renderer_scene_render.h 18 KB

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  1. /**************************************************************************/
  2. /* renderer_scene_render.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef RENDERER_SCENE_RENDER_H
  31. #define RENDERER_SCENE_RENDER_H
  32. #include "core/math/projection.h"
  33. #include "core/templates/paged_array.h"
  34. #include "servers/rendering/renderer_geometry_instance.h"
  35. #include "servers/rendering/rendering_method.h"
  36. #include "servers/rendering/storage/environment_storage.h"
  37. #include "storage/render_scene_buffers.h"
  38. #include "storage/utilities.h"
  39. class RendererSceneRender {
  40. private:
  41. RendererEnvironmentStorage environment_storage;
  42. public:
  43. enum {
  44. MAX_DIRECTIONAL_LIGHTS = 8,
  45. MAX_DIRECTIONAL_LIGHT_CASCADES = 4,
  46. MAX_RENDER_VIEWS = 2
  47. };
  48. /* Geometry Instance */
  49. virtual RenderGeometryInstance *geometry_instance_create(RID p_base) = 0;
  50. virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) = 0;
  51. virtual uint32_t geometry_instance_get_pair_mask() = 0;
  52. /* SDFGI UPDATE */
  53. virtual void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) = 0;
  54. virtual int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const = 0;
  55. virtual AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const = 0;
  56. virtual uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const = 0;
  57. /* SKY API */
  58. virtual RID sky_allocate() = 0;
  59. virtual void sky_initialize(RID p_rid) = 0;
  60. virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
  61. virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;
  62. virtual void sky_set_material(RID p_sky, RID p_material) = 0;
  63. virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;
  64. /* ENVIRONMENT API */
  65. RID environment_allocate();
  66. void environment_initialize(RID p_rid);
  67. void environment_free(RID p_rid);
  68. bool is_environment(RID p_env) const;
  69. // Background
  70. void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
  71. void environment_set_sky(RID p_env, RID p_sky);
  72. void environment_set_sky_custom_fov(RID p_env, float p_scale);
  73. void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
  74. void environment_set_bg_color(RID p_env, const Color &p_color);
  75. void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value);
  76. void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
  77. void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG);
  78. // FIXME: Disabled during Vulkan refactoring, should be ported.
  79. #if 0
  80. void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id);
  81. #endif
  82. RS::EnvironmentBG environment_get_background(RID p_env) const;
  83. RID environment_get_sky(RID p_env) const;
  84. float environment_get_sky_custom_fov(RID p_env) const;
  85. Basis environment_get_sky_orientation(RID p_env) const;
  86. Color environment_get_bg_color(RID p_env) const;
  87. float environment_get_bg_energy_multiplier(RID p_env) const;
  88. float environment_get_bg_intensity(RID p_env) const;
  89. int environment_get_canvas_max_layer(RID p_env) const;
  90. RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
  91. Color environment_get_ambient_light(RID p_env) const;
  92. float environment_get_ambient_light_energy(RID p_env) const;
  93. float environment_get_ambient_sky_contribution(RID p_env) const;
  94. RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
  95. // Tonemap
  96. void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white);
  97. RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const;
  98. float environment_get_exposure(RID p_env) const;
  99. float environment_get_white(RID p_env) const;
  100. // Fog
  101. void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect);
  102. bool environment_get_fog_enabled(RID p_env) const;
  103. Color environment_get_fog_light_color(RID p_env) const;
  104. float environment_get_fog_light_energy(RID p_env) const;
  105. float environment_get_fog_sun_scatter(RID p_env) const;
  106. float environment_get_fog_density(RID p_env) const;
  107. float environment_get_fog_sky_affect(RID p_env) const;
  108. float environment_get_fog_height(RID p_env) const;
  109. float environment_get_fog_height_density(RID p_env) const;
  110. float environment_get_fog_aerial_perspective(RID p_env) const;
  111. // Volumetric Fog
  112. void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect);
  113. bool environment_get_volumetric_fog_enabled(RID p_env) const;
  114. float environment_get_volumetric_fog_density(RID p_env) const;
  115. Color environment_get_volumetric_fog_scattering(RID p_env) const;
  116. Color environment_get_volumetric_fog_emission(RID p_env) const;
  117. float environment_get_volumetric_fog_emission_energy(RID p_env) const;
  118. float environment_get_volumetric_fog_anisotropy(RID p_env) const;
  119. float environment_get_volumetric_fog_length(RID p_env) const;
  120. float environment_get_volumetric_fog_detail_spread(RID p_env) const;
  121. float environment_get_volumetric_fog_gi_inject(RID p_env) const;
  122. float environment_get_volumetric_fog_sky_affect(RID p_env) const;
  123. bool environment_get_volumetric_fog_temporal_reprojection(RID p_env) const;
  124. float environment_get_volumetric_fog_temporal_reprojection_amount(RID p_env) const;
  125. float environment_get_volumetric_fog_ambient_inject(RID p_env) const;
  126. virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
  127. virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
  128. // GLOW
  129. void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map);
  130. bool environment_get_glow_enabled(RID p_env) const;
  131. Vector<float> environment_get_glow_levels(RID p_env) const;
  132. float environment_get_glow_intensity(RID p_env) const;
  133. float environment_get_glow_strength(RID p_env) const;
  134. float environment_get_glow_bloom(RID p_env) const;
  135. float environment_get_glow_mix(RID p_env) const;
  136. RS::EnvironmentGlowBlendMode environment_get_glow_blend_mode(RID p_env) const;
  137. float environment_get_glow_hdr_bleed_threshold(RID p_env) const;
  138. float environment_get_glow_hdr_luminance_cap(RID p_env) const;
  139. float environment_get_glow_hdr_bleed_scale(RID p_env) const;
  140. float environment_get_glow_map_strength(RID p_env) const;
  141. RID environment_get_glow_map(RID p_env) const;
  142. virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
  143. // SSR
  144. void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
  145. bool environment_get_ssr_enabled(RID p_env) const;
  146. int environment_get_ssr_max_steps(RID p_env) const;
  147. float environment_get_ssr_fade_in(RID p_env) const;
  148. float environment_get_ssr_fade_out(RID p_env) const;
  149. float environment_get_ssr_depth_tolerance(RID p_env) const;
  150. virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
  151. // SSAO
  152. void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
  153. bool environment_get_ssao_enabled(RID p_env) const;
  154. float environment_get_ssao_radius(RID p_env) const;
  155. float environment_get_ssao_intensity(RID p_env) const;
  156. float environment_get_ssao_power(RID p_env) const;
  157. float environment_get_ssao_detail(RID p_env) const;
  158. float environment_get_ssao_horizon(RID p_env) const;
  159. float environment_get_ssao_sharpness(RID p_env) const;
  160. float environment_get_ssao_direct_light_affect(RID p_env) const;
  161. float environment_get_ssao_ao_channel_affect(RID p_env) const;
  162. virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
  163. // SSIL
  164. void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection);
  165. bool environment_get_ssil_enabled(RID p_env) const;
  166. float environment_get_ssil_radius(RID p_env) const;
  167. float environment_get_ssil_intensity(RID p_env) const;
  168. float environment_get_ssil_sharpness(RID p_env) const;
  169. float environment_get_ssil_normal_rejection(RID p_env) const;
  170. virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
  171. // SDFGI
  172. void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
  173. bool environment_get_sdfgi_enabled(RID p_env) const;
  174. int environment_get_sdfgi_cascades(RID p_env) const;
  175. float environment_get_sdfgi_min_cell_size(RID p_env) const;
  176. bool environment_get_sdfgi_use_occlusion(RID p_env) const;
  177. float environment_get_sdfgi_bounce_feedback(RID p_env) const;
  178. bool environment_get_sdfgi_read_sky_light(RID p_env) const;
  179. float environment_get_sdfgi_energy(RID p_env) const;
  180. float environment_get_sdfgi_normal_bias(RID p_env) const;
  181. float environment_get_sdfgi_probe_bias(RID p_env) const;
  182. RS::EnvironmentSDFGIYScale environment_get_sdfgi_y_scale(RID p_env) const;
  183. virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
  184. virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
  185. virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
  186. // Adjustment
  187. void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction);
  188. bool environment_get_adjustments_enabled(RID p_env) const;
  189. float environment_get_adjustments_brightness(RID p_env) const;
  190. float environment_get_adjustments_contrast(RID p_env) const;
  191. float environment_get_adjustments_saturation(RID p_env) const;
  192. bool environment_get_use_1d_color_correction(RID p_env) const;
  193. RID environment_get_color_correction(RID p_env) const;
  194. virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
  195. virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
  196. virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
  197. virtual RID fog_volume_instance_create(RID p_fog_volume) = 0;
  198. virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) = 0;
  199. virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) = 0;
  200. virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const = 0;
  201. virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const = 0;
  202. virtual RID voxel_gi_instance_create(RID p_voxel_gi) = 0;
  203. virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) = 0;
  204. virtual bool voxel_gi_needs_update(RID p_probe) const = 0;
  205. virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) = 0;
  206. virtual void voxel_gi_set_quality(RS::VoxelGIQuality) = 0;
  207. struct RenderShadowData {
  208. RID light;
  209. int pass = 0;
  210. PagedArray<RenderGeometryInstance *> instances;
  211. };
  212. struct RenderSDFGIData {
  213. int region = 0;
  214. PagedArray<RenderGeometryInstance *> instances;
  215. };
  216. struct RenderSDFGIUpdateData {
  217. bool update_static = false;
  218. uint32_t static_cascade_count;
  219. uint32_t *static_cascade_indices = nullptr;
  220. PagedArray<RID> *static_positional_lights;
  221. const Vector<RID> *directional_lights;
  222. const RID *positional_light_instances;
  223. uint32_t positional_light_count;
  224. };
  225. struct CameraData {
  226. // flags
  227. uint32_t view_count;
  228. bool is_orthogonal;
  229. uint32_t visible_layers;
  230. bool vaspect;
  231. // Main/center projection
  232. Transform3D main_transform;
  233. Projection main_projection;
  234. Transform3D view_offset[RendererSceneRender::MAX_RENDER_VIEWS];
  235. Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  236. Vector2 taa_jitter;
  237. void set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter = Vector2(), uint32_t p_visible_layers = 0xFFFFFFFF);
  238. void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect);
  239. };
  240. virtual void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) = 0;
  241. virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
  242. virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;
  243. virtual void set_scene_pass(uint64_t p_pass) = 0;
  244. virtual void set_time(double p_time, double p_step) = 0;
  245. virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
  246. virtual Ref<RenderSceneBuffers> render_buffers_create() = 0;
  247. virtual void gi_set_use_half_resolution(bool p_enable) = 0;
  248. virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
  249. virtual bool screen_space_roughness_limiter_is_active() const = 0;
  250. virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
  251. virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
  252. virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
  253. virtual bool free(RID p_rid) = 0;
  254. virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
  255. virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
  256. virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
  257. virtual void update() = 0;
  258. virtual ~RendererSceneRender() {}
  259. };
  260. #endif // RENDERER_SCENE_RENDER_H