1/**************************************************************************/
2/* renderer_scene_render_rd.h */
3/**************************************************************************/
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5/* GODOT ENGINE */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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30
31#ifndef RENDERER_SCENE_RENDER_RD_H
32#define RENDERER_SCENE_RENDER_RD_H
33
34#include "core/templates/local_vector.h"
35#include "core/templates/rid_owner.h"
36#include "servers/rendering/renderer_compositor.h"
37#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
38#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
39#include "servers/rendering/renderer_rd/effects/copy_effects.h"
40#include "servers/rendering/renderer_rd/effects/debug_effects.h"
41#include "servers/rendering/renderer_rd/effects/fsr.h"
42#include "servers/rendering/renderer_rd/effects/luminance.h"
43#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
44#include "servers/rendering/renderer_rd/effects/vrs.h"
45#include "servers/rendering/renderer_rd/environment/fog.h"
46#include "servers/rendering/renderer_rd/environment/gi.h"
47#include "servers/rendering/renderer_rd/environment/sky.h"
48#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
49#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
50#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
51#include "servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h"
52#include "servers/rendering/renderer_scene_render.h"
53#include "servers/rendering/rendering_device.h"
54#include "servers/rendering/rendering_method.h"
55
56// For RenderDataRD, possibly inherited from RefCounted and add proper getters for our implementation classes
57
58struct RenderDataRD {
59 Ref<RenderSceneBuffersRD> render_buffers;
60 RenderSceneDataRD *scene_data;
61
62 const PagedArray<RenderGeometryInstance *> *instances = nullptr;
63 const PagedArray<RID> *lights = nullptr;
64 const PagedArray<RID> *reflection_probes = nullptr;
65 const PagedArray<RID> *voxel_gi_instances = nullptr;
66 const PagedArray<RID> *decals = nullptr;
67 const PagedArray<RID> *lightmaps = nullptr;
68 const PagedArray<RID> *fog_volumes = nullptr;
69 RID environment;
70 RID camera_attributes;
71 RID shadow_atlas;
72 RID occluder_debug_tex;
73 RID reflection_atlas;
74 RID reflection_probe;
75 int reflection_probe_pass = 0;
76
77 RID cluster_buffer;
78 uint32_t cluster_size = 0;
79 uint32_t cluster_max_elements = 0;
80
81 uint32_t directional_light_count = 0;
82 bool directional_light_soft_shadows = false;
83
84 RenderingMethod::RenderInfo *render_info = nullptr;
85
86 /* Shadow data */
87 const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
88 int render_shadow_count = 0;
89
90 LocalVector<int> cube_shadows;
91 LocalVector<int> shadows;
92 LocalVector<int> directional_shadows;
93
94 /* GI info */
95 const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
96 int render_sdfgi_region_count = 0;
97 const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
98
99 uint32_t voxel_gi_count = 0;
100};
101
102class RendererSceneRenderRD : public RendererSceneRender {
103 friend RendererRD::SkyRD;
104 friend RendererRD::GI;
105
106protected:
107 RendererRD::ForwardIDStorage *forward_id_storage = nullptr;
108 RendererRD::BokehDOF *bokeh_dof = nullptr;
109 RendererRD::CopyEffects *copy_effects = nullptr;
110 RendererRD::DebugEffects *debug_effects = nullptr;
111 RendererRD::Luminance *luminance = nullptr;
112 RendererRD::ToneMapper *tone_mapper = nullptr;
113 RendererRD::FSR *fsr = nullptr;
114 RendererRD::VRS *vrs = nullptr;
115 double time = 0.0;
116 double time_step = 0.0;
117
118 /* ENVIRONMENT */
119
120 bool glow_bicubic_upscale = false;
121
122 bool use_physical_light_units = false;
123
124 ////////////////////////////////
125
126 virtual RendererRD::ForwardIDStorage *create_forward_id_storage() { return memnew(RendererRD::ForwardIDStorage); };
127
128 void _update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers);
129
130 virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
131
132 virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
133 virtual void _render_buffers_debug_draw(const RenderDataRD *p_render_data);
134
135 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, float p_exposure_normalization) = 0;
136 virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
137 virtual void _render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) = 0;
138 virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;
139
140 void _debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
141
142 virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
143 virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
144
145 bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
146 void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
147 void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
148
149 void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
150 void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
151 void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
152 void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
153 void _disable_clear_request(const RenderDataRD *p_render_data);
154
155 // needed for a single argument calls (material and uv2)
156 PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;
157 PagedArray<RenderGeometryInstance *> cull_argument; //need this to exist
158
159 RendererRD::SkyRD sky;
160 RendererRD::GI gi;
161
162 virtual void _update_shader_quality_settings() {}
163
164private:
165 RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
166 static RendererSceneRenderRD *singleton;
167
168 /* Shadow atlas */
169 RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
170 RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
171 float shadows_quality_radius = 1.0;
172 float directional_shadow_quality_radius = 1.0;
173
174 float *directional_penumbra_shadow_kernel = nullptr;
175 float *directional_soft_shadow_kernel = nullptr;
176 float *penumbra_shadow_kernel = nullptr;
177 float *soft_shadow_kernel = nullptr;
178 int directional_penumbra_shadow_samples = 0;
179 int directional_soft_shadow_samples = 0;
180 int penumbra_shadow_samples = 0;
181 int soft_shadow_samples = 0;
182 RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
183 RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
184
185 /* RENDER BUFFERS */
186
187 /* GI */
188 bool screen_space_roughness_limiter = false;
189 float screen_space_roughness_limiter_amount = 0.25;
190 float screen_space_roughness_limiter_limit = 0.18;
191
192 /* Light data */
193
194 uint64_t scene_pass = 0;
195
196 uint32_t max_cluster_elements = 512;
197
198 /* Volumetric Fog */
199
200 uint32_t volumetric_fog_size = 128;
201 uint32_t volumetric_fog_depth = 128;
202 bool volumetric_fog_filter_active = true;
203
204public:
205 static RendererSceneRenderRD *get_singleton() { return singleton; }
206
207 /* LIGHTING */
208
209 virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size){};
210 virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture){};
211 virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size){};
212
213 /* GI */
214
215 RendererRD::GI *get_gi() { return &gi; }
216
217 /* SKY */
218
219 RendererRD::SkyRD *get_sky() { return &sky; }
220
221 /* SKY API */
222
223 virtual RID sky_allocate() override;
224 virtual void sky_initialize(RID p_rid) override;
225
226 virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
227 virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
228 virtual void sky_set_material(RID p_sky, RID p_material) override;
229 virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
230
231 /* ENVIRONMENT API */
232
233 virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
234
235 virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
236 virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
237
238 virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
239 virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
240 virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
241
242 virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
243
244 _FORCE_INLINE_ bool is_using_physical_light_units() {
245 return use_physical_light_units;
246 }
247
248 /* REFLECTION PROBE */
249
250 virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
251
252 /* FOG VOLUMES */
253
254 uint32_t get_volumetric_fog_size() const { return volumetric_fog_size; }
255 uint32_t get_volumetric_fog_depth() const { return volumetric_fog_depth; }
256 bool get_volumetric_fog_filter_active() const { return volumetric_fog_filter_active; }
257
258 virtual RID fog_volume_instance_create(RID p_fog_volume) override;
259 virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
260 virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
261 virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
262 virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
263
264 /* gi light probes */
265
266 virtual RID voxel_gi_instance_create(RID p_base) override;
267 virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
268 virtual bool voxel_gi_needs_update(RID p_probe) const override;
269 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) override;
270 virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
271
272 /* render buffers */
273
274 virtual float _render_buffers_get_luminance_multiplier();
275 virtual RD::DataFormat _render_buffers_get_color_format();
276 virtual bool _render_buffers_can_be_storage();
277 virtual Ref<RenderSceneBuffers> render_buffers_create() override;
278 virtual void gi_set_use_half_resolution(bool p_enable) override;
279
280 RID render_buffers_get_default_voxel_gi_buffer();
281
282 virtual void base_uniforms_changed() = 0;
283 virtual void update_uniform_sets(){};
284
285 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) override;
286
287 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) override;
288
289 virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;
290
291 virtual void set_scene_pass(uint64_t p_pass) override {
292 scene_pass = p_pass;
293 }
294 _FORCE_INLINE_ uint64_t get_scene_pass() {
295 return scene_pass;
296 }
297
298 virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;
299 virtual bool screen_space_roughness_limiter_is_active() const override;
300 virtual float screen_space_roughness_limiter_get_amount() const;
301 virtual float screen_space_roughness_limiter_get_limit() const;
302
303 virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
304 virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
305
306 virtual void decals_set_filter(RS::DecalFilter p_filter) override;
307 virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
308
309 _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const {
310 return shadows_quality;
311 }
312 _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const {
313 return directional_shadow_quality;
314 }
315 _FORCE_INLINE_ float shadows_quality_radius_get() const {
316 return shadows_quality_radius;
317 }
318 _FORCE_INLINE_ float directional_shadow_quality_radius_get() const {
319 return directional_shadow_quality_radius;
320 }
321
322 _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() {
323 return directional_penumbra_shadow_kernel;
324 }
325 _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() {
326 return directional_soft_shadow_kernel;
327 }
328 _FORCE_INLINE_ float *penumbra_shadow_kernel_get() {
329 return penumbra_shadow_kernel;
330 }
331 _FORCE_INLINE_ float *soft_shadow_kernel_get() {
332 return soft_shadow_kernel;
333 }
334
335 _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const {
336 return directional_penumbra_shadow_samples;
337 }
338 _FORCE_INLINE_ int directional_soft_shadow_samples_get() const {
339 return directional_soft_shadow_samples;
340 }
341 _FORCE_INLINE_ int penumbra_shadow_samples_get() const {
342 return penumbra_shadow_samples;
343 }
344 _FORCE_INLINE_ int soft_shadow_samples_get() const {
345 return soft_shadow_samples;
346 }
347
348 _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const {
349 return light_projectors_filter;
350 }
351 _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const {
352 return decals_filter;
353 }
354
355 int get_roughness_layers() const;
356 bool is_using_radiance_cubemap_array() const;
357
358 virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override;
359
360 virtual bool free(RID p_rid) override;
361
362 virtual void update() override;
363
364 virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
365 _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
366 return debug_draw;
367 }
368
369 virtual void set_time(double p_time, double p_step) override;
370
371 virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
372
373 virtual bool is_vrs_supported() const;
374 virtual bool is_dynamic_gi_supported() const;
375 virtual bool is_volumetric_supported() const;
376 virtual uint32_t get_max_elements() const;
377
378 void init();
379
380 RendererSceneRenderRD();
381 ~RendererSceneRenderRD();
382};
383
384#endif // RENDERER_SCENE_RENDER_RD_H
385