godot/servers/rendering/renderer_rd/renderer_storage_rd.h

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/*************************************************************************/
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/* renderer_storage_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#ifndef RENDERING_SERVER_STORAGE_RD_H
#define RENDERING_SERVER_STORAGE_RD_H
#include "core/templates/list.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
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#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/effects_rd.h"
#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
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#include "servers/rendering/shader_compiler.h"
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class RendererStorageRD : public RendererStorage {
public:
static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.elements[0][0];
p_array[1] = p_mtx.basis.elements[1][0];
p_array[2] = p_mtx.basis.elements[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.basis.elements[0][1];
p_array[5] = p_mtx.basis.elements[1][1];
p_array[6] = p_mtx.basis.elements[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.basis.elements[0][2];
p_array[9] = p_mtx.basis.elements[1][2];
p_array[10] = p_mtx.basis.elements[2][2];
p_array[11] = 0;
p_array[12] = p_mtx.origin.x;
p_array[13] = p_mtx.origin.y;
p_array[14] = p_mtx.origin.z;
p_array[15] = 1;
}
static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
p_array[0] = p_mtx.elements[0][0];
p_array[1] = p_mtx.elements[1][0];
p_array[2] = p_mtx.elements[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.elements[0][1];
p_array[5] = p_mtx.elements[1][1];
p_array[6] = p_mtx.elements[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.elements[0][2];
p_array[9] = p_mtx.elements[1][2];
p_array[10] = p_mtx.elements[2][2];
p_array[11] = 0;
}
static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
p_array[0] = p_mtx.elements[0][0];
p_array[1] = p_mtx.elements[1][0];
p_array[2] = p_mtx.elements[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.elements[0][1];
p_array[5] = p_mtx.elements[1][1];
p_array[6] = p_mtx.elements[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.elements[0][2];
p_array[9] = p_mtx.elements[1][2];
p_array[10] = p_mtx.elements[2][2];
p_array[11] = 0;
}
static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.elements[0][0];
p_array[1] = p_mtx.basis.elements[0][1];
p_array[2] = p_mtx.basis.elements[0][2];
p_array[3] = p_mtx.origin.x;
p_array[4] = p_mtx.basis.elements[1][0];
p_array[5] = p_mtx.basis.elements[1][1];
p_array[6] = p_mtx.basis.elements[1][2];
p_array[7] = p_mtx.origin.y;
p_array[8] = p_mtx.basis.elements[2][0];
p_array[9] = p_mtx.basis.elements[2][1];
p_array[10] = p_mtx.basis.elements[2][2];
p_array[11] = p_mtx.origin.z;
}
static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
p_array[i * 4 + j] = p_mtx.matrix[i][j];
}
}
}
static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
for (int i = 0; i < 128; i++) {
p_array[i] = p_kernel[i];
}
}
private:
/* TEXTURE API */
RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
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/* PARTICLES */
struct ParticleData {
float xform[16];
float velocity[3];
uint32_t active;
float color[4];
float custom[3];
float lifetime;
};
struct ParticlesFrameParams {
enum {
MAX_ATTRACTORS = 32,
MAX_COLLIDERS = 32,
MAX_3D_TEXTURES = 7
};
enum AttractorType {
ATTRACTOR_TYPE_SPHERE,
ATTRACTOR_TYPE_BOX,
ATTRACTOR_TYPE_VECTOR_FIELD,
};
struct Attractor {
float transform[16];
float extents[3]; //exents or radius
uint32_t type;
uint32_t texture_index; //texture index for vector field
float strength;
float attenuation;
float directionality;
};
enum CollisionType {
COLLISION_TYPE_SPHERE,
COLLISION_TYPE_BOX,
COLLISION_TYPE_SDF,
COLLISION_TYPE_HEIGHT_FIELD,
COLLISION_TYPE_2D_SDF,
};
struct Collider {
float transform[16];
float extents[3]; //exents or radius
uint32_t type;
uint32_t texture_index; //texture index for vector field
real_t scale;
uint32_t pad[2];
};
uint32_t emitting;
float system_phase;
float prev_system_phase;
uint32_t cycle;
real_t explosiveness;
real_t randomness;
float time;
float delta;
uint32_t frame;
uint32_t pad0;
uint32_t pad1;
uint32_t pad2;
uint32_t random_seed;
uint32_t attractor_count;
uint32_t collider_count;
float particle_size;
float emission_transform[16];
Attractor attractors[MAX_ATTRACTORS];
Collider colliders[MAX_COLLIDERS];
};
struct ParticleEmissionBufferData {
};
struct ParticleEmissionBuffer {
struct Data {
float xform[16];
float velocity[3];
uint32_t flags;
float color[4];
float custom[4];
};
int32_t particle_count;
int32_t particle_max;
uint32_t pad1;
uint32_t pad2;
Data data[1]; //its 2020 and empty arrays are still non standard in C++
};
struct Particles {
RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
bool inactive = true;
double inactive_time = 0.0;
bool emitting = false;
bool one_shot = false;
int amount = 0;
double lifetime = 1.0;
double pre_process_time = 0.0;
real_t explosiveness = 0.0;
real_t randomness = 0.0;
bool restart_request = false;
AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
bool use_local_coords = true;
bool has_collision_cache = false;
bool has_sdf_collision = false;
Transform2D sdf_collision_transform;
Rect2 sdf_collision_to_screen;
RID sdf_collision_texture;
RID process_material;
uint32_t frame_counter = 0;
RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
Vector<RID> draw_passes;
Vector<Transform3D> trail_bind_poses;
bool trail_bind_poses_dirty = false;
RID trail_bind_pose_buffer;
RID trail_bind_pose_uniform_set;
RID particle_buffer;
RID particle_instance_buffer;
RID frame_params_buffer;
uint32_t userdata_count = 0;
RID particles_material_uniform_set;
RID particles_copy_uniform_set;
RID particles_transforms_buffer_uniform_set;
RID collision_textures_uniform_set;
RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
uint32_t collision_3d_textures_used = 0;
RID collision_heightmap_texture;
RID particles_sort_buffer;
RID particles_sort_uniform_set;
bool dirty = false;
Particles *update_list = nullptr;
RID sub_emitter;
double phase = 0.0;
double prev_phase = 0.0;
uint64_t prev_ticks = 0;
uint32_t random_seed = 0;
uint32_t cycle_number = 0;
double speed_scale = 1.0;
int fixed_fps = 30;
bool interpolate = true;
bool fractional_delta = false;
double frame_remainder = 0;
real_t collision_base_size = 0.01;
bool clear = true;
bool force_sub_emit = false;
Transform3D emission_transform;
Vector<uint8_t> emission_buffer_data;
ParticleEmissionBuffer *emission_buffer = nullptr;
RID emission_storage_buffer;
Set<RID> collisions;
Dependency dependency;
double trail_length = 1.0;
bool trails_enabled = false;
LocalVector<ParticlesFrameParams> frame_history;
LocalVector<ParticlesFrameParams> trail_params;
Particles() {
}
};
void _particles_process(Particles *p_particles, double p_delta);
void _particles_allocate_emission_buffer(Particles *particles);
void _particles_free_data(Particles *particles);
void _particles_update_buffers(Particles *particles);
struct ParticlesShader {
struct PushConstant {
float lifetime;
uint32_t clear;
uint32_t total_particles;
uint32_t trail_size;
uint32_t use_fractional_delta;
uint32_t sub_emitter_mode;
uint32_t can_emit;
uint32_t trail_pass;
};
ParticlesShaderRD shader;
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ShaderCompiler compiler;
RID default_shader;
RID default_material;
RID default_shader_rd;
RID base_uniform_set;
struct CopyPushConstant {
float sort_direction[3];
uint32_t total_particles;
uint32_t trail_size;
uint32_t trail_total;
float frame_delta;
float frame_remainder;
float align_up[3];
uint32_t align_mode;
uint32_t order_by_lifetime;
uint32_t lifetime_split;
uint32_t lifetime_reverse;
uint32_t copy_mode_2d;
float inv_emission_transform[16];
};
enum {
MAX_USERDATAS = 6
};
enum {
COPY_MODE_FILL_INSTANCES,
COPY_MODE_FILL_SORT_BUFFER,
COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER,
COPY_MODE_MAX,
};
ParticlesCopyShaderRD copy_shader;
RID copy_shader_version;
RID copy_pipelines[COPY_MODE_MAX * (MAX_USERDATAS + 1)];
LocalVector<float> pose_update_buffer;
} particles_shader;
Particles *particle_update_list = nullptr;
struct ParticlesShaderData : public RendererRD::ShaderData {
bool valid;
RID version;
bool uses_collision = false;
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//PipelineCacheRD pipelines[SKY_VERSION_MAX];
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String path;
String code;
Map<StringName, Map<int, RID>> default_texture_params;
RID pipeline;
bool uses_time = false;
bool userdatas_used[ParticlesShader::MAX_USERDATAS] = {};
uint32_t userdata_count = 0;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
ParticlesShaderData();
virtual ~ParticlesShaderData();
};
RendererRD::ShaderData *_create_particles_shader_func();
static RendererRD::ShaderData *_create_particles_shader_funcs() {
return base_singleton->_create_particles_shader_func();
}
struct ParticlesMaterialData : public RendererRD::MaterialData {
ParticlesShaderData *shader_data = nullptr;
RID uniform_set;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~ParticlesMaterialData();
};
RendererRD::MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
static RendererRD::MaterialData *_create_particles_material_funcs(RendererRD::ShaderData *p_shader) {
return base_singleton->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader));
}
void update_particles();
mutable RID_Owner<Particles, true> particles_owner;
/* Particles Collision */
struct ParticlesCollision {
RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
uint32_t cull_mask = 0xFFFFFFFF;
float radius = 1.0;
Vector3 extents = Vector3(1, 1, 1);
float attractor_strength = 1.0;
float attractor_attenuation = 1.0;
float attractor_directionality = 0.0;
RID field_texture;
RID heightfield_texture;
RID heightfield_fb;
Size2i heightfield_fb_size;
RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
Dependency dependency;
};
mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
struct ParticlesCollisionInstance {
RID collision;
Transform3D transform;
bool active = false;
};
mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
/* FOG VOLUMES */
struct FogVolume {
RID material;
Vector3 extents = Vector3(1, 1, 1);
RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
Dependency dependency;
};
mutable RID_Owner<FogVolume, true> fog_volume_owner;
/* visibility_notifier */
struct VisibilityNotifier {
AABB aabb;
Callable enter_callback;
Callable exit_callback;
Dependency dependency;
};
mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner;
/* LIGHT */
struct Light {
RS::LightType type;
float param[RS::LIGHT_PARAM_MAX];
Color color = Color(1, 1, 1, 1);
RID projector;
bool shadow = false;
bool negative = false;
bool reverse_cull = false;
RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
uint32_t max_sdfgi_cascade = 2;
uint32_t cull_mask = 0xFFFFFFFF;
bool distance_fade = false;
real_t distance_fade_begin = 40.0;
real_t distance_fade_shadow = 50.0;
real_t distance_fade_length = 10.0;
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
bool directional_blend_splits = false;
RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
uint64_t version = 0;
Dependency dependency;
};
mutable RID_Owner<Light, true> light_owner;
/* REFLECTION PROBE */
struct ReflectionProbe {
RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
int resolution = 256;
float intensity = 1.0;
RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
Color ambient_color;
float ambient_color_energy = 1.0;
float max_distance = 0;
Vector3 extents = Vector3(1, 1, 1);
Vector3 origin_offset;
bool interior = false;
bool box_projection = false;
bool enable_shadows = false;
uint32_t cull_mask = (1 << 20) - 1;
float mesh_lod_threshold = 0.01;
Dependency dependency;
};
mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
/* VOXEL GI */
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struct VoxelGI {
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RID octree_buffer;
RID data_buffer;
RID sdf_texture;
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uint32_t octree_buffer_size = 0;
uint32_t data_buffer_size = 0;
Vector<int> level_counts;
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int cell_count = 0;
Transform3D to_cell_xform;
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AABB bounds;
Vector3i octree_size;
float dynamic_range = 2.0;
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float energy = 1.0;
float bias = 1.4;
float normal_bias = 0.0;
float propagation = 0.7;
bool interior = false;
bool use_two_bounces = false;
float anisotropy_strength = 0.5;
uint32_t version = 1;
uint32_t data_version = 1;
Dependency dependency;
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};
mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
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/* REFLECTION PROBE */
struct Lightmap {
RID light_texture;
bool uses_spherical_harmonics = false;
bool interior = false;
AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
int32_t array_index = -1; //unassigned
PackedVector3Array points;
PackedColorArray point_sh;
PackedInt32Array tetrahedra;
PackedInt32Array bsp_tree;
struct BSP {
static const int32_t EMPTY_LEAF = INT32_MIN;
float plane[4];
int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
};
Dependency dependency;
};
bool using_lightmap_array; //high end uses this
/* for high end */
Vector<RID> lightmap_textures;
uint64_t lightmap_array_version = 0;
mutable RID_Owner<Lightmap, true> lightmap_owner;
float lightmap_probe_capture_update_speed = 4;
/* EFFECTS */
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EffectsRD *effects = nullptr;
public:
//internal usage
_FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
return default_rd_samplers[p_filter][p_repeat];
}
_FORCE_INLINE_ RID sampler_rd_get_custom(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
return custom_rd_samplers[p_filter][p_repeat];
}
void sampler_rd_configure_custom(float mipmap_bias);
void sampler_rd_set_default(float p_mipmap_bias);
/* Light API */
void _light_initialize(RID p_rid, RS::LightType p_type);
RID directional_light_allocate();
void directional_light_initialize(RID p_light);
RID omni_light_allocate();
void omni_light_initialize(RID p_light);
RID spot_light_allocate();
void spot_light_initialize(RID p_light);
void light_set_color(RID p_light, const Color &p_color);
void light_set_param(RID p_light, RS::LightParam p_param, float p_value);
void light_set_shadow(RID p_light, bool p_enabled);
void light_set_projector(RID p_light, RID p_texture);
void light_set_negative(RID p_light, bool p_enable);
void light_set_cull_mask(RID p_light, uint32_t p_mask);
void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length);
void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode);
void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade);
void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode);
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode);
void light_directional_set_blend_splits(RID p_light, bool p_enable);
bool light_directional_get_blend_splits(RID p_light) const;
void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode);
RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const;
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
_FORCE_INLINE_ RS::LightType light_get_type(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->type;
}
AABB light_get_aabb(RID p_light) const;
_FORCE_INLINE_ float light_get_param(RID p_light, RS::LightParam p_param) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->param[p_param];
}
_FORCE_INLINE_ RID light_get_projector(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RID());
return light->projector;
}
_FORCE_INLINE_ Color light_get_color(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, Color());
return light->color;
}
_FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->cull_mask;
}
_FORCE_INLINE_ bool light_is_distance_fade_enabled(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade;
}
_FORCE_INLINE_ float light_get_distance_fade_begin(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade_begin;
}
_FORCE_INLINE_ float light_get_distance_fade_shadow(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade_shadow;
}
_FORCE_INLINE_ float light_get_distance_fade_length(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade_length;
}
_FORCE_INLINE_ bool light_has_shadow(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->shadow;
}
_FORCE_INLINE_ bool light_has_projector(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light_owner.owns(light->projector);
}
_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->negative;
}
_FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0.0);
return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
}
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_FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_COND_V(!light, 0.0);
return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE];
}
RS::LightBakeMode light_get_bake_mode(RID p_light);
uint32_t light_get_max_sdfgi_cascade(RID p_light);
uint64_t light_get_version(RID p_light) const;
/* PROBE API */
RID reflection_probe_allocate();
void reflection_probe_initialize(RID p_reflection_probe);
void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode);
void reflection_probe_set_intensity(RID p_probe, float p_intensity);
void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode);
void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color);
void reflection_probe_set_ambient_energy(RID p_probe, float p_energy);
void reflection_probe_set_max_distance(RID p_probe, float p_distance);
void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
void reflection_probe_set_resolution(RID p_probe, int p_resolution);
void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio);
AABB reflection_probe_get_aabb(RID p_probe) const;
RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
Vector3 reflection_probe_get_extents(RID p_probe) const;
Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
float reflection_probe_get_origin_max_distance(RID p_probe) const;
float reflection_probe_get_mesh_lod_threshold(RID p_probe) const;
int reflection_probe_get_resolution(RID p_probe) const;
bool reflection_probe_renders_shadows(RID p_probe) const;
float reflection_probe_get_intensity(RID p_probe) const;
bool reflection_probe_is_interior(RID p_probe) const;
bool reflection_probe_is_box_projection(RID p_probe) const;
RS::ReflectionProbeAmbientMode reflection_probe_get_ambient_mode(RID p_probe) const;
Color reflection_probe_get_ambient_color(RID p_probe) const;
float reflection_probe_get_ambient_color_energy(RID p_probe) const;
void base_update_dependency(RID p_base, DependencyTracker *p_instance);
/* VOXEL GI API */
RID voxel_gi_allocate();
void voxel_gi_initialize(RID p_voxel_gi);
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);
AABB voxel_gi_get_bounds(RID p_voxel_gi) const;
Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const;
Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const;
Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const;
Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const;
Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const;
Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const;
void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range);
float voxel_gi_get_dynamic_range(RID p_voxel_gi) const;
void voxel_gi_set_propagation(RID p_voxel_gi, float p_range);
float voxel_gi_get_propagation(RID p_voxel_gi) const;
void voxel_gi_set_energy(RID p_voxel_gi, float p_energy);
float voxel_gi_get_energy(RID p_voxel_gi) const;
void voxel_gi_set_bias(RID p_voxel_gi, float p_bias);
float voxel_gi_get_bias(RID p_voxel_gi) const;
void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range);
float voxel_gi_get_normal_bias(RID p_voxel_gi) const;
void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable);
bool voxel_gi_is_interior(RID p_voxel_gi) const;
void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable);
bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const;
void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength);
float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const;
uint32_t voxel_gi_get_version(RID p_probe);
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);
/* LIGHTMAP CAPTURE */
RID lightmap_allocate();
void lightmap_initialize(RID p_lightmap);
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics);
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds);
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior);
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree);
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const;
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const;
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const;
virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const;
virtual AABB lightmap_get_aabb(RID p_lightmap) const;
virtual bool lightmap_is_interior(RID p_lightmap) const;
virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh);
virtual void lightmap_set_probe_capture_update_speed(float p_speed);
_FORCE_INLINE_ float lightmap_get_probe_capture_update_speed() const {
return lightmap_probe_capture_update_speed;
}
_FORCE_INLINE_ RID lightmap_get_texture(RID p_lightmap) const {
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, RID());
return lm->light_texture;
}
_FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const {
ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
return lm->array_index;
}
_FORCE_INLINE_ bool lightmap_uses_spherical_harmonics(RID p_lightmap) const {
ERR_FAIL_COND_V(!using_lightmap_array, false); //only for arrays
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
return lm->uses_spherical_harmonics;
}
_FORCE_INLINE_ uint64_t lightmap_array_get_version() const {
ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
return lightmap_array_version;
}
_FORCE_INLINE_ int lightmap_array_get_size() const {
ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
return lightmap_textures.size();
}
_FORCE_INLINE_ const Vector<RID> &lightmap_array_get_textures() const {
ERR_FAIL_COND_V(!using_lightmap_array, lightmap_textures); //only for arrays
return lightmap_textures;
}
/* PARTICLES */
RID particles_allocate();
void particles_initialize(RID p_particles_collision);
void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode);
void particles_set_emitting(RID p_particles, bool p_emitting);
void particles_set_amount(RID p_particles, int p_amount);
void particles_set_lifetime(RID p_particles, double p_lifetime);
void particles_set_one_shot(RID p_particles, bool p_one_shot);
void particles_set_pre_process_time(RID p_particles, double p_time);
void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio);
void particles_set_randomness_ratio(RID p_particles, real_t p_ratio);
void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
void particles_set_speed_scale(RID p_particles, double p_scale);
void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
void particles_set_process_material(RID p_particles, RID p_material);
RID particles_get_process_material(RID p_particles) const;
void particles_set_fixed_fps(RID p_particles, int p_fps);
void particles_set_interpolate(RID p_particles, bool p_enable);
void particles_set_fractional_delta(RID p_particles, bool p_enable);
void particles_set_collision_base_size(RID p_particles, real_t p_size);
void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align);
void particles_set_trails(RID p_particles, bool p_enable, double p_length);
void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses);
void particles_restart(RID p_particles);
void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
void particles_set_subemitter(RID p_particles, RID p_subemitter_particles);
void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order);
void particles_set_draw_passes(RID p_particles, int p_count);
void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
void particles_request_process(RID p_particles);
AABB particles_get_current_aabb(RID p_particles);
AABB particles_get_aabb(RID p_particles) const;
void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform);
bool particles_get_emitting(RID p_particles);
int particles_get_draw_passes(RID p_particles) const;
RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
virtual bool particles_is_inactive(RID p_particles) const;
_FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D);
return particles->mode;
}
_FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles, uint32_t &r_trail_divisor) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, 0);
if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
r_trail_divisor = particles->trail_bind_poses.size();
} else {
r_trail_divisor = 1;
}
return particles->amount * r_trail_divisor;
}
_FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, 0);
return particles->has_collision_cache;
}
_FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, false);
return particles->use_local_coords;
}
_FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set(RID p_particles, RID p_shader, uint32_t p_set) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, RID());
if (particles->particles_transforms_buffer_uniform_set.is_null()) {
_particles_update_buffers(particles);
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.append_id(particles->particle_instance_buffer);
uniforms.push_back(u);
}
particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
}
return particles->particles_transforms_buffer_uniform_set;
}
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance);
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance);
virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture);
/* PARTICLES COLLISION */
RID particles_collision_allocate();
void particles_collision_initialize(RID p_particles_collision);
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type);
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask);
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius); //for spheres
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents); //for non-spheres
virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength);
virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality);
virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve);
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture); //for SDF and vector field, heightfield is dynamic
virtual void particles_collision_height_field_update(RID p_particles_collision); //for SDF and vector field
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution); //for SDF and vector field
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const;
virtual Vector3 particles_collision_get_extents(RID p_particles_collision) const;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const;
RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
/* FOG VOLUMES */
virtual RID fog_volume_allocate();
virtual void fog_volume_initialize(RID p_rid);
virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape);
virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents);
virtual void fog_volume_set_material(RID p_fog_volume, RID p_material);
virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const;
virtual RID fog_volume_get_material(RID p_fog_volume) const;
virtual AABB fog_volume_get_aabb(RID p_fog_volume) const;
virtual Vector3 fog_volume_get_extents(RID p_fog_volume) const;
/* VISIBILITY NOTIFIER */
virtual RID visibility_notifier_allocate();
virtual void visibility_notifier_initialize(RID p_notifier);
virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb);
virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable);
virtual AABB visibility_notifier_get_aabb(RID p_notifier) const;
virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred);
//used from 2D and 3D
virtual RID particles_collision_instance_create(RID p_collision);
virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform);
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active);
RS::InstanceType get_base_type(RID p_rid) const;
bool free(RID p_rid);
bool has_os_feature(const String &p_feature) const;
void update_dirty_resources();
void set_debug_generate_wireframes(bool p_generate) {}
//keep cached since it can be called form any thread
uint64_t texture_mem_cache = 0;
uint64_t buffer_mem_cache = 0;
uint64_t total_mem_cache = 0;
virtual void update_memory_info();
virtual uint64_t get_rendering_info(RS::RenderingInfo p_info);
String get_video_adapter_name() const;
String get_video_adapter_vendor() const;
RenderingDevice::DeviceType get_video_adapter_type() const;
virtual void capture_timestamps_begin();
virtual void capture_timestamp(const String &p_name);
virtual uint32_t get_captured_timestamps_count() const;
virtual uint64_t get_captured_timestamps_frame() const;
virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
virtual String get_captured_timestamp_name(uint32_t p_index) const;
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static RendererStorageRD *base_singleton;
void init_effects(bool p_prefer_raster_effects);
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EffectsRD *get_effects();
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RendererStorageRD();
~RendererStorageRD();
};
#endif // RASTERIZER_STORAGE_RD_H