|
|
|
|
|
2022-08-04 08:40:39 +00:00
|
|
|
Ref<SDFGI> create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
|
2021-02-13 12:08:08 +00:00
|
|
|
|
2022-09-12 09:44:48 +00:00
|
|
|
void setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBuffersRD> p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used);
|
2022-08-04 08:40:39 +00:00
|
|
|
void process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances);
|
2021-02-13 12:08:08 +00:00
|
|
|
|
2021-06-04 22:47:26 +00:00
|
|
|
RID voxel_gi_instance_create(RID p_base);
|
|
|
|
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform);
|
|
|
|
bool voxel_gi_needs_update(RID p_probe) const;
|
2022-09-12 09:44:48 +00:00
|
|
|
void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects);
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
|
2021-02-13 12:08:08 +00:00
|
|
|
};
|
|
|
|
|
2022-05-20 02:52:19 +00:00
|
|
|
} // namespace RendererRD
|
|
|
|
|
2022-07-23 21:41:51 +00:00
|
|
|
#endif // GI_RD_H
|