667 lines
19 KiB
C++
667 lines
19 KiB
C++
/*************************************************************************/
|
|
/* renderer_scene_gi_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_SCENE_GI_RD_H
|
|
#define RENDERING_SERVER_SCENE_GI_RD_H
|
|
|
|
#include "core/templates/local_vector.h"
|
|
#include "core/templates/rid_owner.h"
|
|
#include "servers/rendering/renderer_compositor.h"
|
|
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
|
|
#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
|
|
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
|
|
#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/voxel_gi.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
|
|
#include "servers/rendering/renderer_scene_render.h"
|
|
#include "servers/rendering/rendering_device.h"
|
|
|
|
// Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
|
|
struct RenderDataRD;
|
|
class RendererSceneRenderRD;
|
|
|
|
class RendererSceneGIRD {
|
|
private:
|
|
RendererStorageRD *storage;
|
|
|
|
/* VOXEL_GI INSTANCE */
|
|
|
|
struct VoxelGILight {
|
|
uint32_t type;
|
|
float energy;
|
|
float radius;
|
|
float attenuation;
|
|
|
|
float color[3];
|
|
float cos_spot_angle;
|
|
|
|
float position[3];
|
|
float inv_spot_attenuation;
|
|
|
|
float direction[3];
|
|
uint32_t has_shadow;
|
|
};
|
|
|
|
struct VoxelGIPushConstant {
|
|
int32_t limits[3];
|
|
uint32_t stack_size;
|
|
|
|
float emission_scale;
|
|
float propagation;
|
|
float dynamic_range;
|
|
uint32_t light_count;
|
|
|
|
uint32_t cell_offset;
|
|
uint32_t cell_count;
|
|
float aniso_strength;
|
|
uint32_t pad;
|
|
};
|
|
|
|
struct VoxelGIDynamicPushConstant {
|
|
int32_t limits[3];
|
|
uint32_t light_count;
|
|
int32_t x_dir[3];
|
|
float z_base;
|
|
int32_t y_dir[3];
|
|
float z_sign;
|
|
int32_t z_dir[3];
|
|
float pos_multiplier;
|
|
uint32_t rect_pos[2];
|
|
uint32_t rect_size[2];
|
|
uint32_t prev_rect_ofs[2];
|
|
uint32_t prev_rect_size[2];
|
|
uint32_t flip_x;
|
|
uint32_t flip_y;
|
|
float dynamic_range;
|
|
uint32_t on_mipmap;
|
|
float propagation;
|
|
float pad[3];
|
|
};
|
|
|
|
VoxelGILight *voxel_gi_lights = nullptr;
|
|
uint32_t voxel_gi_max_lights = 32;
|
|
RID voxel_gi_lights_uniform;
|
|
|
|
enum {
|
|
VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT,
|
|
VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
|
|
VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP,
|
|
VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE,
|
|
VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
|
|
VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
|
|
VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
|
|
VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
|
|
VOXEL_GI_SHADER_VERSION_MAX
|
|
};
|
|
|
|
VoxelGiShaderRD voxel_gi_shader;
|
|
RID voxel_gi_lighting_shader_version;
|
|
RID voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_MAX];
|
|
RID voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_MAX];
|
|
|
|
enum {
|
|
VOXEL_GI_DEBUG_COLOR,
|
|
VOXEL_GI_DEBUG_LIGHT,
|
|
VOXEL_GI_DEBUG_EMISSION,
|
|
VOXEL_GI_DEBUG_LIGHT_FULL,
|
|
VOXEL_GI_DEBUG_MAX
|
|
};
|
|
|
|
struct VoxelGIDebugPushConstant {
|
|
float projection[16];
|
|
uint32_t cell_offset;
|
|
float dynamic_range;
|
|
float alpha;
|
|
uint32_t level;
|
|
int32_t bounds[3];
|
|
uint32_t pad;
|
|
};
|
|
|
|
VoxelGiDebugShaderRD voxel_gi_debug_shader;
|
|
RID voxel_gi_debug_shader_version;
|
|
RID voxel_gi_debug_shader_version_shaders[VOXEL_GI_DEBUG_MAX];
|
|
PipelineCacheRD voxel_gi_debug_shader_version_pipelines[VOXEL_GI_DEBUG_MAX];
|
|
RID voxel_gi_debug_uniform_set;
|
|
|
|
/* SDFGI */
|
|
|
|
struct SDFGIShader {
|
|
enum SDFGIPreprocessShaderVersion {
|
|
PRE_PROCESS_SCROLL,
|
|
PRE_PROCESS_SCROLL_OCCLUSION,
|
|
PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
|
|
PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
|
|
PRE_PROCESS_JUMP_FLOOD,
|
|
PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
|
|
PRE_PROCESS_JUMP_FLOOD_UPSCALE,
|
|
PRE_PROCESS_OCCLUSION,
|
|
PRE_PROCESS_STORE,
|
|
PRE_PROCESS_MAX
|
|
};
|
|
|
|
struct PreprocessPushConstant {
|
|
int32_t scroll[3];
|
|
int32_t grid_size;
|
|
|
|
int32_t probe_offset[3];
|
|
int32_t step_size;
|
|
|
|
int32_t half_size;
|
|
uint32_t occlusion_index;
|
|
int32_t cascade;
|
|
uint32_t pad;
|
|
};
|
|
|
|
SdfgiPreprocessShaderRD preprocess;
|
|
RID preprocess_shader;
|
|
RID preprocess_pipeline[PRE_PROCESS_MAX];
|
|
|
|
struct DebugPushConstant {
|
|
float grid_size[3];
|
|
uint32_t max_cascades;
|
|
|
|
int32_t screen_size[2];
|
|
uint32_t use_occlusion;
|
|
float y_mult;
|
|
|
|
float cam_extent[3];
|
|
uint32_t probe_axis_size;
|
|
|
|
float cam_transform[16];
|
|
};
|
|
|
|
SdfgiDebugShaderRD debug;
|
|
RID debug_shader;
|
|
RID debug_shader_version;
|
|
RID debug_pipeline;
|
|
|
|
enum ProbeDebugMode {
|
|
PROBE_DEBUG_PROBES,
|
|
PROBE_DEBUG_VISIBILITY,
|
|
PROBE_DEBUG_MAX
|
|
};
|
|
|
|
struct DebugProbesPushConstant {
|
|
float projection[16];
|
|
|
|
uint32_t band_power;
|
|
uint32_t sections_in_band;
|
|
uint32_t band_mask;
|
|
float section_arc;
|
|
|
|
float grid_size[3];
|
|
uint32_t cascade;
|
|
|
|
uint32_t pad;
|
|
float y_mult;
|
|
int32_t probe_debug_index;
|
|
int32_t probe_axis_size;
|
|
};
|
|
|
|
SdfgiDebugProbesShaderRD debug_probes;
|
|
RID debug_probes_shader;
|
|
RID debug_probes_shader_version;
|
|
|
|
PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
|
|
|
|
struct Light {
|
|
float color[3];
|
|
float energy;
|
|
|
|
float direction[3];
|
|
uint32_t has_shadow;
|
|
|
|
float position[3];
|
|
float attenuation;
|
|
|
|
uint32_t type;
|
|
float cos_spot_angle;
|
|
float inv_spot_attenuation;
|
|
float radius;
|
|
};
|
|
|
|
struct DirectLightPushConstant {
|
|
float grid_size[3];
|
|
uint32_t max_cascades;
|
|
|
|
uint32_t cascade;
|
|
uint32_t light_count;
|
|
uint32_t process_offset;
|
|
uint32_t process_increment;
|
|
|
|
int32_t probe_axis_size;
|
|
float bounce_feedback;
|
|
float y_mult;
|
|
uint32_t use_occlusion;
|
|
};
|
|
|
|
enum {
|
|
DIRECT_LIGHT_MODE_STATIC,
|
|
DIRECT_LIGHT_MODE_DYNAMIC,
|
|
DIRECT_LIGHT_MODE_MAX
|
|
};
|
|
SdfgiDirectLightShaderRD direct_light;
|
|
RID direct_light_shader;
|
|
RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
|
|
|
|
enum {
|
|
INTEGRATE_MODE_PROCESS,
|
|
INTEGRATE_MODE_STORE,
|
|
INTEGRATE_MODE_SCROLL,
|
|
INTEGRATE_MODE_SCROLL_STORE,
|
|
INTEGRATE_MODE_MAX
|
|
};
|
|
struct IntegratePushConstant {
|
|
enum {
|
|
SKY_MODE_DISABLED,
|
|
SKY_MODE_COLOR,
|
|
SKY_MODE_SKY,
|
|
};
|
|
|
|
float grid_size[3];
|
|
uint32_t max_cascades;
|
|
|
|
uint32_t probe_axis_size;
|
|
uint32_t cascade;
|
|
uint32_t history_index;
|
|
uint32_t history_size;
|
|
|
|
uint32_t ray_count;
|
|
float ray_bias;
|
|
int32_t image_size[2];
|
|
|
|
int32_t world_offset[3];
|
|
uint32_t sky_mode;
|
|
|
|
int32_t scroll[3];
|
|
float sky_energy;
|
|
|
|
float sky_color[3];
|
|
float y_mult;
|
|
|
|
uint32_t store_ambient_texture;
|
|
uint32_t pad[3];
|
|
};
|
|
|
|
SdfgiIntegrateShaderRD integrate;
|
|
RID integrate_shader;
|
|
RID integrate_pipeline[INTEGRATE_MODE_MAX];
|
|
|
|
RID integrate_default_sky_uniform_set;
|
|
|
|
} sdfgi_shader;
|
|
|
|
public:
|
|
/* VOXEL_GI INSTANCE */
|
|
|
|
//@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself.
|
|
|
|
struct VoxelGIInstance {
|
|
// access to our containers
|
|
RendererStorageRD *storage;
|
|
RendererSceneGIRD *gi;
|
|
|
|
RID probe;
|
|
RID texture;
|
|
RID write_buffer;
|
|
|
|
struct Mipmap {
|
|
RID texture;
|
|
RID uniform_set;
|
|
RID second_bounce_uniform_set;
|
|
RID write_uniform_set;
|
|
uint32_t level;
|
|
uint32_t cell_offset;
|
|
uint32_t cell_count;
|
|
};
|
|
Vector<Mipmap> mipmaps;
|
|
|
|
struct DynamicMap {
|
|
RID texture; //color normally, or emission on first pass
|
|
RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
|
|
RID depth; //actual depth buffer for the first pass, float depth for later passes
|
|
RID normal; //normal buffer for the first pass
|
|
RID albedo; //emission buffer for the first pass
|
|
RID orm; //orm buffer for the first pass
|
|
RID fb; //used for rendering, only valid on first map
|
|
RID uniform_set;
|
|
uint32_t size;
|
|
int mipmap; // mipmap to write to, -1 if no mipmap assigned
|
|
};
|
|
|
|
Vector<DynamicMap> dynamic_maps;
|
|
|
|
int slot = -1;
|
|
uint32_t last_probe_version = 0;
|
|
uint32_t last_probe_data_version = 0;
|
|
|
|
//uint64_t last_pass = 0;
|
|
uint32_t render_index = 0;
|
|
|
|
bool has_dynamic_object_data = false;
|
|
|
|
Transform3D transform;
|
|
|
|
void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
|
|
void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
|
|
};
|
|
|
|
mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
|
|
|
|
_FORCE_INLINE_ VoxelGIInstance *get_probe_instance(RID p_probe) const {
|
|
return voxel_gi_instance_owner.get_or_null(p_probe);
|
|
};
|
|
|
|
_FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) {
|
|
VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
|
|
ERR_FAIL_COND_V(!voxel_gi, RID());
|
|
return voxel_gi->texture;
|
|
};
|
|
|
|
RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW;
|
|
|
|
/* SDFGI */
|
|
|
|
struct SDFGI {
|
|
enum {
|
|
MAX_CASCADES = 8,
|
|
CASCADE_SIZE = 128,
|
|
PROBE_DIVISOR = 16,
|
|
ANISOTROPY_SIZE = 6,
|
|
MAX_DYNAMIC_LIGHTS = 128,
|
|
MAX_STATIC_LIGHTS = 1024,
|
|
LIGHTPROBE_OCT_SIZE = 6,
|
|
SH_SIZE = 16
|
|
};
|
|
|
|
struct Cascade {
|
|
struct UBO {
|
|
float offset[3];
|
|
float to_cell;
|
|
int32_t probe_offset[3];
|
|
uint32_t pad;
|
|
};
|
|
|
|
//cascade blocks are full-size for volume (128^3), half size for albedo/emission
|
|
RID sdf_tex;
|
|
RID light_tex;
|
|
RID light_aniso_0_tex;
|
|
RID light_aniso_1_tex;
|
|
|
|
RID light_data;
|
|
RID light_aniso_0_data;
|
|
RID light_aniso_1_data;
|
|
|
|
struct SolidCell { // this struct is unused, but remains as reference for size
|
|
uint32_t position;
|
|
uint32_t albedo;
|
|
uint32_t static_light;
|
|
uint32_t static_light_aniso;
|
|
};
|
|
|
|
RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch
|
|
RID solid_cell_buffer;
|
|
|
|
RID lightprobe_history_tex;
|
|
RID lightprobe_average_tex;
|
|
|
|
float cell_size;
|
|
Vector3i position;
|
|
|
|
static const Vector3i DIRTY_ALL;
|
|
Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
|
|
|
|
RID sdf_store_uniform_set;
|
|
RID sdf_direct_light_uniform_set;
|
|
RID scroll_uniform_set;
|
|
RID scroll_occlusion_uniform_set;
|
|
RID integrate_uniform_set;
|
|
RID lights_buffer;
|
|
|
|
bool all_dynamic_lights_dirty = true;
|
|
};
|
|
|
|
// access to our containers
|
|
RendererStorageRD *storage;
|
|
RendererSceneGIRD *gi;
|
|
|
|
// used for rendering (voxelization)
|
|
RID render_albedo;
|
|
RID render_emission;
|
|
RID render_emission_aniso;
|
|
RID render_occlusion[8];
|
|
RID render_geom_facing;
|
|
|
|
RID render_sdf[2];
|
|
RID render_sdf_half[2];
|
|
|
|
// used for ping pong processing in cascades
|
|
RID sdf_initialize_uniform_set;
|
|
RID sdf_initialize_half_uniform_set;
|
|
RID jump_flood_uniform_set[2];
|
|
RID jump_flood_half_uniform_set[2];
|
|
RID sdf_upscale_uniform_set;
|
|
int upscale_jfa_uniform_set_index;
|
|
RID occlusion_uniform_set;
|
|
|
|
uint32_t cascade_size = 128;
|
|
|
|
LocalVector<Cascade> cascades;
|
|
|
|
RID lightprobe_texture;
|
|
RID lightprobe_data;
|
|
RID occlusion_texture;
|
|
RID occlusion_data;
|
|
RID ambient_texture; //integrates with volumetric fog
|
|
|
|
RID lightprobe_history_scroll; //used for scrolling lightprobes
|
|
RID lightprobe_average_scroll; //used for scrolling lightprobes
|
|
|
|
uint32_t history_size = 0;
|
|
float solid_cell_ratio = 0;
|
|
uint32_t solid_cell_count = 0;
|
|
|
|
int num_cascades = 6;
|
|
float min_cell_size = 0;
|
|
uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
|
|
|
|
RID debug_uniform_set;
|
|
RID debug_probes_uniform_set;
|
|
RID cascades_ubo;
|
|
|
|
bool uses_occlusion = false;
|
|
float bounce_feedback = 0.5;
|
|
bool reads_sky = true;
|
|
float energy = 1.0;
|
|
float normal_bias = 1.1;
|
|
float probe_bias = 1.1;
|
|
RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
|
|
|
|
float y_mult = 1.0;
|
|
|
|
uint32_t render_pass = 0;
|
|
|
|
int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
|
|
RID integrate_sky_uniform_set;
|
|
|
|
void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi);
|
|
void erase();
|
|
void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position);
|
|
void update_light();
|
|
void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky);
|
|
void store_probes();
|
|
int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
|
|
void update_cascades();
|
|
|
|
void debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture);
|
|
void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
|
|
|
|
void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render);
|
|
void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
|
|
void render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render);
|
|
};
|
|
|
|
RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
|
|
RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_30_FRAMES;
|
|
RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
|
|
|
|
float sdfgi_solid_cell_ratio = 0.25;
|
|
Vector3 sdfgi_debug_probe_pos;
|
|
Vector3 sdfgi_debug_probe_dir;
|
|
bool sdfgi_debug_probe_enabled = false;
|
|
Vector3i sdfgi_debug_probe_index;
|
|
|
|
/* SDFGI UPDATE */
|
|
|
|
int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
|
|
|
|
/* GI */
|
|
enum {
|
|
MAX_VOXEL_GI_INSTANCES = 8
|
|
};
|
|
|
|
// Struct for use in render buffer
|
|
struct RenderBuffersGI {
|
|
RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
|
|
RID voxel_gi_buffer;
|
|
|
|
RID full_buffer;
|
|
RID full_dispatch;
|
|
RID full_mask;
|
|
|
|
RID uniform_set;
|
|
bool using_half_size_gi = false;
|
|
};
|
|
|
|
struct SDFGIData {
|
|
float grid_size[3];
|
|
uint32_t max_cascades;
|
|
|
|
uint32_t use_occlusion;
|
|
int32_t probe_axis_size;
|
|
float probe_to_uvw;
|
|
float normal_bias;
|
|
|
|
float lightprobe_tex_pixel_size[3];
|
|
float energy;
|
|
|
|
float lightprobe_uv_offset[3];
|
|
float y_mult;
|
|
|
|
float occlusion_clamp[3];
|
|
uint32_t pad3;
|
|
|
|
float occlusion_renormalize[3];
|
|
uint32_t pad4;
|
|
|
|
float cascade_probe_size[3];
|
|
uint32_t pad5;
|
|
|
|
struct ProbeCascadeData {
|
|
float position[3]; //offset of (0,0,0) in world coordinates
|
|
float to_probe; // 1/bounds * grid_size
|
|
int32_t probe_world_offset[3];
|
|
float to_cell; // 1/bounds * grid_size
|
|
};
|
|
|
|
ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
|
|
};
|
|
|
|
struct VoxelGIData {
|
|
float xform[16]; // 64 - 64
|
|
|
|
float bounds[3]; // 12 - 76
|
|
float dynamic_range; // 4 - 80
|
|
|
|
float bias; // 4 - 84
|
|
float normal_bias; // 4 - 88
|
|
uint32_t blend_ambient; // 4 - 92
|
|
uint32_t mipmaps; // 4 - 96
|
|
};
|
|
|
|
struct PushConstant {
|
|
int32_t screen_size[2];
|
|
float z_near;
|
|
float z_far;
|
|
|
|
float proj_info[4];
|
|
|
|
uint32_t max_voxel_gi_instances;
|
|
uint32_t high_quality_vct;
|
|
uint32_t orthogonal;
|
|
uint32_t pad;
|
|
|
|
float cam_rotation[12];
|
|
};
|
|
|
|
RID sdfgi_ubo;
|
|
enum Mode {
|
|
MODE_VOXEL_GI,
|
|
MODE_SDFGI,
|
|
MODE_COMBINED,
|
|
MODE_HALF_RES_VOXEL_GI,
|
|
MODE_HALF_RES_SDFGI,
|
|
MODE_HALF_RES_COMBINED,
|
|
MODE_MAX
|
|
};
|
|
|
|
RID default_voxel_gi_buffer;
|
|
|
|
bool half_resolution = false;
|
|
GiShaderRD shader;
|
|
RID shader_version;
|
|
RID pipelines[MODE_MAX];
|
|
|
|
RendererSceneGIRD();
|
|
~RendererSceneGIRD();
|
|
|
|
void init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky);
|
|
void free();
|
|
|
|
SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
|
|
|
|
void setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render);
|
|
void process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render);
|
|
|
|
RID voxel_gi_instance_create(RID p_base);
|
|
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform);
|
|
bool voxel_gi_needs_update(RID p_probe) const;
|
|
void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
|
|
void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
|
|
};
|
|
|
|
#endif /* !RENDERING_SERVER_SCENE_GI_RD_H */
|