2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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2020-12-04 18:26:24 +00:00
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/* renderer_scene_render.h */
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2017-03-05 14:47:28 +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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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2017-03-05 14:47:28 +00:00
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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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2018-01-04 23:50:27 +00:00
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2022-07-23 21:41:51 +00:00
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#ifndef RENDERER_SCENE_RENDER_H
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#define RENDERER_SCENE_RENDER_H
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2016-10-19 14:14:41 +00:00
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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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#include "core/math/projection.h"
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2020-12-23 16:52:58 +00:00
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#include "core/templates/paged_array.h"
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2022-07-23 14:01:53 +00:00
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#include "servers/rendering/renderer_geometry_instance.h"
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2022-09-08 00:44:36 +00:00
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#include "servers/rendering/rendering_method.h"
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2022-07-27 06:14:23 +00:00
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#include "servers/rendering/storage/environment_storage.h"
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2022-08-04 08:40:39 +00:00
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#include "storage/render_scene_buffers.h"
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2022-07-23 14:01:53 +00:00
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#include "storage/utilities.h"
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2016-10-19 14:14:41 +00:00
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2020-12-04 18:26:24 +00:00
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class RendererSceneRender {
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2022-07-27 06:14:23 +00:00
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private:
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RendererEnvironmentStorage environment_storage;
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2016-10-19 14:14:41 +00:00
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public:
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2020-12-26 12:05:36 +00:00
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enum {
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MAX_DIRECTIONAL_LIGHTS = 8,
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2021-05-07 13:19:04 +00:00
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MAX_DIRECTIONAL_LIGHT_CASCADES = 4,
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MAX_RENDER_VIEWS = 2
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2020-12-26 12:05:36 +00:00
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};
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2020-12-31 12:42:56 +00:00
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2022-07-23 14:01:53 +00:00
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/* Geometry Instance */
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2020-12-31 12:42:56 +00:00
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2022-07-23 14:01:53 +00:00
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virtual RenderGeometryInstance *geometry_instance_create(RID p_base) = 0;
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virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) = 0;
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2020-12-31 12:42:56 +00:00
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virtual uint32_t geometry_instance_get_pair_mask() = 0;
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2020-12-04 18:26:24 +00:00
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/* SHADOW ATLAS API */
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2021-02-09 16:19:03 +00:00
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virtual RID shadow_atlas_create() = 0;
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2022-02-04 15:41:08 +00:00
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virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) = 0;
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2020-12-04 18:26:24 +00:00
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virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
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virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
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2016-10-19 14:14:41 +00:00
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2022-02-04 15:41:08 +00:00
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virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0;
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2020-12-04 18:26:24 +00:00
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virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;
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virtual void set_directional_shadow_count(int p_count) = 0;
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/* SDFGI UPDATE */
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2022-08-04 08:40:39 +00:00
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virtual void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) = 0;
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virtual int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const = 0;
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virtual AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const = 0;
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virtual uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const = 0;
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2017-11-20 19:54:26 +00:00
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2020-12-03 21:09:47 +00:00
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/* SKY API */
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2016-10-19 14:14:41 +00:00
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2021-02-09 16:19:03 +00:00
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virtual RID sky_allocate() = 0;
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virtual void sky_initialize(RID p_rid) = 0;
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2020-12-03 21:09:47 +00:00
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virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
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virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;
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virtual void sky_set_material(RID p_sky, RID p_material) = 0;
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virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;
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2020-04-14 03:05:21 +00:00
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2020-12-03 21:09:47 +00:00
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/* ENVIRONMENT API */
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2016-10-19 14:14:41 +00:00
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2022-07-27 06:14:23 +00:00
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RID environment_allocate();
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void environment_initialize(RID p_rid);
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void environment_free(RID p_rid);
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bool is_environment(RID p_env) const;
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// Background
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void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
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void environment_set_sky(RID p_env, RID p_sky);
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void environment_set_sky_custom_fov(RID p_env, float p_scale);
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void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
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void environment_set_bg_color(RID p_env, const Color &p_color);
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2022-07-31 23:20:24 +00:00
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void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value);
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2022-07-27 06:14:23 +00:00
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void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
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void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG);
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2020-12-04 18:26:24 +00:00
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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2022-07-27 06:14:23 +00:00
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void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id);
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2020-12-04 18:26:24 +00:00
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#endif
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2020-12-03 21:09:47 +00:00
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2022-07-27 06:14:23 +00:00
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RS::EnvironmentBG environment_get_background(RID p_env) const;
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RID environment_get_sky(RID p_env) const;
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float environment_get_sky_custom_fov(RID p_env) const;
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Basis environment_get_sky_orientation(RID p_env) const;
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Color environment_get_bg_color(RID p_env) const;
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2022-07-31 23:20:24 +00:00
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float environment_get_bg_energy_multiplier(RID p_env) const;
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float environment_get_bg_intensity(RID p_env) const;
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2022-07-27 06:14:23 +00:00
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int environment_get_canvas_max_layer(RID p_env) const;
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RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
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Color environment_get_ambient_light(RID p_env) const;
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float environment_get_ambient_light_energy(RID p_env) const;
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float environment_get_ambient_sky_contribution(RID p_env) const;
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RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
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// Tonemap
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2022-07-31 23:20:24 +00:00
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void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white);
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2022-07-27 06:14:23 +00:00
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RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const;
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float environment_get_exposure(RID p_env) const;
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float environment_get_white(RID p_env) const;
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// Fog
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2022-02-23 22:54:06 +00:00
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void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect);
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2022-07-27 06:14:23 +00:00
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bool environment_get_fog_enabled(RID p_env) const;
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Color environment_get_fog_light_color(RID p_env) const;
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float environment_get_fog_light_energy(RID p_env) const;
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float environment_get_fog_sun_scatter(RID p_env) const;
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float environment_get_fog_density(RID p_env) const;
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2022-02-23 22:54:06 +00:00
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float environment_get_fog_sky_affect(RID p_env) const;
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2022-07-27 06:14:23 +00:00
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float environment_get_fog_height(RID p_env) const;
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float environment_get_fog_height_density(RID p_env) const;
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float environment_get_fog_aerial_perspective(RID p_env) const;
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// Volumetric Fog
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2022-02-23 22:54:06 +00:00
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void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect);
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2022-07-27 06:14:23 +00:00
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bool environment_get_volumetric_fog_enabled(RID p_env) const;
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float environment_get_volumetric_fog_density(RID p_env) const;
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Color environment_get_volumetric_fog_scattering(RID p_env) const;
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Color environment_get_volumetric_fog_emission(RID p_env) const;
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float environment_get_volumetric_fog_emission_energy(RID p_env) const;
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float environment_get_volumetric_fog_anisotropy(RID p_env) const;
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float environment_get_volumetric_fog_length(RID p_env) const;
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float environment_get_volumetric_fog_detail_spread(RID p_env) const;
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float environment_get_volumetric_fog_gi_inject(RID p_env) const;
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2022-02-23 22:54:06 +00:00
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float environment_get_volumetric_fog_sky_affect(RID p_env) const;
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2022-07-27 06:14:23 +00:00
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bool environment_get_volumetric_fog_temporal_reprojection(RID p_env) const;
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float environment_get_volumetric_fog_temporal_reprojection_amount(RID p_env) const;
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float environment_get_volumetric_fog_ambient_inject(RID p_env) const;
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2020-12-03 21:09:47 +00:00
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virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
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virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
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2022-07-27 06:14:23 +00:00
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// GLOW
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void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map);
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bool environment_get_glow_enabled(RID p_env) const;
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Vector<float> environment_get_glow_levels(RID p_env) const;
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float environment_get_glow_intensity(RID p_env) const;
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float environment_get_glow_strength(RID p_env) const;
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float environment_get_glow_bloom(RID p_env) const;
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float environment_get_glow_mix(RID p_env) const;
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RS::EnvironmentGlowBlendMode environment_get_glow_blend_mode(RID p_env) const;
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float environment_get_glow_hdr_bleed_threshold(RID p_env) const;
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float environment_get_glow_hdr_luminance_cap(RID p_env) const;
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float environment_get_glow_hdr_bleed_scale(RID p_env) const;
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float environment_get_glow_map_strength(RID p_env) const;
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RID environment_get_glow_map(RID p_env) const;
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virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
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virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
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// SSR
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void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
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bool environment_get_ssr_enabled(RID p_env) const;
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int environment_get_ssr_max_steps(RID p_env) const;
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float environment_get_ssr_fade_in(RID p_env) const;
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float environment_get_ssr_fade_out(RID p_env) const;
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float environment_get_ssr_depth_tolerance(RID p_env) const;
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2020-12-03 21:09:47 +00:00
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virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
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2022-07-27 06:14:23 +00:00
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// SSAO
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void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
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bool environment_get_ssao_enabled(RID p_env) const;
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float environment_get_ssao_radius(RID p_env) const;
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float environment_get_ssao_intensity(RID p_env) const;
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float environment_get_ssao_power(RID p_env) const;
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float environment_get_ssao_detail(RID p_env) const;
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float environment_get_ssao_horizon(RID p_env) const;
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float environment_get_ssao_sharpness(RID p_env) const;
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float environment_get_ssao_direct_light_affect(RID p_env) const;
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float environment_get_ssao_ao_channel_affect(RID p_env) const;
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2020-12-08 05:37:09 +00:00
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virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
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2020-12-03 21:09:47 +00:00
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2022-07-27 06:14:23 +00:00
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// SSIL
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void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection);
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bool environment_get_ssil_enabled(RID p_env) const;
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float environment_get_ssil_radius(RID p_env) const;
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float environment_get_ssil_intensity(RID p_env) const;
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float environment_get_ssil_sharpness(RID p_env) const;
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float environment_get_ssil_normal_rejection(RID p_env) const;
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2021-08-03 07:07:32 +00:00
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virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
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2022-07-27 06:14:23 +00:00
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// SDFGI
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void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
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bool environment_get_sdfgi_enabled(RID p_env) const;
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int environment_get_sdfgi_cascades(RID p_env) const;
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float environment_get_sdfgi_min_cell_size(RID p_env) const;
|
|
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bool environment_get_sdfgi_use_occlusion(RID p_env) const;
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|
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float environment_get_sdfgi_bounce_feedback(RID p_env) const;
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bool environment_get_sdfgi_read_sky_light(RID p_env) const;
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float environment_get_sdfgi_energy(RID p_env) const;
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float environment_get_sdfgi_normal_bias(RID p_env) const;
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float environment_get_sdfgi_probe_bias(RID p_env) const;
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RS::EnvironmentSDFGIYScale environment_get_sdfgi_y_scale(RID p_env) const;
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2020-12-03 21:09:47 +00:00
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virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
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virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
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2021-01-22 23:50:24 +00:00
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virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
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2020-12-03 21:09:47 +00:00
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2022-07-27 06:14:23 +00:00
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// Adjustment
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void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction);
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bool environment_get_adjustments_enabled(RID p_env) const;
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float environment_get_adjustments_brightness(RID p_env) const;
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float environment_get_adjustments_contrast(RID p_env) const;
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float environment_get_adjustments_saturation(RID p_env) const;
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bool environment_get_use_1d_color_correction(RID p_env) const;
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RID environment_get_color_correction(RID p_env) const;
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2020-12-03 21:09:47 +00:00
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virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
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2022-04-30 23:40:30 +00:00
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virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
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virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
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2020-04-17 02:52:00 +00:00
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2020-12-04 18:26:24 +00:00
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virtual RID light_instance_create(RID p_light) = 0;
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2020-10-17 05:08:21 +00:00
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virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) = 0;
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2020-12-04 18:26:24 +00:00
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virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) = 0;
|
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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virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) = 0;
|
2020-12-04 18:26:24 +00:00
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|
virtual void light_instance_mark_visible(RID p_light_instance) = 0;
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virtual bool light_instances_can_render_shadow_cube() const {
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|
return true;
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|
}
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|
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|
2021-10-03 11:28:55 +00:00
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virtual RID fog_volume_instance_create(RID p_fog_volume) = 0;
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virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) = 0;
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|
virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) = 0;
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virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const = 0;
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virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const = 0;
|
|
|
|
|
2020-12-04 18:26:24 +00:00
|
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|
virtual RID reflection_atlas_create() = 0;
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virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) = 0;
|
2020-12-17 18:56:59 +00:00
|
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|
virtual int reflection_atlas_get_size(RID p_ref_atlas) const = 0;
|
2020-12-04 18:26:24 +00:00
|
|
|
|
|
|
|
virtual RID reflection_probe_instance_create(RID p_probe) = 0;
|
2020-10-17 05:08:21 +00:00
|
|
|
virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
|
2020-12-04 18:26:24 +00:00
|
|
|
virtual void reflection_probe_release_atlas_index(RID p_instance) = 0;
|
|
|
|
virtual bool reflection_probe_instance_needs_redraw(RID p_instance) = 0;
|
|
|
|
virtual bool reflection_probe_instance_has_reflection(RID p_instance) = 0;
|
|
|
|
virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) = 0;
|
|
|
|
virtual bool reflection_probe_instance_postprocess_step(RID p_instance) = 0;
|
|
|
|
|
|
|
|
virtual RID decal_instance_create(RID p_decal) = 0;
|
2020-10-17 05:08:21 +00:00
|
|
|
virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) = 0;
|
2020-12-04 18:26:24 +00:00
|
|
|
|
2020-12-31 12:42:56 +00:00
|
|
|
virtual RID lightmap_instance_create(RID p_lightmap) = 0;
|
2020-10-17 05:08:21 +00:00
|
|
|
virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) = 0;
|
2020-12-31 12:42:56 +00:00
|
|
|
|
2021-06-04 22:47:26 +00:00
|
|
|
virtual RID voxel_gi_instance_create(RID p_voxel_gi) = 0;
|
|
|
|
virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) = 0;
|
|
|
|
virtual bool voxel_gi_needs_update(RID p_probe) const = 0;
|
2022-07-23 14:01:53 +00:00
|
|
|
virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) = 0;
|
2020-04-17 02:52:00 +00:00
|
|
|
|
2021-06-04 22:47:26 +00:00
|
|
|
virtual void voxel_gi_set_quality(RS::VoxelGIQuality) = 0;
|
2016-10-19 14:14:41 +00:00
|
|
|
|
2021-02-02 19:51:36 +00:00
|
|
|
struct RenderShadowData {
|
|
|
|
RID light;
|
|
|
|
int pass = 0;
|
2022-07-23 14:01:53 +00:00
|
|
|
PagedArray<RenderGeometryInstance *> instances;
|
2021-02-02 19:51:36 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct RenderSDFGIData {
|
|
|
|
int region = 0;
|
2022-07-23 14:01:53 +00:00
|
|
|
PagedArray<RenderGeometryInstance *> instances;
|
2021-02-02 19:51:36 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct RenderSDFGIUpdateData {
|
|
|
|
bool update_static = false;
|
|
|
|
uint32_t static_cascade_count;
|
2022-04-04 13:06:57 +00:00
|
|
|
uint32_t *static_cascade_indices = nullptr;
|
2021-02-02 19:51:36 +00:00
|
|
|
PagedArray<RID> *static_positional_lights;
|
|
|
|
|
|
|
|
const Vector<RID> *directional_lights;
|
|
|
|
const RID *positional_light_instances;
|
|
|
|
uint32_t positional_light_count;
|
|
|
|
};
|
|
|
|
|
2021-05-07 13:19:04 +00:00
|
|
|
struct CameraData {
|
|
|
|
// flags
|
|
|
|
uint32_t view_count;
|
2022-04-26 19:49:44 +00:00
|
|
|
bool is_orthogonal;
|
2021-05-07 13:19:04 +00:00
|
|
|
bool vaspect;
|
|
|
|
|
|
|
|
// Main/center projection
|
|
|
|
Transform3D main_transform;
|
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
|
|
|
Projection main_projection;
|
2021-05-07 13:19:04 +00:00
|
|
|
|
|
|
|
Transform3D view_offset[RendererSceneRender::MAX_RENDER_VIEWS];
|
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
|
|
|
Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
|
2022-04-04 14:10:22 +00:00
|
|
|
Vector2 taa_jitter;
|
2021-05-07 13:19:04 +00:00
|
|
|
|
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 set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter = Vector2());
|
|
|
|
void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect);
|
2021-05-07 13:19:04 +00:00
|
|
|
};
|
|
|
|
|
2022-09-08 00:44:36 +00:00
|
|
|
virtual void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) = 0;
|
2016-10-19 14:14:41 +00:00
|
|
|
|
2022-07-23 14:01:53 +00:00
|
|
|
virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
|
|
|
|
virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;
|
2020-12-04 18:26:24 +00:00
|
|
|
|
|
|
|
virtual void set_scene_pass(uint64_t p_pass) = 0;
|
|
|
|
virtual void set_time(double p_time, double p_step) = 0;
|
2020-12-03 21:09:47 +00:00
|
|
|
virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
|
2020-06-25 13:33:28 +00:00
|
|
|
|
2022-08-04 08:40:39 +00:00
|
|
|
virtual Ref<RenderSceneBuffers> render_buffers_create() = 0;
|
2021-01-22 23:50:24 +00:00
|
|
|
virtual void gi_set_use_half_resolution(bool p_enable) = 0;
|
2016-11-19 16:23:37 +00:00
|
|
|
|
2020-12-04 18:26:24 +00:00
|
|
|
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
|
|
|
|
virtual bool screen_space_roughness_limiter_is_active() const = 0;
|
2016-11-19 16:23:37 +00:00
|
|
|
|
2020-12-04 18:26:24 +00:00
|
|
|
virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
|
|
|
|
virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
|
2016-12-20 03:21:07 +00:00
|
|
|
|
2022-08-31 17:24:04 +00:00
|
|
|
virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
|
2020-05-01 12:34:23 +00:00
|
|
|
|
2020-12-03 21:09:47 +00:00
|
|
|
virtual bool free(RID p_rid) = 0;
|
2016-10-19 14:14:41 +00:00
|
|
|
|
2020-12-04 18:26:24 +00:00
|
|
|
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
|
|
|
|
|
2021-07-19 19:41:55 +00:00
|
|
|
virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
|
|
|
|
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
|
|
|
|
|
2020-12-04 18:26:24 +00:00
|
|
|
virtual void update() = 0;
|
|
|
|
virtual ~RendererSceneRender() {}
|
2016-10-19 14:14:41 +00:00
|
|
|
};
|
|
|
|
|
2022-07-23 21:41:51 +00:00
|
|
|
#endif // RENDERER_SCENE_RENDER_H
|