/*************************************************************************/ /* renderer_storage_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RENDERING_SERVER_STORAGE_RD_H #define RENDERING_SERVER_STORAGE_RD_H #include "core/templates/list.h" #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/effects_rd.h" #include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" #include "servers/rendering/shader_compiler.h" class RendererStorageRD : public RendererStorage { public: static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) { p_array[0] = p_mtx.basis.rows[0][0]; p_array[1] = p_mtx.basis.rows[1][0]; p_array[2] = p_mtx.basis.rows[2][0]; p_array[3] = 0; p_array[4] = p_mtx.basis.rows[0][1]; p_array[5] = p_mtx.basis.rows[1][1]; p_array[6] = p_mtx.basis.rows[2][1]; p_array[7] = 0; p_array[8] = p_mtx.basis.rows[0][2]; p_array[9] = p_mtx.basis.rows[1][2]; p_array[10] = p_mtx.basis.rows[2][2]; p_array[11] = 0; p_array[12] = p_mtx.origin.x; p_array[13] = p_mtx.origin.y; p_array[14] = p_mtx.origin.z; p_array[15] = 1; } static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) { p_array[0] = p_mtx.rows[0][0]; p_array[1] = p_mtx.rows[1][0]; p_array[2] = p_mtx.rows[2][0]; p_array[3] = 0; p_array[4] = p_mtx.rows[0][1]; p_array[5] = p_mtx.rows[1][1]; p_array[6] = p_mtx.rows[2][1]; p_array[7] = 0; p_array[8] = p_mtx.rows[0][2]; p_array[9] = p_mtx.rows[1][2]; p_array[10] = p_mtx.rows[2][2]; p_array[11] = 0; } static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) { p_array[0] = p_mtx.rows[0][0]; p_array[1] = p_mtx.rows[1][0]; p_array[2] = p_mtx.rows[2][0]; p_array[3] = 0; p_array[4] = p_mtx.rows[0][1]; p_array[5] = p_mtx.rows[1][1]; p_array[6] = p_mtx.rows[2][1]; p_array[7] = 0; p_array[8] = p_mtx.rows[0][2]; p_array[9] = p_mtx.rows[1][2]; p_array[10] = p_mtx.rows[2][2]; p_array[11] = 0; } static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) { p_array[0] = p_mtx.basis.rows[0][0]; p_array[1] = p_mtx.basis.rows[0][1]; p_array[2] = p_mtx.basis.rows[0][2]; p_array[3] = p_mtx.origin.x; p_array[4] = p_mtx.basis.rows[1][0]; p_array[5] = p_mtx.basis.rows[1][1]; p_array[6] = p_mtx.basis.rows[1][2]; p_array[7] = p_mtx.origin.y; p_array[8] = p_mtx.basis.rows[2][0]; p_array[9] = p_mtx.basis.rows[2][1]; p_array[10] = p_mtx.basis.rows[2][2]; p_array[11] = p_mtx.origin.z; } static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { p_array[i * 4 + j] = p_mtx.matrix[i][j]; } } } static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) { for (int i = 0; i < 128; i++) { p_array[i] = p_kernel[i]; } } private: /* FOG VOLUMES */ struct FogVolume { RID material; Vector3 extents = Vector3(1, 1, 1); RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX; Dependency dependency; }; mutable RID_Owner fog_volume_owner; /* visibility_notifier */ struct VisibilityNotifier { AABB aabb; Callable enter_callback; Callable exit_callback; Dependency dependency; }; mutable RID_Owner visibility_notifier_owner; /* VOXEL GI */ struct VoxelGI { RID octree_buffer; RID data_buffer; RID sdf_texture; uint32_t octree_buffer_size = 0; uint32_t data_buffer_size = 0; Vector 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 = 0.7; bool interior = false; bool use_two_bounces = false; float anisotropy_strength = 0.5; uint32_t version = 1; uint32_t data_version = 1; Dependency dependency; }; mutable RID_Owner voxel_gi_owner; /* EFFECTS */ EffectsRD *effects = nullptr; public: //internal usage void base_update_dependency(RID p_base, DependencyTracker *p_instance); /* VOXEL GI API */ RID voxel_gi_allocate(); void voxel_gi_initialize(RID p_voxel_gi); void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector &p_octree_cells, const Vector &p_data_cells, const Vector &p_distance_field, const Vector &p_level_counts); AABB voxel_gi_get_bounds(RID p_voxel_gi) const; Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const; Vector voxel_gi_get_octree_cells(RID p_voxel_gi) const; Vector voxel_gi_get_data_cells(RID p_voxel_gi) const; Vector voxel_gi_get_distance_field(RID p_voxel_gi) const; Vector voxel_gi_get_level_counts(RID p_voxel_gi) const; Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const; void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range); float voxel_gi_get_dynamic_range(RID p_voxel_gi) const; void voxel_gi_set_propagation(RID p_voxel_gi, float p_range); float voxel_gi_get_propagation(RID p_voxel_gi) const; void voxel_gi_set_energy(RID p_voxel_gi, float p_energy); float voxel_gi_get_energy(RID p_voxel_gi) const; void voxel_gi_set_bias(RID p_voxel_gi, float p_bias); float voxel_gi_get_bias(RID p_voxel_gi) const; void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range); float voxel_gi_get_normal_bias(RID p_voxel_gi) const; void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable); bool voxel_gi_is_interior(RID p_voxel_gi) const; void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable); bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const; void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength); float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const; uint32_t voxel_gi_get_version(RID p_probe); uint32_t voxel_gi_get_data_version(RID p_probe); RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const; RID voxel_gi_get_data_buffer(RID p_voxel_gi) const; RID voxel_gi_get_sdf_texture(RID p_voxel_gi); /* FOG VOLUMES */ virtual RID fog_volume_allocate(); virtual void fog_volume_initialize(RID p_rid); virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape); virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents); virtual void fog_volume_set_material(RID p_fog_volume, RID p_material); virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const; virtual RID fog_volume_get_material(RID p_fog_volume) const; virtual AABB fog_volume_get_aabb(RID p_fog_volume) const; virtual Vector3 fog_volume_get_extents(RID p_fog_volume) const; /* VISIBILITY NOTIFIER */ virtual RID visibility_notifier_allocate(); virtual void visibility_notifier_initialize(RID p_notifier); virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb); virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable); virtual AABB visibility_notifier_get_aabb(RID p_notifier) const; virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred); RS::InstanceType get_base_type(RID p_rid) const; bool free(RID p_rid); bool has_os_feature(const String &p_feature) const; void update_dirty_resources(); void set_debug_generate_wireframes(bool p_generate) {} //keep cached since it can be called form any thread uint64_t texture_mem_cache = 0; uint64_t buffer_mem_cache = 0; uint64_t total_mem_cache = 0; virtual void update_memory_info(); virtual uint64_t get_rendering_info(RS::RenderingInfo p_info); String get_video_adapter_name() const; String get_video_adapter_vendor() const; RenderingDevice::DeviceType get_video_adapter_type() const; virtual void capture_timestamps_begin(); virtual void capture_timestamp(const String &p_name); virtual uint32_t get_captured_timestamps_count() const; virtual uint64_t get_captured_timestamps_frame() const; virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const; virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const; virtual String get_captured_timestamp_name(uint32_t p_index) const; static RendererStorageRD *base_singleton; void init_effects(bool p_prefer_raster_effects); EffectsRD *get_effects(); RendererStorageRD(); ~RendererStorageRD(); }; #endif // RASTERIZER_STORAGE_RD_H