godot/servers/rendering/renderer_rd/environment/gi.h

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/*************************************************************************/
/* gi.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. */
/*************************************************************************/
#ifndef GI_RD_H
#define GI_RD_H
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/environment/renderer_gi.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/environment/sky.h"
#include "servers/rendering/renderer_rd/shaders/environment/gi.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/storage/utilities.h"
// Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
struct RenderDataRD;
class RendererSceneRenderRD;
namespace RendererRD {
class GI : public RendererGI {
public:
/* VOXEL GI STORAGE */
struct VoxelGI {
RID octree_buffer;
RID data_buffer;
RID sdf_texture;
uint32_t octree_buffer_size = 0;
uint32_t data_buffer_size = 0;
Vector<int> level_counts;
int cell_count = 0;
Transform3D to_cell_xform;
AABB bounds;
Vector3i octree_size;
float dynamic_range = 2.0;
float energy = 1.0;
float bias = 1.4;
float normal_bias = 0.0;
float propagation = 0.5;
bool interior = false;
bool use_two_bounces = true;
uint32_t version = 1;
uint32_t data_version = 1;
Dependency dependency;
};
private:
static GI *singleton;
/* VOXEL GI STORAGE */
mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
/* VOXEL_GI INSTANCE */
struct VoxelGILight {
uint32_t type;
float energy;
float radius;
float attenuation;
float color[3];
float cos_spot_angle;
float position[3];
float inv_spot_attenuation;
float direction[3];
uint32_t has_shadow;
};
struct VoxelGIPushConstant {
int32_t limits[3];
uint32_t stack_size;
float emission_scale;
float propagation;
float dynamic_range;
uint32_t light_count;
uint32_t cell_offset;
uint32_t cell_count;
float aniso_strength;
uint32_t pad;
};
struct VoxelGIDynamicPushConstant {
int32_t limits[3];
uint32_t light_count;
int32_t x_dir[3];
float z_base;
int32_t y_dir[3];
float z_sign;
int32_t z_dir[3];
float pos_multiplier;
uint32_t rect_pos[2];
uint32_t rect_size[2];
uint32_t prev_rect_ofs[2];
uint32_t prev_rect_size[2];
uint32_t flip_x;
uint32_t flip_y;
float dynamic_range;
uint32_t on_mipmap;
float propagation;
float pad[3];
};
VoxelGILight *voxel_gi_lights = nullptr;
uint32_t voxel_gi_max_lights = 32;
RID voxel_gi_lights_uniform;
enum {
VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT,
VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP,
VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE,
VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
VOXEL_GI_SHADER_VERSION_MAX
};
VoxelGiShaderRD voxel_gi_shader;
RID voxel_gi_lighting_shader_version;
RID voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_MAX];
RID voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_MAX];
enum {
VOXEL_GI_DEBUG_COLOR,
VOXEL_GI_DEBUG_LIGHT,
VOXEL_GI_DEBUG_EMISSION,
VOXEL_GI_DEBUG_LIGHT_FULL,
VOXEL_GI_DEBUG_MAX
};
struct VoxelGIDebugPushConstant {
float projection[16];
uint32_t cell_offset;
float dynamic_range;
float alpha;
uint32_t level;
int32_t bounds[3];
uint32_t pad;
};
VoxelGiDebugShaderRD voxel_gi_debug_shader;
RID voxel_gi_debug_shader_version;
RID voxel_gi_debug_shader_version_shaders[VOXEL_GI_DEBUG_MAX];
PipelineCacheRD voxel_gi_debug_shader_version_pipelines[VOXEL_GI_DEBUG_MAX];
RID voxel_gi_debug_uniform_set;
/* SDFGI */
struct SDFGIShader {
enum SDFGIPreprocessShaderVersion {
PRE_PROCESS_SCROLL,
PRE_PROCESS_SCROLL_OCCLUSION,
PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
PRE_PROCESS_JUMP_FLOOD,
PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
PRE_PROCESS_JUMP_FLOOD_UPSCALE,
PRE_PROCESS_OCCLUSION,
PRE_PROCESS_STORE,
PRE_PROCESS_MAX
};
struct PreprocessPushConstant {
int32_t scroll[3];
int32_t grid_size;
int32_t probe_offset[3];
int32_t step_size;
int32_t half_size;
uint32_t occlusion_index;
int32_t cascade;
uint32_t pad;
};
SdfgiPreprocessShaderRD preprocess;
RID preprocess_shader;
RID preprocess_pipeline[PRE_PROCESS_MAX];
struct DebugPushConstant {
float grid_size[3];
uint32_t max_cascades;
int32_t screen_size[2];
float y_mult;
float z_near;
float inv_projection[3][4];
float cam_basis[3][3];
float cam_origin[3];
};
SdfgiDebugShaderRD debug;
RID debug_shader;
RID debug_shader_version;
RID debug_pipeline;
enum ProbeDebugMode {
PROBE_DEBUG_PROBES,
PROBE_DEBUG_PROBES_MULTIVIEW,
PROBE_DEBUG_VISIBILITY,
PROBE_DEBUG_VISIBILITY_MULTIVIEW,
PROBE_DEBUG_MAX
};
struct DebugProbesSceneData {
float projection[2][16];
};
struct DebugProbesPushConstant {
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;
public:
static GI *get_singleton() { return singleton; }
/* VOXEL GI API */
VoxelGI *get_voxel_gi(RID p_rid) { return voxel_gi_owner.get_or_null(p_rid); };
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;
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);
/* VOXEL_GI INSTANCE */
//@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself.
struct VoxelGIInstance {
// access to our containers
GI *gi = nullptr;
RID probe;
RID texture;
RID write_buffer;
struct Mipmap {
RID texture;
RID uniform_set;
RID second_bounce_uniform_set;
RID write_uniform_set;
uint32_t level;
uint32_t cell_offset;
uint32_t cell_count;
};
Vector<Mipmap> mipmaps;
struct DynamicMap {
RID texture; //color normally, or emission on first pass
RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
RID depth; //actual depth buffer for the first pass, float depth for later passes
RID normal; //normal buffer for the first pass
RID albedo; //emission buffer for the first pass
RID orm; //orm buffer for the first pass
RID fb; //used for rendering, only valid on first map
RID uniform_set;
uint32_t size;
int mipmap; // mipmap to write to, -1 if no mipmap assigned
};
Vector<DynamicMap> dynamic_maps;
int slot = -1;
uint32_t last_probe_version = 0;
uint32_t last_probe_data_version = 0;
//uint64_t last_pass = 0;
uint32_t render_index = 0;
bool has_dynamic_object_data = false;
Transform3D transform;
void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
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();
};
mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
_FORCE_INLINE_ VoxelGIInstance *get_probe_instance(RID p_probe) const {
return voxel_gi_instance_owner.get_or_null(p_probe);
};
_FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) {
VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
ERR_FAIL_COND_V(!voxel_gi, RID());
return voxel_gi->texture;
};
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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);
RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW;
/* SDFGI */
struct SDFGI {
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;
};
//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;
RID sdf_direct_light_static_uniform_set;
RID sdf_direct_light_dynamic_uniform_set;
RID scroll_uniform_set;
RID scroll_occlusion_uniform_set;
RID integrate_uniform_set;
RID lights_buffer;
bool all_dynamic_lights_dirty = true;
};
// access to our containers
GI *gi = nullptr;
// 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;
int num_cascades = 6;
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
RID debug_uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
RID debug_probes_scene_data_ubo;
RID debug_probes_uniform_set;
RID cascades_ubo;
bool uses_occlusion = false;
float bounce_feedback = 0.5;
bool reads_sky = true;
float energy = 1.0;
float normal_bias = 1.1;
float probe_bias = 1.1;
RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
float y_mult = 1.0;
uint32_t render_pass = 0;
int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
RID integrate_sky_uniform_set;
void create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi);
void erase();
void update(RID p_env, const Vector3 &p_world_position);
void update_light();
void update_probes(RID p_env, RendererRD::SkyRD::Sky *p_sky);
void store_probes();
int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
void update_cascades();
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);
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);
void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render);
void render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
void render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render);
};
RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_30_FRAMES;
RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
float sdfgi_solid_cell_ratio = 0.25;
Vector3 sdfgi_debug_probe_pos;
Vector3 sdfgi_debug_probe_dir;
bool sdfgi_debug_probe_enabled = false;
Vector3i sdfgi_debug_probe_index;
/* SDFGI UPDATE */
int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
/* GI */
enum {
MAX_VOXEL_GI_INSTANCES = 8
};
// Struct for use in render buffer
struct RenderBuffersGI {
RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
RID voxel_gi_buffer;
RID full_buffer;
RID full_dispatch;
RID full_mask;
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/* GI buffers */
RID ambient_buffer;
RID ambient_slice[RendererSceneRender::MAX_RENDER_VIEWS];
RID reflection_buffer;
RID reflection_slice[RendererSceneRender::MAX_RENDER_VIEWS];
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bool using_half_size_gi = false;
uint32_t view_count = 1;
RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
RID scene_data_ubo;
void free();
};
struct SDFGIData {
float grid_size[3];
uint32_t max_cascades;
uint32_t use_occlusion;
int32_t probe_axis_size;
float probe_to_uvw;
float normal_bias;
float lightprobe_tex_pixel_size[3];
float energy;
float lightprobe_uv_offset[3];
float y_mult;
float occlusion_clamp[3];
uint32_t pad3;
float occlusion_renormalize[3];
uint32_t pad4;
float cascade_probe_size[3];
uint32_t pad5;
struct ProbeCascadeData {
float position[3]; //offset of (0,0,0) in world coordinates
float to_probe; // 1/bounds * grid_size
int32_t probe_world_offset[3];
float to_cell; // 1/bounds * grid_size
};
ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
};
struct VoxelGIData {
float xform[16]; // 64 - 64
float bounds[3]; // 12 - 76
float dynamic_range; // 4 - 80
float bias; // 4 - 84
float normal_bias; // 4 - 88
uint32_t blend_ambient; // 4 - 92
uint32_t mipmaps; // 4 - 96
};
struct SceneData {
float inv_projection[2][16];
float cam_transform[16];
float eye_offset[2][4];
int32_t screen_size[2];
float pad1;
float pad2;
};
struct PushConstant {
uint32_t max_voxel_gi_instances;
uint32_t high_quality_vct;
uint32_t orthogonal;
uint32_t view_index;
float proj_info[4];
float z_near;
float z_far;
float pad2;
float pad3;
};
RID sdfgi_ubo;
enum Mode {
MODE_VOXEL_GI,
MODE_SDFGI,
MODE_COMBINED,
MODE_MAX
};
enum ShaderSpecializations {
SHADER_SPECIALIZATION_HALF_RES = 1 << 0,
SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX = 1 << 1,
SHADER_SPECIALIZATION_USE_VRS = 1 << 2,
SHADER_SPECIALIZATION_VARIATIONS = 8,
};
RID default_voxel_gi_buffer;
bool half_resolution = false;
GiShaderRD shader;
RID shader_version;
RID pipelines[SHADER_SPECIALIZATION_VARIATIONS][MODE_MAX];
GI();
~GI();
void init(RendererRD::SkyRD *p_sky);
void free();
SDFGI *create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
void setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render);
void process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, 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, RendererSceneRenderRD *p_scene_render);
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;
void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
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);
};
} // namespace RendererRD
#endif // GI_RD_H