21ea1c3835
`rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
230 lines
15 KiB
C++
230 lines
15 KiB
C++
/*************************************************************************/
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/* renderer_scene.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENDERINGSERVERSCENE_H
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#define RENDERINGSERVERSCENE_H
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#include "servers/rendering_server.h"
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#include "servers/xr/xr_interface.h"
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class RendererScene {
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public:
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virtual RID camera_allocate() = 0;
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virtual void camera_initialize(RID p_rid) = 0;
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virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
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virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
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virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) = 0;
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virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform) = 0;
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virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
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virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
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virtual void camera_set_camera_effects(RID p_camera, RID p_fx) = 0;
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virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
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virtual bool is_camera(RID p_camera) const = 0;
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virtual RID occluder_allocate() = 0;
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virtual void occluder_initialize(RID p_occluder) = 0;
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virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) = 0;
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virtual RID scenario_allocate() = 0;
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virtual void scenario_initialize(RID p_rid) = 0;
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virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
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virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx) = 0;
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virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
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virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) = 0;
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virtual bool is_scenario(RID p_scenario) const = 0;
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virtual RID scenario_get_environment(RID p_scenario) = 0;
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virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport) = 0;
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virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport) = 0;
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virtual RID instance_allocate() = 0;
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virtual void instance_initialize(RID p_rid) = 0;
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virtual void instance_set_base(RID p_instance, RID p_base) = 0;
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virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
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virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
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virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
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virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
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virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
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virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;
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virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
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virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0;
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virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb) = 0;
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virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
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virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
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virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0;
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virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled) = 0;
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// don't use these in a game!
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virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
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virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
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virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
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virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) = 0;
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virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0;
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virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
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virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0;
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virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) = 0;
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virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;
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virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
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virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0;
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virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
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virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0;
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virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const = 0;
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virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0;
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/* SKY API */
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virtual RID sky_allocate() = 0;
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virtual void sky_initialize(RID p_rid) = 0;
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virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
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virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;
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virtual void sky_set_material(RID p_sky, RID p_material) = 0;
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virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;
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/* ENVIRONMENT API */
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virtual RID environment_allocate() = 0;
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virtual void environment_initialize(RID p_rid) = 0;
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virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) = 0;
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virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
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virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
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virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
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virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
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virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
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virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
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virtual 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) = 0;
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virtual 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) = 0;
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virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
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virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
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virtual 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) = 0;
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virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
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virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
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virtual 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) = 0;
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virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
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virtual 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) = 0;
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virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
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virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0;
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virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
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virtual 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) = 0;
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virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
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virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
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virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
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virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;
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virtual 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) = 0;
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virtual 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) = 0;
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virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
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virtual RS::EnvironmentBG environment_get_background(RID p_Env) const = 0;
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virtual int environment_get_canvas_max_layer(RID p_env) const = 0;
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virtual bool is_environment(RID p_environment) const = 0;
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virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
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virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
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virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
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/* Camera Effects */
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virtual RID camera_effects_allocate() = 0;
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virtual void camera_effects_initialize(RID p_rid) = 0;
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virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) = 0;
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virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) = 0;
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virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
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virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
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virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
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virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
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virtual RID shadow_atlas_create() = 0;
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virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_use_16_bits = true) = 0;
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virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
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/* Render Buffers */
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virtual RID render_buffers_create() = 0;
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virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) = 0;
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virtual void gi_set_use_half_resolution(bool p_enable) = 0;
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virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
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virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
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virtual void voxel_gi_set_quality(RS::VoxelGIQuality) = 0;
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virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
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virtual void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) = 0;
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struct RenderInfo {
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int info[RS::VIEWPORT_RENDER_INFO_TYPE_MAX][RS::VIEWPORT_RENDER_INFO_MAX] = {};
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};
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virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0;
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virtual void update() = 0;
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virtual void render_probes() = 0;
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virtual void update_visibility_notifiers() = 0;
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virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
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virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
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virtual bool free(RID p_rid) = 0;
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RendererScene();
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virtual ~RendererScene();
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};
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#endif // RENDERINGSERVERSCENE_H
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