673 lines
19 KiB
C++
673 lines
19 KiB
C++
/*************************************************************************/
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/* renderer_scene_gi_rd.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 RENDERING_SERVER_SCENE_GI_RD_H
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#define RENDERING_SERVER_SCENE_GI_RD_H
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
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#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
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#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
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#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/voxel_gi.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering/rendering_device.h"
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// Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
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struct RenderDataRD;
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class RendererSceneRenderRD;
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class RendererSceneGIRD {
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private:
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RendererStorageRD *storage;
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/* VOXEL_GI INSTANCE */
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struct VoxelGILight {
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uint32_t type;
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float energy;
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float radius;
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float attenuation;
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float color[3];
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float cos_spot_angle;
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float position[3];
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float inv_spot_attenuation;
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float direction[3];
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uint32_t has_shadow;
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};
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struct VoxelGIPushConstant {
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int32_t limits[3];
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uint32_t stack_size;
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float emission_scale;
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float propagation;
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float dynamic_range;
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uint32_t light_count;
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uint32_t cell_offset;
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uint32_t cell_count;
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float aniso_strength;
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uint32_t pad;
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};
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struct VoxelGIDynamicPushConstant {
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int32_t limits[3];
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uint32_t light_count;
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int32_t x_dir[3];
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float z_base;
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int32_t y_dir[3];
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float z_sign;
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int32_t z_dir[3];
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float pos_multiplier;
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uint32_t rect_pos[2];
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uint32_t rect_size[2];
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uint32_t prev_rect_ofs[2];
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uint32_t prev_rect_size[2];
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uint32_t flip_x;
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uint32_t flip_y;
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float dynamic_range;
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uint32_t on_mipmap;
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float propagation;
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float pad[3];
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};
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VoxelGILight *voxel_gi_lights;
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uint32_t voxel_gi_max_lights;
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RID voxel_gi_lights_uniform;
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enum {
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VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT,
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VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
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VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP,
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VOXEL_GI_SHADER_VERSION_WRITE_TEXTURE,
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VOXEL_GI_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
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VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
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VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
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VOXEL_GI_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
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VOXEL_GI_SHADER_VERSION_MAX
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};
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VoxelGiShaderRD voxel_gi_shader;
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RID voxel_gi_lighting_shader_version;
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RID voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_MAX];
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RID voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_MAX];
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enum {
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VOXEL_GI_DEBUG_COLOR,
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VOXEL_GI_DEBUG_LIGHT,
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VOXEL_GI_DEBUG_EMISSION,
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VOXEL_GI_DEBUG_LIGHT_FULL,
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VOXEL_GI_DEBUG_MAX
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};
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struct VoxelGIDebugPushConstant {
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float projection[16];
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uint32_t cell_offset;
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float dynamic_range;
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float alpha;
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uint32_t level;
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int32_t bounds[3];
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uint32_t pad;
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};
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VoxelGiDebugShaderRD voxel_gi_debug_shader;
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RID voxel_gi_debug_shader_version;
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RID voxel_gi_debug_shader_version_shaders[VOXEL_GI_DEBUG_MAX];
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PipelineCacheRD voxel_gi_debug_shader_version_pipelines[VOXEL_GI_DEBUG_MAX];
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RID voxel_gi_debug_uniform_set;
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/* SDFGI */
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struct SDFGIShader {
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enum SDFGIPreprocessShaderVersion {
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PRE_PROCESS_SCROLL,
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PRE_PROCESS_SCROLL_OCCLUSION,
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PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
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PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
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PRE_PROCESS_JUMP_FLOOD,
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PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
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PRE_PROCESS_JUMP_FLOOD_UPSCALE,
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PRE_PROCESS_OCCLUSION,
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PRE_PROCESS_STORE,
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PRE_PROCESS_MAX
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};
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struct PreprocessPushConstant {
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int32_t scroll[3];
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int32_t grid_size;
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int32_t probe_offset[3];
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int32_t step_size;
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int32_t half_size;
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uint32_t occlusion_index;
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int32_t cascade;
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uint32_t pad;
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};
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SdfgiPreprocessShaderRD preprocess;
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RID preprocess_shader;
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RID preprocess_pipeline[PRE_PROCESS_MAX];
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struct DebugPushConstant {
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float grid_size[3];
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uint32_t max_cascades;
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int32_t screen_size[2];
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uint32_t use_occlusion;
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float y_mult;
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float cam_extent[3];
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uint32_t probe_axis_size;
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float cam_transform[16];
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};
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SdfgiDebugShaderRD debug;
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RID debug_shader;
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RID debug_shader_version;
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RID debug_pipeline;
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enum ProbeDebugMode {
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PROBE_DEBUG_PROBES,
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PROBE_DEBUG_VISIBILITY,
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PROBE_DEBUG_MAX
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};
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struct DebugProbesPushConstant {
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float projection[16];
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uint32_t band_power;
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uint32_t sections_in_band;
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uint32_t band_mask;
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float section_arc;
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float grid_size[3];
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uint32_t cascade;
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uint32_t pad;
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float y_mult;
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int32_t probe_debug_index;
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int32_t probe_axis_size;
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};
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SdfgiDebugProbesShaderRD debug_probes;
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RID debug_probes_shader;
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RID debug_probes_shader_version;
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PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
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struct Light {
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float color[3];
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float energy;
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float direction[3];
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uint32_t has_shadow;
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float position[3];
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float attenuation;
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uint32_t type;
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float cos_spot_angle;
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float inv_spot_attenuation;
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float radius;
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float shadow_color[4];
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};
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struct DirectLightPushConstant {
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float grid_size[3];
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uint32_t max_cascades;
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uint32_t cascade;
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uint32_t light_count;
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uint32_t process_offset;
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uint32_t process_increment;
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int32_t probe_axis_size;
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float bounce_feedback;
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float y_mult;
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uint32_t use_occlusion;
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};
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enum {
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DIRECT_LIGHT_MODE_STATIC,
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DIRECT_LIGHT_MODE_DYNAMIC,
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DIRECT_LIGHT_MODE_MAX
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};
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SdfgiDirectLightShaderRD direct_light;
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RID direct_light_shader;
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RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
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enum {
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INTEGRATE_MODE_PROCESS,
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INTEGRATE_MODE_STORE,
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INTEGRATE_MODE_SCROLL,
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INTEGRATE_MODE_SCROLL_STORE,
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INTEGRATE_MODE_MAX
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};
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struct IntegratePushConstant {
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enum {
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SKY_MODE_DISABLED,
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SKY_MODE_COLOR,
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SKY_MODE_SKY,
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};
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float grid_size[3];
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uint32_t max_cascades;
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uint32_t probe_axis_size;
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uint32_t cascade;
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uint32_t history_index;
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uint32_t history_size;
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uint32_t ray_count;
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float ray_bias;
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int32_t image_size[2];
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int32_t world_offset[3];
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uint32_t sky_mode;
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int32_t scroll[3];
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float sky_energy;
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float sky_color[3];
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float y_mult;
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uint32_t store_ambient_texture;
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uint32_t pad[3];
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};
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SdfgiIntegrateShaderRD integrate;
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RID integrate_shader;
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RID integrate_pipeline[INTEGRATE_MODE_MAX];
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RID integrate_default_sky_uniform_set;
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} sdfgi_shader;
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public:
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/* VOXEL_GI INSTANCE */
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//@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself.
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struct VoxelGIInstance {
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// access to our containers
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RendererStorageRD *storage;
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RendererSceneGIRD *gi;
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RID probe;
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RID texture;
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RID write_buffer;
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struct Mipmap {
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RID texture;
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RID uniform_set;
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RID second_bounce_uniform_set;
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RID write_uniform_set;
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uint32_t level;
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uint32_t cell_offset;
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uint32_t cell_count;
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};
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Vector<Mipmap> mipmaps;
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struct DynamicMap {
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RID texture; //color normally, or emission on first pass
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RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
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RID depth; //actual depth buffer for the first pass, float depth for later passes
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RID normal; //normal buffer for the first pass
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RID albedo; //emission buffer for the first pass
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RID orm; //orm buffer for the first pass
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RID fb; //used for rendering, only valid on first map
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RID uniform_set;
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uint32_t size;
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int mipmap; // mipmap to write to, -1 if no mipmap assigned
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};
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Vector<DynamicMap> dynamic_maps;
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int slot = -1;
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uint32_t last_probe_version = 0;
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uint32_t last_probe_data_version = 0;
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//uint64_t last_pass = 0;
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uint32_t render_index = 0;
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bool has_dynamic_object_data = false;
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Transform3D transform;
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void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
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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);
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};
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mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
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_FORCE_INLINE_ VoxelGIInstance *get_probe_instance(RID p_probe) const {
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return voxel_gi_instance_owner.getornull(p_probe);
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};
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_FORCE_INLINE_ RID voxel_gi_instance_get_texture(RID p_probe) {
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VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
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ERR_FAIL_COND_V(!voxel_gi, RID());
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return voxel_gi->texture;
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};
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RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_HIGH;
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/* SDFGI */
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struct SDFGI {
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enum {
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MAX_CASCADES = 8,
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CASCADE_SIZE = 128,
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PROBE_DIVISOR = 16,
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ANISOTROPY_SIZE = 6,
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MAX_DYNAMIC_LIGHTS = 128,
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MAX_STATIC_LIGHTS = 1024,
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LIGHTPROBE_OCT_SIZE = 6,
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SH_SIZE = 16
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};
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struct Cascade {
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struct UBO {
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float offset[3];
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float to_cell;
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int32_t probe_offset[3];
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uint32_t pad;
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};
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//cascade blocks are full-size for volume (128^3), half size for albedo/emission
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RID sdf_tex;
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RID light_tex;
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RID light_aniso_0_tex;
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RID light_aniso_1_tex;
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RID light_data;
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RID light_aniso_0_data;
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RID light_aniso_1_data;
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struct SolidCell { // this struct is unused, but remains as reference for size
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uint32_t position;
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uint32_t albedo;
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uint32_t static_light;
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uint32_t static_light_aniso;
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};
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RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch
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RID solid_cell_buffer;
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RID lightprobe_history_tex;
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RID lightprobe_average_tex;
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float cell_size;
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Vector3i position;
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static const Vector3i DIRTY_ALL;
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Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
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RID sdf_store_uniform_set;
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RID sdf_direct_light_uniform_set;
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RID scroll_uniform_set;
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RID scroll_occlusion_uniform_set;
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RID integrate_uniform_set;
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RID lights_buffer;
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bool all_dynamic_lights_dirty = true;
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};
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// access to our containers
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RendererStorageRD *storage;
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RendererSceneGIRD *gi;
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// used for rendering (voxelization)
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RID render_albedo;
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RID render_emission;
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RID render_emission_aniso;
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RID render_occlusion[8];
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RID render_geom_facing;
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RID render_sdf[2];
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RID render_sdf_half[2];
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// used for ping pong processing in cascades
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RID sdf_initialize_uniform_set;
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RID sdf_initialize_half_uniform_set;
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RID jump_flood_uniform_set[2];
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RID jump_flood_half_uniform_set[2];
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RID sdf_upscale_uniform_set;
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int upscale_jfa_uniform_set_index;
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RID occlusion_uniform_set;
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uint32_t cascade_size = 128;
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LocalVector<Cascade> cascades;
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RID lightprobe_texture;
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RID lightprobe_data;
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RID occlusion_texture;
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RID occlusion_data;
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RID ambient_texture; //integrates with volumetric fog
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RID lightprobe_history_scroll; //used for scrolling lightprobes
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RID lightprobe_average_scroll; //used for scrolling lightprobes
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uint32_t history_size = 0;
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float solid_cell_ratio = 0;
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uint32_t solid_cell_count = 0;
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RS::EnvironmentSDFGICascades cascade_mode;
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float min_cell_size = 0;
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uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
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RID debug_uniform_set;
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RID debug_probes_uniform_set;
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RID cascades_ubo;
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bool uses_occlusion = false;
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float bounce_feedback = 0.0;
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bool reads_sky = false;
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float energy = 1.0;
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float normal_bias = 1.1;
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float probe_bias = 1.1;
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RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED;
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float y_mult = 1.0;
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uint32_t render_pass = 0;
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int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
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RID integrate_sky_uniform_set;
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void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi);
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void erase();
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void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position);
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void update_light();
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void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky);
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void store_probes();
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int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
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void update_cascades();
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void debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture);
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void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
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void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render);
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void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
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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);
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};
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RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
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RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
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RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
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float sdfgi_solid_cell_ratio = 0.25;
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Vector3 sdfgi_debug_probe_pos;
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Vector3 sdfgi_debug_probe_dir;
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bool sdfgi_debug_probe_enabled = false;
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Vector3i sdfgi_debug_probe_index;
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/* SDFGI UPDATE */
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int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
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/* GI */
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enum {
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MAX_VOXEL_GI_INSTANCES = 8
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};
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// Struct for use in render buffer
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struct RenderBuffersGI {
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RID voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
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RID voxel_gi_buffer;
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RID full_buffer;
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RID full_dispatch;
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RID full_mask;
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RID uniform_set;
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bool using_half_size_gi = false;
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};
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struct SDFGIData {
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float grid_size[3];
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uint32_t max_cascades;
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uint32_t use_occlusion;
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int32_t probe_axis_size;
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float probe_to_uvw;
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float normal_bias;
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float lightprobe_tex_pixel_size[3];
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float energy;
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float lightprobe_uv_offset[3];
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float y_mult;
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float occlusion_clamp[3];
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uint32_t pad3;
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float occlusion_renormalize[3];
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uint32_t pad4;
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|
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float cascade_probe_size[3];
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uint32_t pad5;
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struct ProbeCascadeData {
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float position[3]; //offset of (0,0,0) in world coordinates
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float to_probe; // 1/bounds * grid_size
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int32_t probe_world_offset[3];
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float to_cell; // 1/bounds * grid_size
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};
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|
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ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
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};
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struct VoxelGIData {
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float xform[16];
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float bounds[3];
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float dynamic_range;
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|
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float bias;
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|
float normal_bias;
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|
uint32_t blend_ambient;
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|
uint32_t texture_slot;
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|
|
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uint32_t pad0;
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|
uint32_t pad1;
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|
uint32_t pad2;
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|
uint32_t mipmaps;
|
|
};
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|
|
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struct PushConstant {
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|
int32_t screen_size[2];
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|
float z_near;
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|
float z_far;
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|
|
|
float proj_info[4];
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|
float ao_color[3];
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|
uint32_t max_voxel_gi_instances;
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|
|
|
uint32_t high_quality_vct;
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|
uint32_t orthogonal;
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|
uint32_t pad[2];
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|
|
|
float cam_rotation[12];
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|
};
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|
|
|
RID sdfgi_ubo;
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|
enum Mode {
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MODE_VOXEL_GI,
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|
MODE_SDFGI,
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|
MODE_COMBINED,
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|
MODE_HALF_RES_VOXEL_GI,
|
|
MODE_HALF_RES_SDFGI,
|
|
MODE_HALF_RES_COMBINED,
|
|
MODE_MAX
|
|
};
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|
|
|
RID default_voxel_gi_buffer;
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|
|
|
bool half_resolution = false;
|
|
GiShaderRD shader;
|
|
RID shader_version;
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|
RID pipelines[MODE_MAX];
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|
|
|
RendererSceneGIRD();
|
|
~RendererSceneGIRD();
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|
|
|
void init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky);
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|
void free();
|
|
|
|
SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
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|
|
|
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);
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|
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);
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|
|
|
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);
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|
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);
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|
};
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#endif /* !RENDERING_SERVER_SCENE_GI_RD_H */
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