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- /**************************************************************************/
- /* renderer_scene_cull.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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_CULL_H
- #define RENDERER_SCENE_CULL_H
- #include "core/math/dynamic_bvh.h"
- #include "core/templates/bin_sorted_array.h"
- #include "core/templates/local_vector.h"
- #include "core/templates/paged_allocator.h"
- #include "core/templates/paged_array.h"
- #include "core/templates/pass_func.h"
- #include "core/templates/rid_owner.h"
- #include "core/templates/self_list.h"
- #include "servers/rendering/renderer_scene_occlusion_cull.h"
- #include "servers/rendering/renderer_scene_render.h"
- #include "servers/rendering/rendering_method.h"
- #include "servers/rendering/rendering_server_globals.h"
- #include "servers/rendering/storage/utilities.h"
- #ifndef _3D_DISABLED
- #include "servers/xr/xr_interface.h"
- #endif // _3D_DISABLED
- class RenderingLightCuller;
- class RendererSceneCull : public RenderingMethod {
- public:
- RendererSceneRender *scene_render = nullptr;
- enum {
- SDFGI_MAX_CASCADES = 8,
- SDFGI_MAX_REGIONS_PER_CASCADE = 3,
- MAX_INSTANCE_PAIRS = 32,
- MAX_UPDATE_SHADOWS = 512
- };
- uint64_t render_pass;
- static RendererSceneCull *singleton;
- /* CAMERA API */
- struct Camera {
- enum Type {
- PERSPECTIVE,
- ORTHOGONAL,
- FRUSTUM
- };
- Type type;
- float fov;
- float znear, zfar;
- float size;
- Vector2 offset;
- uint32_t visible_layers;
- bool vaspect;
- RID env;
- RID attributes;
- RID compositor;
- Transform3D transform;
- Camera() {
- visible_layers = 0xFFFFFFFF;
- fov = 75;
- type = PERSPECTIVE;
- znear = 0.05;
- zfar = 4000;
- size = 1.0;
- offset = Vector2();
- vaspect = false;
- }
- };
- mutable RID_Owner<Camera, true> camera_owner;
- virtual RID camera_allocate();
- virtual void camera_initialize(RID p_rid);
- virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
- virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
- virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
- virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform);
- virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
- virtual void camera_set_environment(RID p_camera, RID p_env);
- virtual void camera_set_camera_attributes(RID p_camera, RID p_attributes);
- virtual void camera_set_compositor(RID p_camera, RID p_compositor);
- virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
- virtual bool is_camera(RID p_camera) const;
- /* OCCLUDER API */
- virtual RID occluder_allocate();
- virtual void occluder_initialize(RID p_occluder);
- virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
- /* VISIBILITY NOTIFIER API */
- RendererSceneOcclusionCull *dummy_occlusion_culling = nullptr;
- /* SCENARIO API */
- struct Instance;
- struct PlaneSign {
- _ALWAYS_INLINE_ PlaneSign() {}
- _ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
- if (p_plane.normal.x > 0) {
- signs[0] = 0;
- } else {
- signs[0] = 3;
- }
- if (p_plane.normal.y > 0) {
- signs[1] = 1;
- } else {
- signs[1] = 4;
- }
- if (p_plane.normal.z > 0) {
- signs[2] = 2;
- } else {
- signs[2] = 5;
- }
- }
- uint32_t signs[3];
- };
- struct Frustum {
- Vector<Plane> planes;
- Vector<PlaneSign> plane_signs;
- const Plane *planes_ptr;
- const PlaneSign *plane_signs_ptr;
- uint32_t plane_count;
- _ALWAYS_INLINE_ Frustum() {}
- _ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
- planes = p_frustum.planes;
- plane_signs = p_frustum.plane_signs;
- planes_ptr = planes.ptr();
- plane_signs_ptr = plane_signs.ptr();
- plane_count = p_frustum.plane_count;
- }
- _ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
- planes = p_frustum.planes;
- plane_signs = p_frustum.plane_signs;
- planes_ptr = planes.ptr();
- plane_signs_ptr = plane_signs.ptr();
- plane_count = p_frustum.plane_count;
- }
- _ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
- planes = p_planes;
- planes_ptr = planes.ptrw();
- plane_count = planes.size();
- for (int i = 0; i < planes.size(); i++) {
- PlaneSign ps(p_planes[i]);
- plane_signs.push_back(ps);
- }
- plane_signs_ptr = plane_signs.ptr();
- }
- };
- struct InstanceBounds {
- // Efficiently store instance bounds.
- // Because bounds checking is performed first,
- // keep it separated from data.
- real_t bounds[6];
- _ALWAYS_INLINE_ InstanceBounds() {}
- _ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
- bounds[0] = p_aabb.position.x;
- bounds[1] = p_aabb.position.y;
- bounds[2] = p_aabb.position.z;
- bounds[3] = p_aabb.position.x + p_aabb.size.x;
- bounds[4] = p_aabb.position.y + p_aabb.size.y;
- bounds[5] = p_aabb.position.z + p_aabb.size.z;
- }
- _ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
- // This is not a full SAT check and the possibility of false positives exist,
- // but the tradeoff vs performance is still very good.
- for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
- Vector3 min(
- bounds[p_frustum.plane_signs_ptr[i].signs[0]],
- bounds[p_frustum.plane_signs_ptr[i].signs[1]],
- bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
- if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
- return false;
- }
- }
- return true;
- }
- _ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
- Vector3 end = p_aabb.position + p_aabb.size;
- if (bounds[0] >= end.x) {
- return false;
- }
- if (bounds[3] <= p_aabb.position.x) {
- return false;
- }
- if (bounds[1] >= end.y) {
- return false;
- }
- if (bounds[4] <= p_aabb.position.y) {
- return false;
- }
- if (bounds[2] >= end.z) {
- return false;
- }
- if (bounds[5] <= p_aabb.position.z) {
- return false;
- }
- return true;
- }
- };
- struct InstanceVisibilityNotifierData;
- struct InstanceData {
- // Store instance pointer as well as common instance processing information,
- // to make processing more cache friendly.
- enum Flags {
- FLAG_BASE_TYPE_MASK = 0xFF,
- FLAG_CAST_SHADOWS = (1 << 8),
- FLAG_CAST_SHADOWS_ONLY = (1 << 9),
- FLAG_REDRAW_IF_VISIBLE = (1 << 10),
- FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
- FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
- FLAG_GEOM_DECAL_DIRTY = (1 << 13),
- FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14),
- FLAG_LIGHTMAP_CAPTURE = (1 << 15),
- FLAG_USES_BAKED_LIGHT = (1 << 16),
- FLAG_USES_MESH_INSTANCE = (1 << 17),
- FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
- FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19),
- FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags
- FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20),
- FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21),
- FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN = (1 << 22),
- FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 23),
- FLAG_IGNORE_ALL_CULLING = (1 << 24),
- };
- uint32_t flags = 0;
- uint32_t layer_mask = 0; //for fast layer-mask discard
- RID base_rid;
- union {
- uint64_t instance_data_rid;
- RenderGeometryInstance *instance_geometry;
- InstanceVisibilityNotifierData *visibility_notifier = nullptr;
- };
- Instance *instance = nullptr;
- int32_t parent_array_index = -1;
- int32_t visibility_index = -1;
- // Each time occlusion culling determines an instance is visible,
- // set this to occlusion_frame plus some delay.
- // Once the timeout is reached, allow the instance to be occlusion culled.
- // This creates a delay for occlusion culling, which prevents flickering
- // when jittering the raster occlusion projection.
- uint64_t occlusion_timeout = 0;
- };
- struct InstanceVisibilityData {
- uint64_t viewport_state = 0;
- int32_t array_index = -1;
- RS::VisibilityRangeFadeMode fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
- Vector3 position;
- Instance *instance = nullptr;
- float range_begin = 0.0f;
- float range_end = 0.0f;
- float range_begin_margin = 0.0f;
- float range_end_margin = 0.0f;
- float children_fade_alpha = 1.0f;
- };
- class VisibilityArray : public BinSortedArray<InstanceVisibilityData> {
- _FORCE_INLINE_ virtual void _update_idx(InstanceVisibilityData &r_element, uint64_t p_idx) {
- r_element.instance->visibility_index = p_idx;
- if (r_element.instance->scenario && r_element.instance->array_index != -1) {
- r_element.instance->scenario->instance_data[r_element.instance->array_index].visibility_index = p_idx;
- }
- }
- };
- PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
- PagedArrayPool<InstanceData> instance_data_page_pool;
- PagedArrayPool<InstanceVisibilityData> instance_visibility_data_page_pool;
- struct Scenario {
- enum IndexerType {
- INDEXER_GEOMETRY, //for geometry
- INDEXER_VOLUMES, //for everything else
- INDEXER_MAX
- };
- DynamicBVH indexers[INDEXER_MAX];
- RID self;
- List<Instance *> directional_lights;
- RID environment;
- RID fallback_environment;
- RID camera_attributes;
- RID compositor;
- RID reflection_probe_shadow_atlas;
- RID reflection_atlas;
- uint64_t used_viewport_visibility_bits;
- HashMap<RID, uint64_t> viewport_visibility_masks;
- SelfList<Instance>::List instances;
- LocalVector<RID> dynamic_lights;
- PagedArray<InstanceBounds> instance_aabbs;
- PagedArray<InstanceData> instance_data;
- VisibilityArray instance_visibility;
- Scenario() {
- indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
- indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
- used_viewport_visibility_bits = 0;
- }
- };
- int indexer_update_iterations = 0;
- mutable RID_Owner<Scenario, true> scenario_owner;
- static void _instance_pair(Instance *p_A, Instance *p_B);
- static void _instance_unpair(Instance *p_A, Instance *p_B);
- void _instance_update_mesh_instance(Instance *p_instance);
- virtual RID scenario_allocate();
- virtual void scenario_initialize(RID p_rid);
- virtual void scenario_set_environment(RID p_scenario, RID p_environment);
- virtual void scenario_set_camera_attributes(RID p_scenario, RID p_attributes);
- virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
- virtual void scenario_set_compositor(RID p_scenario, RID p_compositor);
- virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
- virtual bool is_scenario(RID p_scenario) const;
- virtual RID scenario_get_environment(RID p_scenario);
- virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport);
- virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport);
- /* INSTANCING API */
- struct InstancePair {
- Instance *a = nullptr;
- Instance *b = nullptr;
- SelfList<InstancePair> list_a;
- SelfList<InstancePair> list_b;
- InstancePair() :
- list_a(this), list_b(this) {}
- };
- PagedAllocator<InstancePair> pair_allocator;
- struct InstanceBaseData {
- virtual ~InstanceBaseData() {}
- };
- struct Instance {
- RS::InstanceType base_type;
- RID base;
- RID skeleton;
- RID material_override;
- RID material_overlay;
- RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
- Transform3D transform;
- float lod_bias;
- bool ignore_occlusion_culling;
- bool ignore_all_culling;
- Vector<RID> materials;
- RS::ShadowCastingSetting cast_shadows;
- uint32_t layer_mask;
- //fit in 32 bits
- bool mirror : 8;
- bool receive_shadows : 8;
- bool visible : 8;
- bool baked_light : 2; //this flag is only to know if it actually did use baked light
- bool dynamic_gi : 2; //same above for dynamic objects
- bool redraw_if_visible : 4;
- Instance *lightmap = nullptr;
- Rect2 lightmap_uv_scale;
- int lightmap_slice_index;
- uint32_t lightmap_cull_index;
- Vector<Color> lightmap_sh; //spherical harmonic
- AABB aabb;
- AABB transformed_aabb;
- AABB prev_transformed_aabb;
- struct InstanceShaderParameter {
- int32_t index = -1;
- Variant value;
- Variant default_value;
- PropertyInfo info;
- };
- HashMap<StringName, InstanceShaderParameter> instance_shader_uniforms;
- bool instance_allocated_shader_uniforms = false;
- int32_t instance_allocated_shader_uniforms_offset = -1;
- //
- RID self;
- //scenario stuff
- DynamicBVH::ID indexer_id;
- int32_t array_index = -1;
- int32_t visibility_index = -1;
- float visibility_range_begin = 0.0f;
- float visibility_range_end = 0.0f;
- float visibility_range_begin_margin = 0.0f;
- float visibility_range_end_margin = 0.0f;
- RS::VisibilityRangeFadeMode visibility_range_fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
- Instance *visibility_parent = nullptr;
- HashSet<Instance *> visibility_dependencies;
- uint32_t visibility_dependencies_depth = 0;
- float transparency = 0.0f;
- Scenario *scenario = nullptr;
- SelfList<Instance> scenario_item;
- //aabb stuff
- bool update_aabb;
- bool update_dependencies;
- SelfList<Instance> update_item;
- AABB *custom_aabb = nullptr; // <Zylann> would using aabb directly with a bool be better?
- float extra_margin;
- ObjectID object_id;
- // sorting
- float sorting_offset = 0.0;
- bool use_aabb_center = true;
- Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
- uint64_t last_frame_pass;
- uint64_t version; // changes to this, and changes to base increase version
- InstanceBaseData *base_data = nullptr;
- SelfList<InstancePair>::List pairs;
- uint64_t pair_check;
- DependencyTracker dependency_tracker;
- static void dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *tracker) {
- Instance *instance = (Instance *)tracker->userdata;
- switch (p_notification) {
- case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA:
- case Dependency::DEPENDENCY_CHANGED_SKELETON_BONES:
- case Dependency::DEPENDENCY_CHANGED_AABB: {
- singleton->_instance_queue_update(instance, true, false);
- } break;
- case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
- case Dependency::DEPENDENCY_CHANGED_MATERIAL: {
- singleton->_instance_queue_update(instance, false, true);
- } break;
- case Dependency::DEPENDENCY_CHANGED_MESH:
- case Dependency::DEPENDENCY_CHANGED_PARTICLES:
- case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
- case Dependency::DEPENDENCY_CHANGED_DECAL:
- case Dependency::DEPENDENCY_CHANGED_LIGHT:
- case Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
- singleton->_instance_queue_update(instance, true, true);
- } break;
- case Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: {
- //requires repairing
- if (instance->indexer_id.is_valid()) {
- singleton->_unpair_instance(instance);
- singleton->_instance_queue_update(instance, true, true);
- }
- } break;
- default: {
- // Ignored notifications.
- } break;
- }
- }
- static void dependency_deleted(const RID &p_dependency, DependencyTracker *tracker) {
- Instance *instance = (Instance *)tracker->userdata;
- if (p_dependency == instance->base) {
- singleton->instance_set_base(instance->self, RID());
- } else if (p_dependency == instance->skeleton) {
- singleton->instance_attach_skeleton(instance->self, RID());
- } else {
- // It's possible the same material is used in multiple slots,
- // so we check whether we need to clear them all.
- if (p_dependency == instance->material_override) {
- singleton->instance_geometry_set_material_override(instance->self, RID());
- }
- if (p_dependency == instance->material_overlay) {
- singleton->instance_geometry_set_material_overlay(instance->self, RID());
- }
- for (int i = 0; i < instance->materials.size(); i++) {
- if (p_dependency == instance->materials[i]) {
- singleton->instance_set_surface_override_material(instance->self, i, RID());
- }
- }
- if (instance->base_type == RS::INSTANCE_PARTICLES) {
- RID particle_material = RSG::particles_storage->particles_get_process_material(instance->base);
- if (p_dependency == particle_material) {
- RSG::particles_storage->particles_set_process_material(instance->base, RID());
- }
- }
- // Even if no change is made we still need to call `_instance_queue_update`.
- // This dependency could also be a result of the freed material being used
- // by the mesh this mesh instance uses.
- singleton->_instance_queue_update(instance, false, true);
- }
- }
- Instance() :
- scenario_item(this),
- update_item(this) {
- base_type = RS::INSTANCE_NONE;
- cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
- receive_shadows = true;
- visible = true;
- layer_mask = 1;
- baked_light = true;
- dynamic_gi = false;
- redraw_if_visible = false;
- lightmap_slice_index = 0;
- lightmap = nullptr;
- lightmap_cull_index = 0;
- lod_bias = 1.0;
- ignore_occlusion_culling = false;
- ignore_all_culling = false;
- scenario = nullptr;
- update_aabb = false;
- update_dependencies = false;
- extra_margin = 0;
- visible = true;
- visibility_range_begin = 0;
- visibility_range_end = 0;
- visibility_range_begin_margin = 0;
- visibility_range_end_margin = 0;
- last_frame_pass = 0;
- version = 1;
- base_data = nullptr;
- custom_aabb = nullptr;
- pair_check = 0;
- array_index = -1;
- dependency_tracker.userdata = this;
- dependency_tracker.changed_callback = dependency_changed;
- dependency_tracker.deleted_callback = dependency_deleted;
- }
- ~Instance() {
- if (base_data) {
- memdelete(base_data);
- }
- if (custom_aabb) {
- memdelete(custom_aabb);
- }
- }
- };
- SelfList<Instance>::List _instance_update_list;
- void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
- struct InstanceGeometryData : public InstanceBaseData {
- RenderGeometryInstance *geometry_instance = nullptr;
- HashSet<Instance *> lights;
- bool can_cast_shadows;
- bool material_is_animated;
- uint32_t projector_count = 0;
- uint32_t softshadow_count = 0;
- HashSet<Instance *> decals;
- HashSet<Instance *> reflection_probes;
- HashSet<Instance *> voxel_gi_instances;
- HashSet<Instance *> lightmap_captures;
- InstanceGeometryData() {
- can_cast_shadows = true;
- material_is_animated = true;
- }
- };
- struct InstanceReflectionProbeData : public InstanceBaseData {
- Instance *owner = nullptr;
- HashSet<Instance *> geometries;
- RID instance;
- SelfList<InstanceReflectionProbeData> update_list;
- int render_step;
- InstanceReflectionProbeData() :
- update_list(this) {
- render_step = -1;
- }
- };
- struct InstanceDecalData : public InstanceBaseData {
- Instance *owner = nullptr;
- RID instance;
- HashSet<Instance *> geometries;
- InstanceDecalData() {
- }
- };
- SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
- struct InstanceParticlesCollisionData : public InstanceBaseData {
- RID instance;
- };
- struct InstanceFogVolumeData : public InstanceBaseData {
- RID instance;
- bool is_global;
- };
- struct InstanceVisibilityNotifierData : public InstanceBaseData {
- bool just_visible = false;
- uint64_t visible_in_frame = 0;
- RID base;
- SelfList<InstanceVisibilityNotifierData> list_element;
- InstanceVisibilityNotifierData() :
- list_element(this) {}
- };
- SpinLock visible_notifier_list_lock;
- SelfList<InstanceVisibilityNotifierData>::List visible_notifier_list;
- struct InstanceLightData : public InstanceBaseData {
- RID instance;
- uint64_t last_version;
- List<Instance *>::Element *D; // directional light in scenario
- bool uses_projector = false;
- bool uses_softshadow = false;
- HashSet<Instance *> geometries;
- Instance *baked_light = nullptr;
- RS::LightBakeMode bake_mode;
- uint32_t max_sdfgi_cascade = 2;
- private:
- // Instead of a single dirty flag, we maintain a count
- // so that we can detect lights that are being made dirty
- // each frame, and switch on tighter caster culling.
- int32_t shadow_dirty_count;
- uint32_t light_update_frame_id;
- bool light_intersects_multiple_cameras;
- uint32_t light_intersects_multiple_cameras_timeout_frame_id;
- public:
- bool is_shadow_dirty() const { return shadow_dirty_count != 0; }
- void make_shadow_dirty() { shadow_dirty_count = light_intersects_multiple_cameras ? 1 : 2; }
- void detect_light_intersects_multiple_cameras(uint32_t p_frame_id) {
- // We need to detect the case where shadow updates are occurring
- // more than once per frame. In this case, we need to turn off
- // tighter caster culling, so situation reverts to one full shadow update
- // per frame (light_intersects_multiple_cameras is set).
- if (p_frame_id == light_update_frame_id) {
- light_intersects_multiple_cameras = true;
- light_intersects_multiple_cameras_timeout_frame_id = p_frame_id + 60;
- } else {
- // When shadow_volume_intersects_multiple_cameras is set, we
- // want to detect the situation this is no longer the case, via a timeout.
- // The system can go back to tighter caster culling in this situation.
- // Having a long-ish timeout prevents rapid cycling.
- if (light_intersects_multiple_cameras && (p_frame_id >= light_intersects_multiple_cameras_timeout_frame_id)) {
- light_intersects_multiple_cameras = false;
- light_intersects_multiple_cameras_timeout_frame_id = UINT32_MAX;
- }
- }
- light_update_frame_id = p_frame_id;
- }
- void decrement_shadow_dirty() {
- shadow_dirty_count--;
- DEV_ASSERT(shadow_dirty_count >= 0);
- }
- // Shadow updates can either full (everything in the shadow volume)
- // or closely culled to the camera frustum.
- bool is_shadow_update_full() const { return shadow_dirty_count == 0; }
- InstanceLightData() {
- bake_mode = RS::LIGHT_BAKE_DISABLED;
- D = nullptr;
- last_version = 0;
- baked_light = nullptr;
- shadow_dirty_count = 1;
- light_update_frame_id = UINT32_MAX;
- light_intersects_multiple_cameras_timeout_frame_id = UINT32_MAX;
- light_intersects_multiple_cameras = false;
- }
- };
- struct InstanceVoxelGIData : public InstanceBaseData {
- Instance *owner = nullptr;
- HashSet<Instance *> geometries;
- HashSet<Instance *> dynamic_geometries;
- HashSet<Instance *> lights;
- struct LightCache {
- RS::LightType type;
- Transform3D transform;
- Color color;
- float energy;
- float intensity;
- float bake_energy;
- float radius;
- float attenuation;
- float spot_angle;
- float spot_attenuation;
- bool has_shadow;
- RS::LightDirectionalSkyMode sky_mode;
- };
- Vector<LightCache> light_cache;
- Vector<RID> light_instances;
- RID probe_instance;
- bool invalid;
- uint32_t base_version;
- SelfList<InstanceVoxelGIData> update_element;
- InstanceVoxelGIData() :
- update_element(this) {
- invalid = true;
- base_version = 0;
- }
- };
- SelfList<InstanceVoxelGIData>::List voxel_gi_update_list;
- struct InstanceLightmapData : public InstanceBaseData {
- RID instance;
- HashSet<Instance *> geometries;
- HashSet<Instance *> users;
- InstanceLightmapData() {
- }
- };
- uint64_t pair_pass = 1;
- struct PairInstances {
- Instance *instance = nullptr;
- PagedAllocator<InstancePair> *pair_allocator = nullptr;
- SelfList<InstancePair>::List pairs_found;
- DynamicBVH *bvh = nullptr;
- DynamicBVH *bvh2 = nullptr; //some may need to cull in two
- uint32_t pair_mask;
- uint64_t pair_pass;
- uint32_t cull_mask = 0xFFFFFFFF; // Needed for decals and lights in the mobile and compatibility renderers.
- _FORCE_INLINE_ bool operator()(void *p_data) {
- Instance *p_instance = (Instance *)p_data;
- if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type)) && (cull_mask & p_instance->layer_mask)) {
- //test is more coarse in indexer
- p_instance->pair_check = pair_pass;
- InstancePair *pair = pair_allocator->alloc();
- pair->a = instance;
- pair->b = p_instance;
- pairs_found.add(&pair->list_a);
- }
- return false;
- }
- void pair() {
- if (bvh) {
- bvh->aabb_query(instance->transformed_aabb, *this);
- }
- if (bvh2) {
- bvh2->aabb_query(instance->transformed_aabb, *this);
- }
- while (instance->pairs.first()) {
- InstancePair *pair = instance->pairs.first()->self();
- Instance *other_instance = instance == pair->a ? pair->b : pair->a;
- if (other_instance->pair_check != pair_pass) {
- //unpaired
- _instance_unpair(instance, other_instance);
- } else {
- //kept
- other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones
- }
- pair_allocator->free(pair);
- }
- while (pairs_found.first()) {
- InstancePair *pair = pairs_found.first()->self();
- pairs_found.remove(pairs_found.first());
- if (pair->b->pair_check == pair_pass) {
- //paired
- _instance_pair(instance, pair->b);
- }
- pair->a->pairs.add(&pair->list_a);
- pair->b->pairs.add(&pair->list_b);
- }
- }
- };
- HashSet<Instance *> heightfield_particle_colliders_update_list;
- PagedArrayPool<Instance *> instance_cull_page_pool;
- PagedArrayPool<RenderGeometryInstance *> geometry_instance_cull_page_pool;
- PagedArrayPool<RID> rid_cull_page_pool;
- PagedArray<Instance *> instance_cull_result;
- PagedArray<Instance *> instance_shadow_cull_result;
- struct InstanceCullResult {
- PagedArray<RenderGeometryInstance *> geometry_instances;
- PagedArray<Instance *> lights;
- PagedArray<RID> light_instances;
- PagedArray<RID> lightmaps;
- PagedArray<RID> reflections;
- PagedArray<RID> decals;
- PagedArray<RID> voxel_gi_instances;
- PagedArray<RID> mesh_instances;
- PagedArray<RID> fog_volumes;
- struct DirectionalShadow {
- PagedArray<RenderGeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
- } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
- PagedArray<RenderGeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
- PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
- void clear() {
- geometry_instances.clear();
- lights.clear();
- light_instances.clear();
- lightmaps.clear();
- reflections.clear();
- decals.clear();
- voxel_gi_instances.clear();
- mesh_instances.clear();
- fog_volumes.clear();
- for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
- for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
- directional_shadows[i].cascade_geometry_instances[j].clear();
- }
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
- sdfgi_region_geometry_instances[i].clear();
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- sdfgi_cascade_lights[i].clear();
- }
- }
- void reset() {
- geometry_instances.reset();
- lights.reset();
- light_instances.reset();
- lightmaps.reset();
- reflections.reset();
- decals.reset();
- voxel_gi_instances.reset();
- mesh_instances.reset();
- fog_volumes.reset();
- for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
- for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
- directional_shadows[i].cascade_geometry_instances[j].reset();
- }
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
- sdfgi_region_geometry_instances[i].reset();
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- sdfgi_cascade_lights[i].reset();
- }
- }
- void append_from(InstanceCullResult &p_cull_result) {
- geometry_instances.merge_unordered(p_cull_result.geometry_instances);
- lights.merge_unordered(p_cull_result.lights);
- light_instances.merge_unordered(p_cull_result.light_instances);
- lightmaps.merge_unordered(p_cull_result.lightmaps);
- reflections.merge_unordered(p_cull_result.reflections);
- decals.merge_unordered(p_cull_result.decals);
- voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances);
- mesh_instances.merge_unordered(p_cull_result.mesh_instances);
- fog_volumes.merge_unordered(p_cull_result.fog_volumes);
- for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
- for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
- directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
- }
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
- sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
- }
- }
- void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RenderGeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
- geometry_instances.set_page_pool(p_geometry_instance_pool);
- light_instances.set_page_pool(p_rid_pool);
- lights.set_page_pool(p_instance_pool);
- lightmaps.set_page_pool(p_rid_pool);
- reflections.set_page_pool(p_rid_pool);
- decals.set_page_pool(p_rid_pool);
- voxel_gi_instances.set_page_pool(p_rid_pool);
- mesh_instances.set_page_pool(p_rid_pool);
- fog_volumes.set_page_pool(p_rid_pool);
- for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
- for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
- directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
- }
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
- sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
- }
- }
- };
- InstanceCullResult scene_cull_result;
- LocalVector<InstanceCullResult> scene_cull_result_threads;
- RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
- uint32_t max_shadows_used = 0;
- RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
- RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data;
- uint32_t thread_cull_threshold = 200;
- RID_Owner<Instance, true> instance_owner;
- uint32_t geometry_instance_pair_mask = 0; // used in traditional forward, unnecessary on clustered
- LocalVector<Vector2> camera_jitter_array;
- RenderingLightCuller *light_culler = nullptr;
- virtual RID instance_allocate();
- virtual void instance_initialize(RID p_rid);
- virtual void instance_set_base(RID p_instance, RID p_base);
- virtual void instance_set_scenario(RID p_instance, RID p_scenario);
- virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
- virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
- virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform);
- virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
- virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
- virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);
- virtual void instance_set_visible(RID p_instance, bool p_visible);
- virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency);
- virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
- virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
- virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
- virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance);
- virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled);
- bool _update_instance_visibility_depth(Instance *p_instance);
- void _update_instance_visibility_dependencies(Instance *p_instance);
- // don't use these in a game!
- virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
- virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
- virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
- virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
- virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
- virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
- virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material);
- 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);
- virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
- virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
- void _update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
- virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
- virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
- virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
- virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
- _FORCE_INLINE_ void _update_instance(Instance *p_instance);
- _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
- _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
- _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
- void _unpair_instance(Instance *p_instance);
- void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
- _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold, uint32_t p_visible_layers = 0xFFFFFF);
- RID _render_get_environment(RID p_camera, RID p_scenario);
- RID _render_get_compositor(RID p_camera, RID p_scenario);
- struct Cull {
- struct Shadow {
- RID light_instance;
- struct Cascade {
- Frustum frustum;
- Projection projection;
- Transform3D transform;
- real_t zfar;
- real_t split;
- real_t shadow_texel_size;
- real_t bias_scale;
- real_t range_begin;
- Vector2 uv_scale;
- } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
- uint32_t cascade_count;
- } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
- uint32_t shadow_count;
- struct SDFGI {
- //have arrays here because SDFGI functions expects this, plus regions can have areas
- AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
- uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
- uint32_t region_count = 0;
- uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
- uint32_t cascade_light_count = 0;
- } sdfgi;
- SpinLock lock;
- Frustum frustum;
- } cull;
- struct VisibilityCullData {
- uint64_t viewport_mask;
- Scenario *scenario = nullptr;
- Vector3 camera_position;
- uint32_t cull_offset;
- uint32_t cull_count;
- };
- void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data);
- void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to);
- template <bool p_fade_check>
- _FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask);
- struct CullData {
- Cull *cull = nullptr;
- Scenario *scenario = nullptr;
- RID shadow_atlas;
- Transform3D cam_transform;
- uint32_t visible_layers;
- Instance *render_reflection_probe = nullptr;
- const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
- const Projection *camera_matrix;
- uint64_t visibility_viewport_mask;
- };
- void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
- void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);
- _FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data);
- bool _render_reflection_probe_step(Instance *p_instance, int p_step);
- void _render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, RID p_compositor, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
- void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas);
- void render_camera(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, uint32_t p_jitter_phase_count, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderingMethod::RenderInfo *r_render_info = nullptr);
- void update_dirty_instances();
- void render_particle_colliders();
- virtual void render_probes();
- TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size);
- //pass to scene render
- /* ENVIRONMENT API */
- #ifdef PASSBASE
- #undef PASSBASE
- #endif
- #define PASSBASE scene_render
- PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
- /* SKY API */
- PASS0R(RID, sky_allocate)
- PASS1(sky_initialize, RID)
- PASS2(sky_set_radiance_size, RID, int)
- PASS2(sky_set_mode, RID, RS::SkyMode)
- PASS2(sky_set_material, RID, RID)
- PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
- // Compositor effect
- PASS0R(RID, compositor_effect_allocate)
- PASS1(compositor_effect_initialize, RID)
- PASS1RC(bool, is_compositor_effect, RID)
- PASS2(compositor_effect_set_enabled, RID, bool)
- PASS3(compositor_effect_set_callback, RID, RS::CompositorEffectCallbackType, const Callable &)
- PASS3(compositor_effect_set_flag, RID, RS::CompositorEffectFlags, bool)
- // Compositor
- PASS0R(RID, compositor_allocate)
- PASS1(compositor_initialize, RID)
- PASS1RC(bool, is_compositor, RID)
- PASS2(compositor_set_compositor_effects, RID, const TypedArray<RID> &)
- // Environment
- PASS0R(RID, environment_allocate)
- PASS1(environment_initialize, RID)
- PASS1RC(bool, is_environment, RID)
- // Background
- PASS2(environment_set_background, RID, RS::EnvironmentBG)
- PASS2(environment_set_sky, RID, RID)
- PASS2(environment_set_sky_custom_fov, RID, float)
- PASS2(environment_set_sky_orientation, RID, const Basis &)
- PASS2(environment_set_bg_color, RID, const Color &)
- PASS3(environment_set_bg_energy, RID, float, float)
- PASS2(environment_set_canvas_max_layer, RID, int)
- PASS6(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource)
- PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
- PASS1RC(RID, environment_get_sky, RID)
- PASS1RC(float, environment_get_sky_custom_fov, RID)
- PASS1RC(Basis, environment_get_sky_orientation, RID)
- PASS1RC(Color, environment_get_bg_color, RID)
- PASS1RC(float, environment_get_bg_energy_multiplier, RID)
- PASS1RC(float, environment_get_bg_intensity, RID)
- PASS1RC(int, environment_get_canvas_max_layer, RID)
- PASS1RC(RS::EnvironmentAmbientSource, environment_get_ambient_source, RID)
- PASS1RC(Color, environment_get_ambient_light, RID)
- PASS1RC(float, environment_get_ambient_light_energy, RID)
- PASS1RC(float, environment_get_ambient_sky_contribution, RID)
- PASS1RC(RS::EnvironmentReflectionSource, environment_get_reflection_source, RID)
- // Tonemap
- PASS4(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float)
- PASS1RC(RS::EnvironmentToneMapper, environment_get_tone_mapper, RID)
- PASS1RC(float, environment_get_exposure, RID)
- PASS1RC(float, environment_get_white, RID)
- // Fog
- PASS11(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float, RS::EnvironmentFogMode)
- PASS1RC(bool, environment_get_fog_enabled, RID)
- PASS1RC(Color, environment_get_fog_light_color, RID)
- PASS1RC(float, environment_get_fog_light_energy, RID)
- PASS1RC(float, environment_get_fog_sun_scatter, RID)
- PASS1RC(float, environment_get_fog_density, RID)
- PASS1RC(float, environment_get_fog_sky_affect, RID)
- PASS1RC(float, environment_get_fog_height, RID)
- PASS1RC(float, environment_get_fog_height_density, RID)
- PASS1RC(float, environment_get_fog_aerial_perspective, RID)
- PASS1RC(RS::EnvironmentFogMode, environment_get_fog_mode, RID)
- PASS2(environment_set_volumetric_fog_volume_size, int, int)
- PASS1(environment_set_volumetric_fog_filter_active, bool)
- // Depth Fog
- PASS4(environment_set_fog_depth, RID, float, float, float)
- PASS1RC(float, environment_get_fog_depth_curve, RID)
- PASS1RC(float, environment_get_fog_depth_begin, RID)
- PASS1RC(float, environment_get_fog_depth_end, RID)
- // Volumentric Fog
- PASS14(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float, float)
- PASS1RC(bool, environment_get_volumetric_fog_enabled, RID)
- PASS1RC(float, environment_get_volumetric_fog_density, RID)
- PASS1RC(Color, environment_get_volumetric_fog_scattering, RID)
- PASS1RC(Color, environment_get_volumetric_fog_emission, RID)
- PASS1RC(float, environment_get_volumetric_fog_emission_energy, RID)
- PASS1RC(float, environment_get_volumetric_fog_anisotropy, RID)
- PASS1RC(float, environment_get_volumetric_fog_length, RID)
- PASS1RC(float, environment_get_volumetric_fog_detail_spread, RID)
- PASS1RC(float, environment_get_volumetric_fog_gi_inject, RID)
- PASS1RC(float, environment_get_volumetric_fog_sky_affect, RID)
- PASS1RC(bool, environment_get_volumetric_fog_temporal_reprojection, RID)
- PASS1RC(float, environment_get_volumetric_fog_temporal_reprojection_amount, RID)
- PASS1RC(float, environment_get_volumetric_fog_ambient_inject, RID)
- // Glow
- PASS13(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float, float, RID)
- PASS1RC(bool, environment_get_glow_enabled, RID)
- PASS1RC(Vector<float>, environment_get_glow_levels, RID)
- PASS1RC(float, environment_get_glow_intensity, RID)
- PASS1RC(float, environment_get_glow_strength, RID)
- PASS1RC(float, environment_get_glow_bloom, RID)
- PASS1RC(float, environment_get_glow_mix, RID)
- PASS1RC(RS::EnvironmentGlowBlendMode, environment_get_glow_blend_mode, RID)
- PASS1RC(float, environment_get_glow_hdr_bleed_threshold, RID)
- PASS1RC(float, environment_get_glow_hdr_luminance_cap, RID)
- PASS1RC(float, environment_get_glow_hdr_bleed_scale, RID)
- PASS1RC(float, environment_get_glow_map_strength, RID)
- PASS1RC(RID, environment_get_glow_map, RID)
- PASS1(environment_glow_set_use_bicubic_upscale, bool)
- // SSR
- PASS6(environment_set_ssr, RID, bool, int, float, float, float)
- PASS1RC(bool, environment_get_ssr_enabled, RID)
- PASS1RC(int, environment_get_ssr_max_steps, RID)
- PASS1RC(float, environment_get_ssr_fade_in, RID)
- PASS1RC(float, environment_get_ssr_fade_out, RID)
- PASS1RC(float, environment_get_ssr_depth_tolerance, RID)
- PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
- // SSAO
- PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
- PASS1RC(bool, environment_get_ssao_enabled, RID)
- PASS1RC(float, environment_get_ssao_radius, RID)
- PASS1RC(float, environment_get_ssao_intensity, RID)
- PASS1RC(float, environment_get_ssao_power, RID)
- PASS1RC(float, environment_get_ssao_detail, RID)
- PASS1RC(float, environment_get_ssao_horizon, RID)
- PASS1RC(float, environment_get_ssao_sharpness, RID)
- PASS1RC(float, environment_get_ssao_direct_light_affect, RID)
- PASS1RC(float, environment_get_ssao_ao_channel_affect, RID)
- PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)
- // SSIL
- PASS6(environment_set_ssil, RID, bool, float, float, float, float)
- PASS1RC(bool, environment_get_ssil_enabled, RID)
- PASS1RC(float, environment_get_ssil_radius, RID)
- PASS1RC(float, environment_get_ssil_intensity, RID)
- PASS1RC(float, environment_get_ssil_sharpness, RID)
- PASS1RC(float, environment_get_ssil_normal_rejection, RID)
- PASS6(environment_set_ssil_quality, RS::EnvironmentSSILQuality, bool, float, int, float, float)
- // SDFGI
- PASS11(environment_set_sdfgi, RID, bool, int, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
- PASS1RC(bool, environment_get_sdfgi_enabled, RID)
- PASS1RC(int, environment_get_sdfgi_cascades, RID)
- PASS1RC(float, environment_get_sdfgi_min_cell_size, RID)
- PASS1RC(bool, environment_get_sdfgi_use_occlusion, RID)
- PASS1RC(float, environment_get_sdfgi_bounce_feedback, RID)
- PASS1RC(bool, environment_get_sdfgi_read_sky_light, RID)
- PASS1RC(float, environment_get_sdfgi_energy, RID)
- PASS1RC(float, environment_get_sdfgi_normal_bias, RID)
- PASS1RC(float, environment_get_sdfgi_probe_bias, RID)
- PASS1RC(RS::EnvironmentSDFGIYScale, environment_get_sdfgi_y_scale, RID)
- PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
- PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
- PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)
- // Adjustment
- PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
- PASS1RC(bool, environment_get_adjustments_enabled, RID)
- PASS1RC(float, environment_get_adjustments_brightness, RID)
- PASS1RC(float, environment_get_adjustments_contrast, RID)
- PASS1RC(float, environment_get_adjustments_saturation, RID)
- PASS1RC(bool, environment_get_use_1d_color_correction, RID)
- PASS1RC(RID, environment_get_color_correction, RID)
- PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
- PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
- PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
- PASS2(sub_surface_scattering_set_scale, float, float)
- PASS1(positional_soft_shadow_filter_set_quality, RS::ShadowQuality)
- PASS1(directional_soft_shadow_filter_set_quality, RS::ShadowQuality)
- PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
- /* Render Buffers */
- PASS0R(Ref<RenderSceneBuffers>, render_buffers_create)
- PASS1(gi_set_use_half_resolution, bool)
- /* Misc */
- PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
- PASS1(decals_set_filter, RS::DecalFilter)
- PASS1(light_projectors_set_filter, RS::LightProjectorFilter)
- virtual void update();
- bool free(RID p_rid);
- void set_scene_render(RendererSceneRender *p_scene_render);
- virtual void update_visibility_notifiers();
- RendererSceneCull();
- virtual ~RendererSceneCull();
- };
- #endif // RENDERER_SCENE_CULL_H
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