rendering_method.h 20 KB

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  1. /**************************************************************************/
  2. /* rendering_method.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 RENDERING_METHOD_H
  31. #define RENDERING_METHOD_H
  32. #include "servers/rendering/storage/render_scene_buffers.h"
  33. #include "servers/rendering_server.h"
  34. #include "servers/xr/xr_interface.h"
  35. class RenderingMethod {
  36. public:
  37. virtual RID camera_allocate() = 0;
  38. virtual void camera_initialize(RID p_rid) = 0;
  39. virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
  40. virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
  41. virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) = 0;
  42. virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform) = 0;
  43. virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
  44. virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
  45. virtual void camera_set_camera_attributes(RID p_camera, RID p_attributes) = 0;
  46. virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
  47. virtual bool is_camera(RID p_camera) const = 0;
  48. virtual RID occluder_allocate() = 0;
  49. virtual void occluder_initialize(RID p_occluder) = 0;
  50. virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) = 0;
  51. virtual RID scenario_allocate() = 0;
  52. virtual void scenario_initialize(RID p_rid) = 0;
  53. virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
  54. virtual void scenario_set_camera_attributes(RID p_scenario, RID p_attributes) = 0;
  55. virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
  56. virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) = 0;
  57. virtual bool is_scenario(RID p_scenario) const = 0;
  58. virtual RID scenario_get_environment(RID p_scenario) = 0;
  59. virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport) = 0;
  60. virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport) = 0;
  61. virtual RID instance_allocate() = 0;
  62. virtual void instance_initialize(RID p_rid) = 0;
  63. virtual void instance_set_base(RID p_instance, RID p_base) = 0;
  64. virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
  65. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
  66. virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;
  67. virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
  68. virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
  69. virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
  70. virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;
  71. virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
  72. virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0;
  73. virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb) = 0;
  74. virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
  75. virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
  76. virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0;
  77. virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled) = 0;
  78. // don't use these in a game!
  79. virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
  80. virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
  81. virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
  82. virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) = 0;
  83. virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0;
  84. virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
  85. virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0;
  86. virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) = 0;
  87. virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;
  88. virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
  89. virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0;
  90. virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
  91. virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0;
  92. virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const = 0;
  93. /* SKY API */
  94. virtual RID sky_allocate() = 0;
  95. virtual void sky_initialize(RID p_rid) = 0;
  96. virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
  97. virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;
  98. virtual void sky_set_material(RID p_sky, RID p_material) = 0;
  99. virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;
  100. /* ENVIRONMENT API */
  101. virtual RID environment_allocate() = 0;
  102. virtual void environment_initialize(RID p_rid) = 0;
  103. // Background
  104. virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) = 0;
  105. virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
  106. virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
  107. virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
  108. virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
  109. virtual void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value) = 0;
  110. virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
  111. virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) = 0;
  112. virtual RS::EnvironmentBG environment_get_background(RID p_Env) const = 0;
  113. virtual RID environment_get_sky(RID p_env) const = 0;
  114. virtual float environment_get_sky_custom_fov(RID p_env) const = 0;
  115. virtual Basis environment_get_sky_orientation(RID p_env) const = 0;
  116. virtual Color environment_get_bg_color(RID p_env) const = 0;
  117. virtual float environment_get_bg_energy_multiplier(RID p_env) const = 0;
  118. virtual float environment_get_bg_intensity(RID p_env) const = 0;
  119. virtual int environment_get_canvas_max_layer(RID p_env) const = 0;
  120. virtual RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const = 0;
  121. virtual Color environment_get_ambient_light(RID p_env) const = 0;
  122. virtual float environment_get_ambient_light_energy(RID p_env) const = 0;
  123. virtual float environment_get_ambient_sky_contribution(RID p_env) const = 0;
  124. virtual RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const = 0;
  125. // Tonemap
  126. virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) = 0;
  127. virtual RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const = 0;
  128. virtual float environment_get_exposure(RID p_env) const = 0;
  129. virtual float environment_get_white(RID p_env) const = 0;
  130. // Fog
  131. virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect) = 0;
  132. virtual bool environment_get_fog_enabled(RID p_env) const = 0;
  133. virtual Color environment_get_fog_light_color(RID p_env) const = 0;
  134. virtual float environment_get_fog_light_energy(RID p_env) const = 0;
  135. virtual float environment_get_fog_sun_scatter(RID p_env) const = 0;
  136. virtual float environment_get_fog_density(RID p_env) const = 0;
  137. virtual float environment_get_fog_height(RID p_env) const = 0;
  138. virtual float environment_get_fog_height_density(RID p_env) const = 0;
  139. virtual float environment_get_fog_aerial_perspective(RID p_env) const = 0;
  140. virtual float environment_get_fog_sky_affect(RID p_env) const = 0;
  141. // Volumetric Fog
  142. virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect) = 0;
  143. virtual bool environment_get_volumetric_fog_enabled(RID p_env) const = 0;
  144. virtual float environment_get_volumetric_fog_density(RID p_env) const = 0;
  145. virtual Color environment_get_volumetric_fog_scattering(RID p_env) const = 0;
  146. virtual Color environment_get_volumetric_fog_emission(RID p_env) const = 0;
  147. virtual float environment_get_volumetric_fog_emission_energy(RID p_env) const = 0;
  148. virtual float environment_get_volumetric_fog_anisotropy(RID p_env) const = 0;
  149. virtual float environment_get_volumetric_fog_length(RID p_env) const = 0;
  150. virtual float environment_get_volumetric_fog_detail_spread(RID p_env) const = 0;
  151. virtual float environment_get_volumetric_fog_gi_inject(RID p_env) const = 0;
  152. virtual float environment_get_volumetric_fog_sky_affect(RID p_env) const = 0;
  153. virtual bool environment_get_volumetric_fog_temporal_reprojection(RID p_env) const = 0;
  154. virtual float environment_get_volumetric_fog_temporal_reprojection_amount(RID p_env) const = 0;
  155. virtual float environment_get_volumetric_fog_ambient_inject(RID p_env) const = 0;
  156. virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
  157. virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
  158. // Glow
  159. virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) = 0;
  160. virtual bool environment_get_glow_enabled(RID p_env) const = 0;
  161. virtual Vector<float> environment_get_glow_levels(RID p_env) const = 0;
  162. virtual float environment_get_glow_intensity(RID p_env) const = 0;
  163. virtual float environment_get_glow_strength(RID p_env) const = 0;
  164. virtual float environment_get_glow_bloom(RID p_env) const = 0;
  165. virtual float environment_get_glow_mix(RID p_env) const = 0;
  166. virtual RS::EnvironmentGlowBlendMode environment_get_glow_blend_mode(RID p_env) const = 0;
  167. virtual float environment_get_glow_hdr_bleed_threshold(RID p_env) const = 0;
  168. virtual float environment_get_glow_hdr_luminance_cap(RID p_env) const = 0;
  169. virtual float environment_get_glow_hdr_bleed_scale(RID p_env) const = 0;
  170. virtual float environment_get_glow_map_strength(RID p_env) const = 0;
  171. virtual RID environment_get_glow_map(RID p_env) const = 0;
  172. virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
  173. // SSR
  174. virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
  175. virtual bool environment_get_ssr_enabled(RID p_env) const = 0;
  176. virtual int environment_get_ssr_max_steps(RID p_env) const = 0;
  177. virtual float environment_get_ssr_fade_in(RID p_env) const = 0;
  178. virtual float environment_get_ssr_fade_out(RID p_env) const = 0;
  179. virtual float environment_get_ssr_depth_tolerance(RID p_env) const = 0;
  180. virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
  181. // SSAO
  182. virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0;
  183. virtual bool environment_get_ssao_enabled(RID p_env) const = 0;
  184. virtual float environment_get_ssao_radius(RID p_env) const = 0;
  185. virtual float environment_get_ssao_intensity(RID p_env) const = 0;
  186. virtual float environment_get_ssao_power(RID p_env) const = 0;
  187. virtual float environment_get_ssao_detail(RID p_env) const = 0;
  188. virtual float environment_get_ssao_horizon(RID p_env) const = 0;
  189. virtual float environment_get_ssao_sharpness(RID p_env) const = 0;
  190. virtual float environment_get_ssao_direct_light_affect(RID p_env) const = 0;
  191. virtual float environment_get_ssao_ao_channel_affect(RID p_env) const = 0;
  192. 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;
  193. // SSIL
  194. virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0;
  195. virtual bool environment_get_ssil_enabled(RID p_env) const = 0;
  196. virtual float environment_get_ssil_radius(RID p_env) const = 0;
  197. virtual float environment_get_ssil_intensity(RID p_env) const = 0;
  198. virtual float environment_get_ssil_sharpness(RID p_env) const = 0;
  199. virtual float environment_get_ssil_normal_rejection(RID p_env) const = 0;
  200. 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;
  201. // SDFGI
  202. virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
  203. virtual bool environment_get_sdfgi_enabled(RID p_env) const = 0;
  204. virtual int environment_get_sdfgi_cascades(RID p_env) const = 0;
  205. virtual float environment_get_sdfgi_min_cell_size(RID p_env) const = 0;
  206. virtual bool environment_get_sdfgi_use_occlusion(RID p_env) const = 0;
  207. virtual float environment_get_sdfgi_bounce_feedback(RID p_env) const = 0;
  208. virtual bool environment_get_sdfgi_read_sky_light(RID p_env) const = 0;
  209. virtual float environment_get_sdfgi_energy(RID p_env) const = 0;
  210. virtual float environment_get_sdfgi_normal_bias(RID p_env) const = 0;
  211. virtual float environment_get_sdfgi_probe_bias(RID p_env) const = 0;
  212. virtual RS::EnvironmentSDFGIYScale environment_get_sdfgi_y_scale(RID p_env) const = 0;
  213. virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
  214. virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
  215. virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
  216. virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;
  217. virtual bool environment_get_adjustments_enabled(RID p_env) const = 0;
  218. virtual float environment_get_adjustments_brightness(RID p_env) const = 0;
  219. virtual float environment_get_adjustments_contrast(RID p_env) const = 0;
  220. virtual float environment_get_adjustments_saturation(RID p_env) const = 0;
  221. virtual bool environment_get_use_1d_color_correction(RID p_env) const = 0;
  222. virtual RID environment_get_color_correction(RID p_env) const = 0;
  223. virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
  224. virtual bool is_environment(RID p_environment) const = 0;
  225. virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
  226. virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
  227. virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
  228. virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
  229. virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
  230. /* Render Buffers */
  231. virtual Ref<RenderSceneBuffers> render_buffers_create() = 0;
  232. virtual void gi_set_use_half_resolution(bool p_enable) = 0;
  233. virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
  234. virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
  235. virtual void voxel_gi_set_quality(RS::VoxelGIQuality) = 0;
  236. virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
  237. virtual void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas) = 0;
  238. struct RenderInfo {
  239. int info[RS::VIEWPORT_RENDER_INFO_TYPE_MAX][RS::VIEWPORT_RENDER_INFO_MAX] = {};
  240. };
  241. virtual void render_camera(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, bool p_use_taa, float p_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0;
  242. virtual void update() = 0;
  243. virtual void render_probes() = 0;
  244. virtual void update_visibility_notifiers() = 0;
  245. virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
  246. virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
  247. virtual bool free(RID p_rid) = 0;
  248. RenderingMethod();
  249. virtual ~RenderingMethod();
  250. };
  251. #endif // RENDERING_METHOD_H