godot/servers/rendering/renderer_scene_render.h

353 lines
20 KiB
C++

/*************************************************************************/
/* renderer_scene_render.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 RENDERER_SCENE_RENDER_H
#define RENDERER_SCENE_RENDER_H
#include "core/math/projection.h"
#include "core/templates/paged_array.h"
#include "servers/rendering/renderer_geometry_instance.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/storage/environment_storage.h"
#include "storage/render_scene_buffers.h"
#include "storage/utilities.h"
class RendererSceneRender {
private:
RendererEnvironmentStorage environment_storage;
public:
enum {
MAX_DIRECTIONAL_LIGHTS = 8,
MAX_DIRECTIONAL_LIGHT_CASCADES = 4,
MAX_RENDER_VIEWS = 2
};
/* Geometry Instance */
virtual RenderGeometryInstance *geometry_instance_create(RID p_base) = 0;
virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) = 0;
virtual uint32_t geometry_instance_get_pair_mask() = 0;
/* SHADOW ATLAS API */
virtual RID shadow_atlas_create() = 0;
virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) = 0;
virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0;
virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;
virtual void set_directional_shadow_count(int p_count) = 0;
/* SDFGI UPDATE */
virtual void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) = 0;
virtual int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const = 0;
virtual AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const = 0;
virtual uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const = 0;
/* SKY API */
virtual RID sky_allocate() = 0;
virtual void sky_initialize(RID p_rid) = 0;
virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;
virtual void sky_set_material(RID p_sky, RID p_material) = 0;
virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;
/* ENVIRONMENT API */
RID environment_allocate();
void environment_initialize(RID p_rid);
void environment_free(RID p_rid);
bool is_environment(RID p_env) const;
// Background
void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
void environment_set_sky(RID p_env, RID p_sky);
void environment_set_sky_custom_fov(RID p_env, float p_scale);
void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
void environment_set_bg_color(RID p_env, const Color &p_color);
void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value);
void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
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);
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id);
#endif
RS::EnvironmentBG environment_get_background(RID p_env) const;
RID environment_get_sky(RID p_env) const;
float environment_get_sky_custom_fov(RID p_env) const;
Basis environment_get_sky_orientation(RID p_env) const;
Color environment_get_bg_color(RID p_env) const;
float environment_get_bg_energy_multiplier(RID p_env) const;
float environment_get_bg_intensity(RID p_env) const;
int environment_get_canvas_max_layer(RID p_env) const;
RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
Color environment_get_ambient_light(RID p_env) const;
float environment_get_ambient_light_energy(RID p_env) const;
float environment_get_ambient_sky_contribution(RID p_env) const;
RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
// Tonemap
void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white);
RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const;
float environment_get_exposure(RID p_env) const;
float environment_get_white(RID p_env) const;
// Fog
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);
bool environment_get_fog_enabled(RID p_env) const;
Color environment_get_fog_light_color(RID p_env) const;
float environment_get_fog_light_energy(RID p_env) const;
float environment_get_fog_sun_scatter(RID p_env) const;
float environment_get_fog_density(RID p_env) const;
float environment_get_fog_height(RID p_env) const;
float environment_get_fog_height_density(RID p_env) const;
float environment_get_fog_aerial_perspective(RID p_env) const;
// Volumetric Fog
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);
bool environment_get_volumetric_fog_enabled(RID p_env) const;
float environment_get_volumetric_fog_density(RID p_env) const;
Color environment_get_volumetric_fog_scattering(RID p_env) const;
Color environment_get_volumetric_fog_emission(RID p_env) const;
float environment_get_volumetric_fog_emission_energy(RID p_env) const;
float environment_get_volumetric_fog_anisotropy(RID p_env) const;
float environment_get_volumetric_fog_length(RID p_env) const;
float environment_get_volumetric_fog_detail_spread(RID p_env) const;
float environment_get_volumetric_fog_gi_inject(RID p_env) const;
bool environment_get_volumetric_fog_temporal_reprojection(RID p_env) const;
float environment_get_volumetric_fog_temporal_reprojection_amount(RID p_env) const;
float environment_get_volumetric_fog_ambient_inject(RID p_env) const;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
// GLOW
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);
bool environment_get_glow_enabled(RID p_env) const;
Vector<float> environment_get_glow_levels(RID p_env) const;
float environment_get_glow_intensity(RID p_env) const;
float environment_get_glow_strength(RID p_env) const;
float environment_get_glow_bloom(RID p_env) const;
float environment_get_glow_mix(RID p_env) const;
RS::EnvironmentGlowBlendMode environment_get_glow_blend_mode(RID p_env) const;
float environment_get_glow_hdr_bleed_threshold(RID p_env) const;
float environment_get_glow_hdr_luminance_cap(RID p_env) const;
float environment_get_glow_hdr_bleed_scale(RID p_env) const;
float environment_get_glow_map_strength(RID p_env) const;
RID environment_get_glow_map(RID p_env) const;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
// SSR
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);
bool environment_get_ssr_enabled(RID p_env) const;
int environment_get_ssr_max_steps(RID p_env) const;
float environment_get_ssr_fade_in(RID p_env) const;
float environment_get_ssr_fade_out(RID p_env) const;
float environment_get_ssr_depth_tolerance(RID p_env) const;
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
// SSAO
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);
bool environment_get_ssao_enabled(RID p_env) const;
float environment_get_ssao_radius(RID p_env) const;
float environment_get_ssao_intensity(RID p_env) const;
float environment_get_ssao_power(RID p_env) const;
float environment_get_ssao_detail(RID p_env) const;
float environment_get_ssao_horizon(RID p_env) const;
float environment_get_ssao_sharpness(RID p_env) const;
float environment_get_ssao_direct_light_affect(RID p_env) const;
float environment_get_ssao_ao_channel_affect(RID p_env) const;
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;
// SSIL
void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection);
bool environment_get_ssil_enabled(RID p_env) const;
float environment_get_ssil_radius(RID p_env) const;
float environment_get_ssil_intensity(RID p_env) const;
float environment_get_ssil_sharpness(RID p_env) const;
float environment_get_ssil_normal_rejection(RID p_env) const;
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;
// SDFGI
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);
bool environment_get_sdfgi_enabled(RID p_env) const;
int environment_get_sdfgi_cascades(RID p_env) const;
float environment_get_sdfgi_min_cell_size(RID p_env) const;
bool environment_get_sdfgi_use_occlusion(RID p_env) const;
float environment_get_sdfgi_bounce_feedback(RID p_env) const;
bool environment_get_sdfgi_read_sky_light(RID p_env) const;
float environment_get_sdfgi_energy(RID p_env) const;
float environment_get_sdfgi_normal_bias(RID p_env) const;
float environment_get_sdfgi_probe_bias(RID p_env) const;
RS::EnvironmentSDFGIYScale environment_get_sdfgi_y_scale(RID p_env) const;
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
// Adjustment
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);
bool environment_get_adjustments_enabled(RID p_env) const;
float environment_get_adjustments_brightness(RID p_env) const;
float environment_get_adjustments_contrast(RID p_env) const;
float environment_get_adjustments_saturation(RID p_env) const;
bool environment_get_use_1d_color_correction(RID p_env) const;
RID environment_get_color_correction(RID p_env) const;
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
virtual RID light_instance_create(RID p_light) = 0;
virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) = 0;
virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) = 0;
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;
virtual void light_instance_mark_visible(RID p_light_instance) = 0;
virtual bool light_instances_can_render_shadow_cube() const {
return true;
}
virtual RID fog_volume_instance_create(RID p_fog_volume) = 0;
virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) = 0;
virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) = 0;
virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const = 0;
virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const = 0;
virtual RID reflection_atlas_create() = 0;
virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) = 0;
virtual int reflection_atlas_get_size(RID p_ref_atlas) const = 0;
virtual RID reflection_probe_instance_create(RID p_probe) = 0;
virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
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;
virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) = 0;
virtual RID lightmap_instance_create(RID p_lightmap) = 0;
virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) = 0;
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;
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;
virtual void voxel_gi_set_quality(RS::VoxelGIQuality) = 0;
struct RenderShadowData {
RID light;
int pass = 0;
PagedArray<RenderGeometryInstance *> instances;
};
struct RenderSDFGIData {
int region = 0;
PagedArray<RenderGeometryInstance *> instances;
};
struct RenderSDFGIUpdateData {
bool update_static = false;
uint32_t static_cascade_count;
uint32_t *static_cascade_indices = nullptr;
PagedArray<RID> *static_positional_lights;
const Vector<RID> *directional_lights;
const RID *positional_light_instances;
uint32_t positional_light_count;
};
struct CameraData {
// flags
uint32_t view_count;
bool is_orthogonal;
bool vaspect;
// Main/center projection
Transform3D main_transform;
Projection main_projection;
Transform3D view_offset[RendererSceneRender::MAX_RENDER_VIEWS];
Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
Vector2 taa_jitter;
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);
};
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, RendererScene::RenderInfo *r_render_info = nullptr) = 0;
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;
virtual void set_scene_pass(uint64_t p_pass) = 0;
virtual void set_time(double p_time, double p_step) = 0;
virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
virtual Ref<RenderSceneBuffers> render_buffers_create() = 0;
virtual void gi_set_use_half_resolution(bool p_enable) = 0;
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;
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;
virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
virtual bool free(RID p_rid) = 0;
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
virtual void update() = 0;
virtual ~RendererSceneRender() {}
};
#endif // RENDERER_SCENE_RENDER_H