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/*************************************************************************/
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/* renderer_scene_cull.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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_SCENE_CULL_H
# define RENDERING_SERVER_SCENE_CULL_H
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# include "core/templates/pass_func.h"
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# include "servers/rendering/renderer_compositor.h"
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# include "core/math/dynamic_bvh.h"
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# include "core/math/geometry_3d.h"
# include "core/math/octree.h"
# include "core/os/semaphore.h"
# include "core/os/thread.h"
# include "core/templates/local_vector.h"
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# include "core/templates/paged_allocator.h"
# include "core/templates/paged_array.h"
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# include "core/templates/rid_owner.h"
# include "core/templates/self_list.h"
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# include "servers/rendering/renderer_scene.h"
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# include "servers/rendering/renderer_scene_occlusion_cull.h"
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# include "servers/rendering/renderer_scene_render.h"
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# include "servers/xr/xr_interface.h"
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class RendererSceneCull : public RendererScene {
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public :
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RendererSceneRender * scene_render ;
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enum {
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SDFGI_MAX_CASCADES = 8 ,
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SDFGI_MAX_REGIONS_PER_CASCADE = 3 ,
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MAX_INSTANCE_PAIRS = 32 ,
MAX_UPDATE_SHADOWS = 512
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} ;
uint64_t render_pass ;
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static RendererSceneCull * singleton ;
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/* CAMERA API */
struct Camera {
enum Type {
PERSPECTIVE ,
ORTHOGONAL ,
FRUSTUM
} ;
Type type ;
float fov ;
float znear , zfar ;
float size ;
Vector2 offset ;
uint32_t visible_layers ;
bool vaspect ;
RID env ;
RID effects ;
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Transform3D transform ;
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Camera ( ) {
visible_layers = 0xFFFFFFFF ;
fov = 75 ;
type = PERSPECTIVE ;
znear = 0.05 ;
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zfar = 4000 ;
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size = 1.0 ;
offset = Vector2 ( ) ;
vaspect = false ;
}
} ;
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mutable RID_PtrOwner < Camera , true > camera_owner ;
virtual RID camera_allocate ( ) ;
virtual void camera_initialize ( RID p_rid ) ;
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virtual void camera_set_perspective ( RID p_camera , float p_fovy_degrees , float p_z_near , float p_z_far ) ;
virtual void camera_set_orthogonal ( RID p_camera , float p_size , float p_z_near , float p_z_far ) ;
virtual void camera_set_frustum ( RID p_camera , float p_size , Vector2 p_offset , float p_z_near , float p_z_far ) ;
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virtual void camera_set_transform ( RID p_camera , const Transform3D & p_transform ) ;
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virtual void camera_set_cull_mask ( RID p_camera , uint32_t p_layers ) ;
virtual void camera_set_environment ( RID p_camera , RID p_env ) ;
virtual void camera_set_camera_effects ( RID p_camera , RID p_fx ) ;
virtual void camera_set_use_vertical_aspect ( RID p_camera , bool p_enable ) ;
virtual bool is_camera ( RID p_camera ) const ;
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/* OCCLUDER API */
virtual RID occluder_allocate ( ) ;
virtual void occluder_initialize ( RID p_occluder ) ;
virtual void occluder_set_mesh ( RID p_occluder , const PackedVector3Array & p_vertices , const PackedInt32Array & p_indices ) ;
RendererSceneOcclusionCull * dummy_occlusion_culling ;
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/* SCENARIO API */
struct Instance ;
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struct PlaneSign {
_ALWAYS_INLINE_ PlaneSign ( ) { }
_ALWAYS_INLINE_ PlaneSign ( const Plane & p_plane ) {
if ( p_plane . normal . x > 0 ) {
signs [ 0 ] = 0 ;
} else {
signs [ 0 ] = 3 ;
}
if ( p_plane . normal . y > 0 ) {
signs [ 1 ] = 1 ;
} else {
signs [ 1 ] = 4 ;
}
if ( p_plane . normal . z > 0 ) {
signs [ 2 ] = 2 ;
} else {
signs [ 2 ] = 5 ;
}
}
uint32_t signs [ 3 ] ;
} ;
struct Frustum {
Vector < Plane > planes ;
Vector < PlaneSign > plane_signs ;
const Plane * planes_ptr ;
const PlaneSign * plane_signs_ptr ;
uint32_t plane_count ;
_ALWAYS_INLINE_ Frustum ( ) { }
_ALWAYS_INLINE_ Frustum ( const Frustum & p_frustum ) {
planes = p_frustum . planes ;
plane_signs = p_frustum . plane_signs ;
planes_ptr = planes . ptr ( ) ;
plane_signs_ptr = plane_signs . ptr ( ) ;
plane_count = p_frustum . plane_count ;
}
_ALWAYS_INLINE_ void operator = ( const Frustum & p_frustum ) {
planes = p_frustum . planes ;
plane_signs = p_frustum . plane_signs ;
planes_ptr = planes . ptr ( ) ;
plane_signs_ptr = plane_signs . ptr ( ) ;
plane_count = p_frustum . plane_count ;
}
_ALWAYS_INLINE_ Frustum ( const Vector < Plane > & p_planes ) {
planes = p_planes ;
planes_ptr = planes . ptrw ( ) ;
plane_count = planes . size ( ) ;
for ( int i = 0 ; i < planes . size ( ) ; i + + ) {
PlaneSign ps ( p_planes [ i ] ) ;
plane_signs . push_back ( ps ) ;
}
plane_signs_ptr = plane_signs . ptr ( ) ;
}
} ;
struct InstanceBounds {
// Efficiently store instance bounds.
// Because bounds checking is performed first,
// keep it separated from data.
real_t bounds [ 6 ] ;
_ALWAYS_INLINE_ InstanceBounds ( ) { }
_ALWAYS_INLINE_ InstanceBounds ( const AABB & p_aabb ) {
bounds [ 0 ] = p_aabb . position . x ;
bounds [ 1 ] = p_aabb . position . y ;
bounds [ 2 ] = p_aabb . position . z ;
bounds [ 3 ] = p_aabb . position . x + p_aabb . size . x ;
bounds [ 4 ] = p_aabb . position . y + p_aabb . size . y ;
bounds [ 5 ] = p_aabb . position . z + p_aabb . size . z ;
}
_ALWAYS_INLINE_ bool in_frustum ( const Frustum & p_frustum ) const {
// This is not a full SAT check and the possibility of false positives exist,
// but the tradeoff vs performance is still very good.
for ( uint32_t i = 0 ; i < p_frustum . plane_count ; i + + ) {
Vector3 min (
bounds [ p_frustum . plane_signs_ptr [ i ] . signs [ 0 ] ] ,
bounds [ p_frustum . plane_signs_ptr [ i ] . signs [ 1 ] ] ,
bounds [ p_frustum . plane_signs_ptr [ i ] . signs [ 2 ] ] ) ;
if ( p_frustum . planes_ptr [ i ] . distance_to ( min ) > = 0.0 ) {
return false ;
}
}
return true ;
}
_ALWAYS_INLINE_ bool in_aabb ( const AABB & p_aabb ) const {
Vector3 end = p_aabb . position + p_aabb . size ;
if ( bounds [ 0 ] > = end . x ) {
return false ;
}
if ( bounds [ 3 ] < = p_aabb . position . x ) {
return false ;
}
if ( bounds [ 1 ] > = end . y ) {
return false ;
}
if ( bounds [ 4 ] < = p_aabb . position . y ) {
return false ;
}
if ( bounds [ 2 ] > = end . z ) {
return false ;
}
if ( bounds [ 5 ] < = p_aabb . position . z ) {
return false ;
}
return true ;
}
} ;
struct InstanceData {
// Store instance pointer as well as common instance processing information,
// to make processing more cache friendly.
enum Flags {
FLAG_BASE_TYPE_MASK = 0xFF ,
FLAG_CAST_SHADOWS = ( 1 < < 8 ) ,
FLAG_CAST_SHADOWS_ONLY = ( 1 < < 9 ) ,
FLAG_REDRAW_IF_VISIBLE = ( 1 < < 10 ) ,
FLAG_GEOM_LIGHTING_DIRTY = ( 1 < < 11 ) ,
FLAG_GEOM_REFLECTION_DIRTY = ( 1 < < 12 ) ,
FLAG_GEOM_DECAL_DIRTY = ( 1 < < 13 ) ,
FLAG_GEOM_GI_PROBE_DIRTY = ( 1 < < 14 ) ,
FLAG_LIGHTMAP_CAPTURE = ( 1 < < 15 ) ,
FLAG_USES_BAKED_LIGHT = ( 1 < < 16 ) ,
FLAG_USES_MESH_INSTANCE = ( 1 < < 17 ) ,
FLAG_REFLECTION_PROBE_DIRTY = ( 1 < < 18 ) ,
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FLAG_IGNORE_OCCLUSION_CULLING = ( 1 < < 19 ) ,
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} ;
uint32_t flags = 0 ;
uint32_t layer_mask = 0 ; //for fast layer-mask discard
RID base_rid ;
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union {
uint64_t instance_data_rid ;
RendererSceneRender : : GeometryInstance * instance_geometry ;
} ;
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Instance * instance = nullptr ;
} ;
PagedArrayPool < InstanceBounds > instance_aabb_page_pool ;
PagedArrayPool < InstanceData > instance_data_page_pool ;
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struct Scenario {
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enum IndexerType {
INDEXER_GEOMETRY , //for geometry
INDEXER_VOLUMES , //for everything else
INDEXER_MAX
} ;
DynamicBVH indexers [ INDEXER_MAX ] ;
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RS : : ScenarioDebugMode debug ;
RID self ;
List < Instance * > directional_lights ;
RID environment ;
RID fallback_environment ;
RID camera_effects ;
RID reflection_probe_shadow_atlas ;
RID reflection_atlas ;
SelfList < Instance > : : List instances ;
LocalVector < RID > dynamic_lights ;
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PagedArray < InstanceBounds > instance_aabbs ;
PagedArray < InstanceData > instance_data ;
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Scenario ( ) {
indexers [ INDEXER_GEOMETRY ] . set_index ( INDEXER_GEOMETRY ) ;
indexers [ INDEXER_VOLUMES ] . set_index ( INDEXER_VOLUMES ) ;
debug = RS : : SCENARIO_DEBUG_DISABLED ;
}
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} ;
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int indexer_update_iterations = 0 ;
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mutable RID_PtrOwner < Scenario , true > scenario_owner ;
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static void _instance_pair ( Instance * p_A , Instance * p_B ) ;
static void _instance_unpair ( Instance * p_A , Instance * p_B ) ;
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void _instance_update_mesh_instance ( Instance * p_instance ) ;
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virtual RID scenario_allocate ( ) ;
virtual void scenario_initialize ( RID p_rid ) ;
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virtual void scenario_set_debug ( RID p_scenario , RS : : ScenarioDebugMode p_debug_mode ) ;
virtual void scenario_set_environment ( RID p_scenario , RID p_environment ) ;
virtual void scenario_set_camera_effects ( RID p_scenario , RID p_fx ) ;
virtual void scenario_set_fallback_environment ( RID p_scenario , RID p_environment ) ;
virtual void scenario_set_reflection_atlas_size ( RID p_scenario , int p_reflection_size , int p_reflection_count ) ;
virtual bool is_scenario ( RID p_scenario ) const ;
virtual RID scenario_get_environment ( RID p_scenario ) ;
/* INSTANCING API */
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struct InstancePair {
Instance * a ;
Instance * b ;
SelfList < InstancePair > list_a ;
SelfList < InstancePair > list_b ;
InstancePair ( ) :
list_a ( this ) , list_b ( this ) { }
} ;
PagedAllocator < InstancePair > pair_allocator ;
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struct InstanceBaseData {
virtual ~ InstanceBaseData ( ) { }
} ;
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struct Instance {
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RS : : InstanceType base_type ;
RID base ;
RID skeleton ;
RID material_override ;
RID mesh_instance ; //only used for meshes and when skeleton/blendshapes exist
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Transform3D transform ;
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float lod_bias ;
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bool ignore_occlusion_culling ;
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Vector < RID > materials ;
RS : : ShadowCastingSetting cast_shadows ;
uint32_t layer_mask ;
//fit in 32 bits
bool mirror : 8 ;
bool receive_shadows : 8 ;
bool visible : 8 ;
bool baked_light : 2 ; //this flag is only to know if it actually did use baked light
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bool dynamic_gi : 2 ; //same above for dynamic objects
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bool redraw_if_visible : 4 ;
Instance * lightmap ;
Rect2 lightmap_uv_scale ;
int lightmap_slice_index ;
uint32_t lightmap_cull_index ;
Vector < Color > lightmap_sh ; //spherical harmonic
AABB aabb ;
AABB transformed_aabb ;
AABB prev_transformed_aabb ;
struct InstanceShaderParameter {
int32_t index = - 1 ;
Variant value ;
Variant default_value ;
PropertyInfo info ;
} ;
Map < StringName , InstanceShaderParameter > instance_shader_parameters ;
bool instance_allocated_shader_parameters = false ;
int32_t instance_allocated_shader_parameters_offset = - 1 ;
//
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RID self ;
//scenario stuff
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DynamicBVH : : ID indexer_id ;
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int32_t array_index ;
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Scenario * scenario ;
SelfList < Instance > scenario_item ;
//aabb stuff
bool update_aabb ;
bool update_dependencies ;
SelfList < Instance > update_item ;
AABB * custom_aabb ; // <Zylann> would using aabb directly with a bool be better?
float extra_margin ;
ObjectID object_id ;
float lod_begin ;
float lod_end ;
float lod_begin_hysteresis ;
float lod_end_hysteresis ;
RID lod_instance ;
Vector < Color > lightmap_target_sh ; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
uint64_t last_frame_pass ;
uint64_t version ; // changes to this, and changes to base increase version
InstanceBaseData * base_data ;
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SelfList < InstancePair > : : List pairs ;
uint64_t pair_check ;
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RendererStorage : : DependencyTracker dependency_tracker ;
static void dependency_changed ( RendererStorage : : DependencyChangedNotification p_notification , RendererStorage : : DependencyTracker * tracker ) {
Instance * instance = ( Instance * ) tracker - > userdata ;
switch ( p_notification ) {
case RendererStorage : : DEPENDENCY_CHANGED_SKELETON_DATA :
case RendererStorage : : DEPENDENCY_CHANGED_AABB : {
singleton - > _instance_queue_update ( instance , true , false ) ;
} break ;
case RendererStorage : : DEPENDENCY_CHANGED_MATERIAL : {
singleton - > _instance_queue_update ( instance , false , true ) ;
} break ;
case RendererStorage : : DEPENDENCY_CHANGED_MESH :
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case RendererStorage : : DEPENDENCY_CHANGED_PARTICLES :
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case RendererStorage : : DEPENDENCY_CHANGED_MULTIMESH :
case RendererStorage : : DEPENDENCY_CHANGED_DECAL :
case RendererStorage : : DEPENDENCY_CHANGED_LIGHT :
case RendererStorage : : DEPENDENCY_CHANGED_REFLECTION_PROBE : {
singleton - > _instance_queue_update ( instance , true , true ) ;
} break ;
case RendererStorage : : DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES :
case RendererStorage : : DEPENDENCY_CHANGED_SKELETON_BONES : {
//ignored
} break ;
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}
}
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static void dependency_deleted ( const RID & p_dependency , RendererStorage : : DependencyTracker * tracker ) {
Instance * instance = ( Instance * ) tracker - > userdata ;
if ( p_dependency = = instance - > base ) {
singleton - > instance_set_base ( instance - > self , RID ( ) ) ;
} else if ( p_dependency = = instance - > skeleton ) {
singleton - > instance_attach_skeleton ( instance - > self , RID ( ) ) ;
} else {
singleton - > _instance_queue_update ( instance , false , true ) ;
}
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}
Instance ( ) :
scenario_item ( this ) ,
update_item ( this ) {
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base_type = RS : : INSTANCE_NONE ;
cast_shadows = RS : : SHADOW_CASTING_SETTING_ON ;
receive_shadows = true ;
visible = true ;
layer_mask = 1 ;
baked_light = false ;
dynamic_gi = false ;
redraw_if_visible = false ;
lightmap_slice_index = 0 ;
lightmap = nullptr ;
lightmap_cull_index = 0 ;
lod_bias = 1.0 ;
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ignore_occlusion_culling = false ;
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scenario = nullptr ;
update_aabb = false ;
update_dependencies = false ;
extra_margin = 0 ;
visible = true ;
lod_begin = 0 ;
lod_end = 0 ;
lod_begin_hysteresis = 0 ;
lod_end_hysteresis = 0 ;
last_frame_pass = 0 ;
version = 1 ;
base_data = nullptr ;
custom_aabb = nullptr ;
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pair_check = 0 ;
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array_index = - 1 ;
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dependency_tracker . userdata = this ;
dependency_tracker . changed_callback = dependency_changed ;
dependency_tracker . deleted_callback = dependency_deleted ;
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}
~ Instance ( ) {
if ( base_data ) {
memdelete ( base_data ) ;
}
if ( custom_aabb ) {
memdelete ( custom_aabb ) ;
}
}
} ;
SelfList < Instance > : : List _instance_update_list ;
void _instance_queue_update ( Instance * p_instance , bool p_update_aabb , bool p_update_dependencies = false ) ;
struct InstanceGeometryData : public InstanceBaseData {
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RendererSceneRender : : GeometryInstance * geometry_instance = nullptr ;
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Set < Instance * > lights ;
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bool can_cast_shadows ;
bool material_is_animated ;
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Set < Instance * > decals ;
Set < Instance * > reflection_probes ;
Set < Instance * > gi_probes ;
Set < Instance * > lightmap_captures ;
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InstanceGeometryData ( ) {
can_cast_shadows = true ;
material_is_animated = true ;
}
} ;
struct InstanceReflectionProbeData : public InstanceBaseData {
Instance * owner ;
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Set < Instance * > geometries ;
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RID instance ;
SelfList < InstanceReflectionProbeData > update_list ;
int render_step ;
InstanceReflectionProbeData ( ) :
update_list ( this ) {
render_step = - 1 ;
}
} ;
struct InstanceDecalData : public InstanceBaseData {
Instance * owner ;
RID instance ;
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Set < Instance * > geometries ;
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InstanceDecalData ( ) {
}
} ;
SelfList < InstanceReflectionProbeData > : : List reflection_probe_render_list ;
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struct InstanceParticlesCollisionData : public InstanceBaseData {
RID instance ;
} ;
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struct InstanceLightData : public InstanceBaseData {
RID instance ;
uint64_t last_version ;
List < Instance * > : : Element * D ; // directional light in scenario
bool shadow_dirty ;
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Set < Instance * > geometries ;
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Instance * baked_light ;
RS : : LightBakeMode bake_mode ;
uint32_t max_sdfgi_cascade = 2 ;
InstanceLightData ( ) {
bake_mode = RS : : LIGHT_BAKE_DISABLED ;
shadow_dirty = true ;
D = nullptr ;
last_version = 0 ;
baked_light = nullptr ;
}
} ;
struct InstanceGIProbeData : public InstanceBaseData {
Instance * owner ;
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Set < Instance * > geometries ;
Set < Instance * > dynamic_geometries ;
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Set < Instance * > lights ;
struct LightCache {
RS : : LightType type ;
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Transform3D transform ;
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Color color ;
float energy ;
float bake_energy ;
float radius ;
float attenuation ;
float spot_angle ;
float spot_attenuation ;
bool has_shadow ;
bool sky_only ;
} ;
Vector < LightCache > light_cache ;
Vector < RID > light_instances ;
RID probe_instance ;
bool invalid ;
uint32_t base_version ;
SelfList < InstanceGIProbeData > update_element ;
InstanceGIProbeData ( ) :
update_element ( this ) {
invalid = true ;
base_version = 0 ;
}
} ;
SelfList < InstanceGIProbeData > : : List gi_probe_update_list ;
struct InstanceLightmapData : public InstanceBaseData {
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RID instance ;
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Set < Instance * > geometries ;
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Set < Instance * > users ;
InstanceLightmapData ( ) {
}
} ;
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uint64_t pair_pass = 1 ;
struct PairInstances {
Instance * instance = nullptr ;
PagedAllocator < InstancePair > * pair_allocator = nullptr ;
SelfList < InstancePair > : : List pairs_found ;
DynamicBVH * bvh = nullptr ;
DynamicBVH * bvh2 = nullptr ; //some may need to cull in two
uint32_t pair_mask ;
uint64_t pair_pass ;
_FORCE_INLINE_ bool operator ( ) ( void * p_data ) {
Instance * p_instance = ( Instance * ) p_data ;
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if ( instance ! = p_instance & & instance - > transformed_aabb . intersects ( p_instance - > transformed_aabb ) & & ( pair_mask & ( 1 < < p_instance - > base_type ) ) ) {
//test is more coarse in indexer
p_instance - > pair_check = pair_pass ;
InstancePair * pair = pair_allocator - > alloc ( ) ;
pair - > a = instance ;
pair - > b = p_instance ;
pairs_found . add ( & pair - > list_a ) ;
}
return false ;
}
void pair ( ) {
if ( bvh ) {
bvh - > aabb_query ( instance - > transformed_aabb , * this ) ;
}
if ( bvh2 ) {
bvh2 - > aabb_query ( instance - > transformed_aabb , * this ) ;
}
while ( instance - > pairs . first ( ) ) {
InstancePair * pair = instance - > pairs . first ( ) - > self ( ) ;
Instance * other_instance = instance = = pair - > a ? pair - > b : pair - > a ;
if ( other_instance - > pair_check ! = pair_pass ) {
//unpaired
_instance_unpair ( instance , other_instance ) ;
} else {
//kept
other_instance - > pair_check = 0 ; // if kept, then put pair check to zero, so we can distinguish with the newly added ones
}
pair_allocator - > free ( pair ) ;
}
while ( pairs_found . first ( ) ) {
InstancePair * pair = pairs_found . first ( ) - > self ( ) ;
pairs_found . remove ( pairs_found . first ( ) ) ;
if ( pair - > b - > pair_check = = pair_pass ) {
//paired
_instance_pair ( instance , pair - > b ) ;
}
pair - > a - > pairs . add ( & pair - > list_a ) ;
pair - > b - > pairs . add ( & pair - > list_b ) ;
}
}
} ;
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Set < Instance * > heightfield_particle_colliders_update_list ;
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PagedArrayPool < Instance * > instance_cull_page_pool ;
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PagedArrayPool < RendererSceneRender : : GeometryInstance * > geometry_instance_cull_page_pool ;
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PagedArrayPool < RID > rid_cull_page_pool ;
PagedArray < Instance * > instance_cull_result ;
PagedArray < Instance * > instance_shadow_cull_result ;
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struct FrustumCullResult {
PagedArray < RendererSceneRender : : GeometryInstance * > geometry_instances ;
PagedArray < Instance * > lights ;
PagedArray < RID > light_instances ;
PagedArray < RID > lightmaps ;
PagedArray < RID > reflections ;
PagedArray < RID > decals ;
PagedArray < RID > gi_probes ;
PagedArray < RID > mesh_instances ;
struct DirectionalShadow {
PagedArray < RendererSceneRender : : GeometryInstance * > cascade_geometry_instances [ RendererSceneRender : : MAX_DIRECTIONAL_LIGHT_CASCADES ] ;
} directional_shadows [ RendererSceneRender : : MAX_DIRECTIONAL_LIGHTS ] ;
PagedArray < RendererSceneRender : : GeometryInstance * > sdfgi_region_geometry_instances [ SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE ] ;
PagedArray < RID > sdfgi_cascade_lights [ SDFGI_MAX_CASCADES ] ;
void clear ( ) {
geometry_instances . clear ( ) ;
lights . clear ( ) ;
light_instances . clear ( ) ;
lightmaps . clear ( ) ;
reflections . clear ( ) ;
decals . clear ( ) ;
gi_probes . clear ( ) ;
mesh_instances . clear ( ) ;
for ( int i = 0 ; i < RendererSceneRender : : MAX_DIRECTIONAL_LIGHTS ; i + + ) {
for ( int j = 0 ; j < RendererSceneRender : : MAX_DIRECTIONAL_LIGHT_CASCADES ; j + + ) {
directional_shadows [ i ] . cascade_geometry_instances [ j ] . clear ( ) ;
}
}
for ( int i = 0 ; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE ; i + + ) {
sdfgi_region_geometry_instances [ i ] . clear ( ) ;
}
for ( int i = 0 ; i < SDFGI_MAX_CASCADES ; i + + ) {
sdfgi_cascade_lights [ i ] . clear ( ) ;
}
}
void reset ( ) {
geometry_instances . reset ( ) ;
lights . reset ( ) ;
light_instances . reset ( ) ;
lightmaps . reset ( ) ;
reflections . reset ( ) ;
decals . reset ( ) ;
gi_probes . reset ( ) ;
mesh_instances . reset ( ) ;
for ( int i = 0 ; i < RendererSceneRender : : MAX_DIRECTIONAL_LIGHTS ; i + + ) {
for ( int j = 0 ; j < RendererSceneRender : : MAX_DIRECTIONAL_LIGHT_CASCADES ; j + + ) {
directional_shadows [ i ] . cascade_geometry_instances [ j ] . reset ( ) ;
}
}
for ( int i = 0 ; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE ; i + + ) {
sdfgi_region_geometry_instances [ i ] . reset ( ) ;
}
for ( int i = 0 ; i < SDFGI_MAX_CASCADES ; i + + ) {
sdfgi_cascade_lights [ i ] . reset ( ) ;
}
}
void append_from ( FrustumCullResult & p_cull_result ) {
geometry_instances . merge_unordered ( p_cull_result . geometry_instances ) ;
lights . merge_unordered ( p_cull_result . lights ) ;
light_instances . merge_unordered ( p_cull_result . light_instances ) ;
lightmaps . merge_unordered ( p_cull_result . lightmaps ) ;
reflections . merge_unordered ( p_cull_result . reflections ) ;
decals . merge_unordered ( p_cull_result . decals ) ;
gi_probes . merge_unordered ( p_cull_result . gi_probes ) ;
mesh_instances . merge_unordered ( p_cull_result . mesh_instances ) ;
for ( int i = 0 ; i < RendererSceneRender : : MAX_DIRECTIONAL_LIGHTS ; i + + ) {
for ( int j = 0 ; j < RendererSceneRender : : MAX_DIRECTIONAL_LIGHT_CASCADES ; j + + ) {
directional_shadows [ i ] . cascade_geometry_instances [ j ] . merge_unordered ( p_cull_result . directional_shadows [ i ] . cascade_geometry_instances [ j ] ) ;
}
}
for ( int i = 0 ; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE ; i + + ) {
sdfgi_region_geometry_instances [ i ] . merge_unordered ( p_cull_result . sdfgi_region_geometry_instances [ i ] ) ;
}
for ( int i = 0 ; i < SDFGI_MAX_CASCADES ; i + + ) {
sdfgi_cascade_lights [ i ] . merge_unordered ( p_cull_result . sdfgi_cascade_lights [ i ] ) ;
}
}
void init ( PagedArrayPool < RID > * p_rid_pool , PagedArrayPool < RendererSceneRender : : GeometryInstance * > * p_geometry_instance_pool , PagedArrayPool < Instance * > * p_instance_pool ) {
geometry_instances . set_page_pool ( p_geometry_instance_pool ) ;
light_instances . set_page_pool ( p_rid_pool ) ;
lights . set_page_pool ( p_instance_pool ) ;
lightmaps . set_page_pool ( p_rid_pool ) ;
reflections . set_page_pool ( p_rid_pool ) ;
decals . set_page_pool ( p_rid_pool ) ;
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gi_probes . set_page_pool ( p_rid_pool ) ;
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mesh_instances . set_page_pool ( p_rid_pool ) ;
for ( int i = 0 ; i < RendererSceneRender : : MAX_DIRECTIONAL_LIGHTS ; i + + ) {
for ( int j = 0 ; j < RendererSceneRender : : MAX_DIRECTIONAL_LIGHT_CASCADES ; j + + ) {
directional_shadows [ i ] . cascade_geometry_instances [ j ] . set_page_pool ( p_geometry_instance_pool ) ;
}
}
for ( int i = 0 ; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE ; i + + ) {
sdfgi_region_geometry_instances [ i ] . set_page_pool ( p_geometry_instance_pool ) ;
}
for ( int i = 0 ; i < SDFGI_MAX_CASCADES ; i + + ) {
sdfgi_cascade_lights [ i ] . set_page_pool ( p_rid_pool ) ;
}
}
} ;
FrustumCullResult frustum_cull_result ;
LocalVector < FrustumCullResult > frustum_cull_result_threads ;
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RendererSceneRender : : RenderShadowData render_shadow_data [ MAX_UPDATE_SHADOWS ] ;
uint32_t max_shadows_used = 0 ;
RendererSceneRender : : RenderSDFGIData render_sdfgi_data [ SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE ] ;
RendererSceneRender : : RenderSDFGIUpdateData sdfgi_update_data ;
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uint32_t thread_cull_threshold = 200 ;
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RID_PtrOwner < Instance , true > instance_owner ;
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uint32_t geometry_instance_pair_mask ; // used in traditional forward, unnecessary on clustered
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virtual RID instance_allocate ( ) ;
virtual void instance_initialize ( RID p_rid ) ;
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virtual void instance_set_base ( RID p_instance , RID p_base ) ;
virtual void instance_set_scenario ( RID p_instance , RID p_scenario ) ;
virtual void instance_set_layer_mask ( RID p_instance , uint32_t p_mask ) ;
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virtual void instance_set_transform ( RID p_instance , const Transform3D & p_transform ) ;
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virtual void instance_attach_object_instance_id ( RID p_instance , ObjectID p_id ) ;
virtual void instance_set_blend_shape_weight ( RID p_instance , int p_shape , float p_weight ) ;
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virtual void instance_set_surface_override_material ( RID p_instance , int p_surface , RID p_material ) ;
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virtual void instance_set_visible ( RID p_instance , bool p_visible ) ;
virtual void instance_set_custom_aabb ( RID p_instance , AABB p_aabb ) ;
virtual void instance_attach_skeleton ( RID p_instance , RID p_skeleton ) ;
virtual void instance_set_exterior ( RID p_instance , bool p_enabled ) ;
virtual void instance_set_extra_visibility_margin ( RID p_instance , real_t p_margin ) ;
// don't use these in a game!
virtual Vector < ObjectID > instances_cull_aabb ( const AABB & p_aabb , RID p_scenario = RID ( ) ) const ;
virtual Vector < ObjectID > instances_cull_ray ( const Vector3 & p_from , const Vector3 & p_to , RID p_scenario = RID ( ) ) const ;
virtual Vector < ObjectID > instances_cull_convex ( const Vector < Plane > & p_convex , RID p_scenario = RID ( ) ) const ;
virtual void instance_geometry_set_flag ( RID p_instance , RS : : InstanceFlags p_flags , bool p_enabled ) ;
virtual void instance_geometry_set_cast_shadows_setting ( RID p_instance , RS : : ShadowCastingSetting p_shadow_casting_setting ) ;
virtual void instance_geometry_set_material_override ( RID p_instance , RID p_material ) ;
virtual void instance_geometry_set_draw_range ( RID p_instance , float p_min , float p_max , float p_min_margin , float p_max_margin ) ;
virtual void instance_geometry_set_as_instance_lod ( RID p_instance , RID p_as_lod_of_instance ) ;
virtual void instance_geometry_set_lightmap ( RID p_instance , RID p_lightmap , const Rect2 & p_lightmap_uv_scale , int p_slice_index ) ;
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virtual void instance_geometry_set_lod_bias ( RID p_instance , float p_lod_bias ) ;
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void _update_instance_shader_parameters_from_material ( Map < StringName , Instance : : InstanceShaderParameter > & isparams , const Map < StringName , Instance : : InstanceShaderParameter > & existing_isparams , RID p_material ) ;
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virtual void instance_geometry_set_shader_parameter ( RID p_instance , const StringName & p_parameter , const Variant & p_value ) ;
virtual void instance_geometry_get_shader_parameter_list ( RID p_instance , List < PropertyInfo > * p_parameters ) const ;
virtual Variant instance_geometry_get_shader_parameter ( RID p_instance , const StringName & p_parameter ) const ;
virtual Variant instance_geometry_get_shader_parameter_default_value ( RID p_instance , const StringName & p_parameter ) const ;
_FORCE_INLINE_ void _update_instance ( Instance * p_instance ) ;
_FORCE_INLINE_ void _update_instance_aabb ( Instance * p_instance ) ;
_FORCE_INLINE_ void _update_dirty_instance ( Instance * p_instance ) ;
_FORCE_INLINE_ void _update_instance_lightmap_captures ( Instance * p_instance ) ;
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void _unpair_instance ( Instance * p_instance ) ;
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void _light_instance_setup_directional_shadow ( int p_shadow_index , Instance * p_instance , const Transform3D p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_orthogonal , bool p_cam_vaspect ) ;
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_FORCE_INLINE_ bool _light_instance_update_shadow ( Instance * p_instance , const Transform3D p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_orthogonal , bool p_cam_vaspect , RID p_shadow_atlas , Scenario * p_scenario , float p_scren_lod_threshold ) ;
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RID _render_get_environment ( RID p_camera , RID p_scenario ) ;
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struct Cull {
struct Shadow {
RID light_instance ;
struct Cascade {
Frustum frustum ;
CameraMatrix projection ;
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Transform3D transform ;
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real_t zfar ;
real_t split ;
real_t shadow_texel_size ;
real_t bias_scale ;
real_t range_begin ;
Vector2 uv_scale ;
} cascades [ RendererSceneRender : : MAX_DIRECTIONAL_LIGHT_CASCADES ] ; //max 4 cascades
uint32_t cascade_count ;
} shadows [ RendererSceneRender : : MAX_DIRECTIONAL_LIGHTS ] ;
uint32_t shadow_count ;
struct SDFGI {
//have arrays here because SDFGI functions expects this, plus regions can have areas
AABB region_aabb [ SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE ] ; //max 3 regions per cascade
uint32_t region_cascade [ SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE ] ; //max 3 regions per cascade
uint32_t region_count = 0 ;
uint32_t cascade_light_index [ SDFGI_MAX_CASCADES ] ;
uint32_t cascade_light_count = 0 ;
} sdfgi ;
SpinLock lock ;
Frustum frustum ;
} cull ;
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struct CullData {
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Cull * cull ;
Scenario * scenario ;
RID shadow_atlas ;
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Transform3D cam_transform ;
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uint32_t visible_layers ;
Instance * render_reflection_probe ;
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const RendererSceneOcclusionCull : : HZBuffer * occlusion_buffer ;
const CameraMatrix * camera_matrix ;
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} ;
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void _frustum_cull_threaded ( uint32_t p_thread , CullData * cull_data ) ;
void _frustum_cull ( CullData & cull_data , FrustumCullResult & cull_result , uint64_t p_from , uint64_t p_to ) ;
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bool _render_reflection_probe_step ( Instance * p_instance , int p_step ) ;
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void _render_scene ( const Transform3D & p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_orthogonal , bool p_cam_vaspect , RID p_render_buffers , RID p_environment , RID p_force_camera_effects , uint32_t p_visible_layers , RID p_scenario , RID p_viewport , RID p_shadow_atlas , RID p_reflection_probe , int p_reflection_probe_pass , float p_screen_lod_threshold , bool p_using_shadows = true ) ;
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void render_empty_scene ( RID p_render_buffers , RID p_scenario , RID p_shadow_atlas ) ;
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void render_camera ( RID p_render_buffers , RID p_camera , RID p_scenario , RID p_viewport , Size2 p_viewport_size , float p_screen_lod_threshold , RID p_shadow_atlas ) ;
void render_camera ( RID p_render_buffers , Ref < XRInterface > & p_interface , XRInterface : : Eyes p_eye , RID p_camera , RID p_scenario , RID p_viewport , Size2 p_viewport_size , float p_screen_lod_threshold , RID p_shadow_atlas ) ;
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void update_dirty_instances ( ) ;
void render_particle_colliders ( ) ;
virtual void render_probes ( ) ;
TypedArray < Image > bake_render_uv2 ( RID p_base , const Vector < RID > & p_material_overrides , const Size2i & p_image_size ) ;
//pass to scene render
/* ENVIRONMENT API */
# ifdef PASSBASE
# undef PASSBASE
# endif
# define PASSBASE scene_render
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PASS2 ( directional_shadow_atlas_set_size , int , bool )
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PASS1 ( gi_probe_set_quality , RS : : GIProbeQuality )
/* SKY API */
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PASS0R ( RID , sky_allocate )
PASS1 ( sky_initialize , RID )
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PASS2 ( sky_set_radiance_size , RID , int )
PASS2 ( sky_set_mode , RID , RS : : SkyMode )
PASS2 ( sky_set_material , RID , RID )
PASS4R ( Ref < Image > , sky_bake_panorama , RID , float , bool , const Size2i & )
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PASS0R ( RID , environment_allocate )
PASS1 ( environment_initialize , RID )
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PASS1RC ( bool , is_environment , RID )
PASS2 ( environment_set_background , RID , RS : : EnvironmentBG )
PASS2 ( environment_set_sky , RID , RID )
PASS2 ( environment_set_sky_custom_fov , RID , float )
PASS2 ( environment_set_sky_orientation , RID , const Basis & )
PASS2 ( environment_set_bg_color , RID , const Color & )
PASS2 ( environment_set_bg_energy , RID , float )
PASS2 ( environment_set_canvas_max_layer , RID , int )
PASS7 ( environment_set_ambient_light , RID , const Color & , RS : : EnvironmentAmbientSource , float , float , RS : : EnvironmentReflectionSource , const Color & )
PASS6 ( environment_set_ssr , RID , bool , int , float , float , float )
PASS1 ( environment_set_ssr_roughness_quality , RS : : EnvironmentSSRRoughnessQuality )
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PASS10 ( environment_set_ssao , RID , bool , float , float , float , float , float , float , float , float )
PASS6 ( environment_set_ssao_quality , RS : : EnvironmentSSAOQuality , bool , float , int , float , float )
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PASS11 ( environment_set_glow , RID , bool , Vector < float > , float , float , float , float , RS : : EnvironmentGlowBlendMode , float , float , float )
PASS1 ( environment_glow_set_use_bicubic_upscale , bool )
PASS1 ( environment_glow_set_use_high_quality , bool )
PASS9 ( environment_set_tonemap , RID , RS : : EnvironmentToneMapper , float , float , bool , float , float , float , float )
PASS7 ( environment_set_adjustment , RID , bool , float , float , float , bool , RID )
PASS9 ( environment_set_fog , RID , bool , const Color & , float , float , float , float , float , float )
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PASS10 ( environment_set_volumetric_fog , RID , bool , float , const Color & , float , float , float , float , bool , float )
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PASS2 ( environment_set_volumetric_fog_volume_size , int , int )
PASS1 ( environment_set_volumetric_fog_filter_active , bool )
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PASS11 ( environment_set_sdfgi , RID , bool , RS : : EnvironmentSDFGICascades , float , RS : : EnvironmentSDFGIYScale , bool , float , bool , float , float , float )
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PASS1 ( environment_set_sdfgi_ray_count , RS : : EnvironmentSDFGIRayCount )
PASS1 ( environment_set_sdfgi_frames_to_converge , RS : : EnvironmentSDFGIFramesToConverge )
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PASS1 ( environment_set_sdfgi_frames_to_update_light , RS : : EnvironmentSDFGIFramesToUpdateLight )
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PASS1RC ( RS : : EnvironmentBG , environment_get_background , RID )
PASS1RC ( int , environment_get_canvas_max_layer , RID )
PASS3R ( Ref < Image > , environment_bake_panorama , RID , bool , const Size2i & )
PASS3 ( screen_space_roughness_limiter_set_active , bool , float , float )
PASS1 ( sub_surface_scattering_set_quality , RS : : SubSurfaceScatteringQuality )
PASS2 ( sub_surface_scattering_set_scale , float , float )
/* CAMERA EFFECTS */
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PASS0R ( RID , camera_effects_allocate )
PASS1 ( camera_effects_initialize , RID )
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PASS2 ( camera_effects_set_dof_blur_quality , RS : : DOFBlurQuality , bool )
PASS1 ( camera_effects_set_dof_blur_bokeh_shape , RS : : DOFBokehShape )
PASS8 ( camera_effects_set_dof_blur , RID , bool , float , float , bool , float , float , float )
PASS3 ( camera_effects_set_custom_exposure , RID , bool , float )
PASS1 ( shadows_quality_set , RS : : ShadowQuality )
PASS1 ( directional_shadow_quality_set , RS : : ShadowQuality )
PASS2 ( sdfgi_set_debug_probe_select , const Vector3 & , const Vector3 & )
/* Render Buffers */
PASS0R ( RID , render_buffers_create )
PASS7 ( render_buffers_configure , RID , RID , int , int , RS : : ViewportMSAA , RS : : ViewportScreenSpaceAA , bool )
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PASS1 ( gi_set_use_half_resolution , bool )
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/* Shadow Atlas */
PASS0R ( RID , shadow_atlas_create )
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PASS3 ( shadow_atlas_set_size , RID , int , bool )
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PASS3 ( shadow_atlas_set_quadrant_subdivision , RID , int , int )
PASS1 ( set_debug_draw_mode , RS : : ViewportDebugDraw )
virtual void update ( ) ;
bool free ( RID p_rid ) ;
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void set_scene_render ( RendererSceneRender * p_scene_render ) ;
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RendererSceneCull ( ) ;
virtual ~ RendererSceneCull ( ) ;
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} ;
# endif // VISUALSERVERSCENE_H