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mirror of https://github.com/godotengine/godot.git synced 2025-11-06 12:20:30 +00:00

Addition of SDFGI for open world global illumination

Move GI to a deferred pass
This commit is contained in:
Juan Linietsky
2020-06-25 10:33:28 -03:00
parent b92477d77e
commit 201d606b3d
53 changed files with 8966 additions and 1033 deletions

View File

@@ -31,22 +31,22 @@
#ifndef RASTERIZER_SCENE_RD_H
#define RASTERIZER_SCENE_RD_H
#include "core/local_vector.h"
#include "core/rid_owner.h"
#include "servers/rendering/rasterizer.h"
#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
#include "servers/rendering/rasterizer_rd/shaders/gi.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/giprobe.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/sdfgi_debug.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/sky.glsl.gen.h"
#include "servers/rendering/rendering_device.h"
class RasterizerSceneRD : public RasterizerScene {
public:
enum GIProbeQuality {
GIPROBE_QUALITY_ULTRA_LOW,
GIPROBE_QUALITY_MEDIUM,
GIPROBE_QUALITY_HIGH,
};
protected:
double time;
@@ -81,23 +81,27 @@ protected:
virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake) = 0;
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
virtual void _debug_giprobe(RID p_gi_probe, RenderingDevice::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
virtual void _base_uniforms_changed() = 0;
virtual void _render_buffers_uniform_set_changed(RID p_render_buffers) = 0;
virtual RID _render_buffers_get_roughness_texture(RID p_render_buffers) = 0;
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers) = 0;
virtual RID _render_buffers_get_reflection_texture(RID p_render_buffers) = 0;
void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_roughness_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
void _setup_sky(RID p_environment, const Vector3 &p_position, const Size2i p_screen_size);
void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
void _draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count);
private:
RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
@@ -267,6 +271,8 @@ private:
SkyMaterialData *prev_material;
Vector3 prev_position;
float prev_time;
RID sdfgi_integrate_sky_uniform_set;
};
Sky *dirty_sky_list = nullptr;
@@ -388,13 +394,10 @@ private:
struct GIProbeInstance {
RID probe;
RID texture;
RID anisotropy[2]; //only if anisotropy is used
RID anisotropy_r16[2]; //only if anisotropy is used
RID write_buffer;
struct Mipmap {
RID texture;
RID anisotropy[2]; //only if anisotropy is used
RID uniform_set;
RID second_bounce_uniform_set;
RID write_uniform_set;
@@ -423,7 +426,7 @@ private:
uint32_t last_probe_version = 0;
uint32_t last_probe_data_version = 0;
uint64_t last_pass = 0;
//uint64_t last_pass = 0;
uint32_t render_index = 0;
bool has_dynamic_object_data = false;
@@ -435,11 +438,6 @@ private:
uint32_t gi_probe_max_lights;
RID gi_probe_lights_uniform;
bool gi_probe_use_anisotropy = false;
GIProbeQuality gi_probe_quality = GIPROBE_QUALITY_MEDIUM;
Vector<RID> gi_probe_slots;
enum {
GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT,
GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
@@ -458,6 +456,8 @@ private:
mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
RS::GIProbeQuality gi_probe_quality = RS::GI_PROBE_QUALITY_HIGH;
enum {
GI_PROBE_DEBUG_COLOR,
GI_PROBE_DEBUG_LIGHT,
@@ -591,6 +591,7 @@ private:
ShadowTransform shadow_transform[4];
AABB aabb;
RID self;
RID light;
Transform transform;
@@ -680,6 +681,19 @@ private:
float ssr_fade_in = 0.15;
float ssr_fade_out = 2.0;
float ssr_depth_tolerance = 0.2;
/// SDFGI
bool sdfgi_enabled = false;
RS::EnvironmentSDFGICascades sdfgi_cascades;
float sdfgi_min_cell_size = 0.2;
bool sdfgi_use_occlusion = false;
bool sdfgi_use_multibounce = false;
bool sdfgi_read_sky_light = false;
bool sdfgi_enhance_ssr = false;
float sdfgi_energy = 1.0;
float sdfgi_normal_bias = 1.1;
float sdfgi_probe_bias = 1.1;
RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_DISABLED;
};
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
@@ -719,7 +733,13 @@ private:
/* RENDER BUFFERS */
struct SDFGI;
struct RenderBuffers {
enum {
MAX_GIPROBES = 8
};
RenderBufferData *data = nullptr;
int width = 0, height = 0;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
@@ -732,6 +752,9 @@ private:
RID texture; //main texture for rendering to, must be filled after done rendering
RID depth_texture; //main depth texture
RID gi_uniform_set;
SDFGI *sdfgi = nullptr;
//built-in textures used for ping pong image processing and blurring
struct Blur {
RID texture;
@@ -764,10 +787,389 @@ private:
RID depth_scaled;
RID blur_radius[2];
} ssr;
RID giprobe_textures[MAX_GIPROBES];
RID giprobe_buffer;
};
RID default_giprobe_buffer;
/* SDFGI */
struct SDFGI {
enum {
MAX_CASCADES = 8,
CASCADE_SIZE = 128,
PROBE_DIVISOR = 16,
ANISOTROPY_SIZE = 6,
MAX_DYNAMIC_LIGHTS = 128,
MAX_STATIC_LIGHTS = 1024,
LIGHTPROBE_OCT_SIZE = 6,
SH_SIZE = 16
};
struct Cascade {
struct UBO {
float offset[3];
float to_cell;
int32_t probe_offset[3];
uint32_t pad;
};
//cascade blocks are full-size for volume (128^3), half size for albedo/emission
RID sdf_tex;
RID light_tex;
RID light_aniso_0_tex;
RID light_aniso_1_tex;
RID light_data;
RID light_aniso_0_data;
RID light_aniso_1_data;
struct SolidCell { // this struct is unused, but remains as reference for size
uint32_t position;
uint32_t albedo;
uint32_t static_light;
uint32_t static_light_aniso;
};
RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch
RID solid_cell_buffer;
RID lightprobe_history_tex;
RID lightprobe_average_tex;
float cell_size;
Vector3i position;
static const Vector3i DIRTY_ALL;
Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
RID sdf_store_uniform_set;
RID sdf_direct_light_uniform_set;
RID scroll_uniform_set;
RID scroll_occlusion_uniform_set;
RID integrate_uniform_set;
RID lights_buffer;
};
//used for rendering (voxelization)
RID render_albedo;
RID render_emission;
RID render_emission_aniso;
RID render_occlusion[8];
RID render_geom_facing;
RID render_sdf[2];
RID render_sdf_half[2];
//used for ping pong processing in cascades
RID sdf_initialize_uniform_set;
RID sdf_initialize_half_uniform_set;
RID jump_flood_uniform_set[2];
RID jump_flood_half_uniform_set[2];
RID sdf_upscale_uniform_set;
int upscale_jfa_uniform_set_index;
RID occlusion_uniform_set;
uint32_t cascade_size = 128;
LocalVector<Cascade> cascades;
RID lightprobe_texture;
RID lightprobe_data;
RID occlusion_texture;
RID occlusion_data;
RID lightprobe_history_scroll; //used for scrolling lightprobes
RID lightprobe_average_scroll; //used for scrolling lightprobes
uint32_t history_size = 0;
float solid_cell_ratio = 0;
uint32_t solid_cell_count = 0;
RS::EnvironmentSDFGICascades cascade_mode;
float min_cell_size = 0;
uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
RID debug_uniform_set;
RID debug_probes_uniform_set;
RID cascades_ubo;
bool uses_occlusion = false;
bool uses_multibounce = false;
bool reads_sky = false;
float energy = 1.0;
float normal_bias = 1.1;
float probe_bias = 1.1;
RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED;
float y_mult = 1.0;
uint32_t render_pass = 0;
};
RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
float sdfgi_solid_cell_ratio = 0.25;
Vector3 sdfgi_debug_probe_pos;
Vector3 sdfgi_debug_probe_dir;
bool sdfgi_debug_probe_enabled = false;
Vector3i sdfgi_debug_probe_index;
struct SDGIShader {
enum SDFGIPreprocessShaderVersion {
PRE_PROCESS_SCROLL,
PRE_PROCESS_SCROLL_OCCLUSION,
PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
PRE_PROCESS_JUMP_FLOOD,
PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
PRE_PROCESS_JUMP_FLOOD_UPSCALE,
PRE_PROCESS_OCCLUSION,
PRE_PROCESS_STORE,
PRE_PROCESS_MAX
};
struct PreprocessPushConstant {
int32_t scroll[3];
int32_t grid_size;
int32_t probe_offset[3];
int32_t step_size;
int32_t half_size;
uint32_t occlusion_index;
int32_t cascade;
uint32_t pad;
};
SdfgiPreprocessShaderRD preprocess;
RID preprocess_shader;
RID preprocess_pipeline[PRE_PROCESS_MAX];
struct DebugPushConstant {
float grid_size[3];
uint32_t max_cascades;
int32_t screen_size[2];
uint32_t use_occlusion;
float y_mult;
float cam_extent[3];
uint32_t probe_axis_size;
float cam_transform[16];
};
SdfgiDebugShaderRD debug;
RID debug_shader;
RID debug_shader_version;
RID debug_pipeline;
enum ProbeDebugMode {
PROBE_DEBUG_PROBES,
PROBE_DEBUG_VISIBILITY,
PROBE_DEBUG_MAX
};
struct DebugProbesPushConstant {
float projection[16];
uint32_t band_power;
uint32_t sections_in_band;
uint32_t band_mask;
float section_arc;
float grid_size[3];
uint32_t cascade;
uint32_t pad;
float y_mult;
int32_t probe_debug_index;
int32_t probe_axis_size;
};
SdfgiDebugProbesShaderRD debug_probes;
RID debug_probes_shader;
RID debug_probes_shader_version;
RenderPipelineVertexFormatCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
struct Light {
float color[3];
float energy;
float direction[3];
uint32_t has_shadow;
float position[3];
float attenuation;
uint32_t type;
float spot_angle;
float spot_attenuation;
float radius;
float shadow_color[4];
};
struct DirectLightPushConstant {
float grid_size[3];
uint32_t max_cascades;
uint32_t cascade;
uint32_t light_count;
uint32_t process_offset;
uint32_t process_increment;
int32_t probe_axis_size;
uint32_t multibounce;
float y_mult;
uint32_t pad;
};
enum {
DIRECT_LIGHT_MODE_STATIC,
DIRECT_LIGHT_MODE_DYNAMIC,
DIRECT_LIGHT_MODE_MAX
};
SdfgiDirectLightShaderRD direct_light;
RID direct_light_shader;
RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
enum {
INTEGRATE_MODE_PROCESS,
INTEGRATE_MODE_STORE,
INTEGRATE_MODE_SCROLL,
INTEGRATE_MODE_SCROLL_STORE,
INTEGRATE_MODE_MAX
};
struct IntegratePushConstant {
enum {
SKY_MODE_DISABLED,
SKY_MODE_COLOR,
SKY_MODE_SKY,
};
float grid_size[3];
uint32_t max_cascades;
uint32_t probe_axis_size;
uint32_t cascade;
uint32_t history_index;
uint32_t history_size;
uint32_t ray_count;
float ray_bias;
int32_t image_size[2];
int32_t world_offset[3];
uint32_t sky_mode;
int32_t scroll[3];
float sky_energy;
float sky_color[3];
float y_mult;
};
SdfgiIntegrateShaderRD integrate;
RID integrate_shader;
RID integrate_pipeline[INTEGRATE_MODE_MAX];
RID integrate_default_sky_uniform_set;
} sdfgi_shader;
void _sdfgi_erase(RenderBuffers *rb);
int _sdfgi_get_pending_region_data(RID p_render_buffers, int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
void _sdfgi_update_cascades(RID p_render_buffers);
/* GI */
struct GI {
struct SDFGIData {
float grid_size[3];
uint32_t max_cascades;
uint32_t use_occlusion;
int32_t probe_axis_size;
float probe_to_uvw;
float normal_bias;
float lightprobe_tex_pixel_size[3];
float energy;
float lightprobe_uv_offset[3];
float y_mult;
float occlusion_clamp[3];
uint32_t pad3;
float occlusion_renormalize[3];
uint32_t pad4;
float cascade_probe_size[3];
uint32_t pad5;
struct ProbeCascadeData {
float position[3]; //offset of (0,0,0) in world coordinates
float to_probe; // 1/bounds * grid_size
int32_t probe_world_offset[3];
float to_cell; // 1/bounds * grid_size
};
ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
};
struct GIProbeData {
float xform[16];
float bounds[3];
float dynamic_range;
float bias;
float normal_bias;
uint32_t blend_ambient;
uint32_t texture_slot;
float anisotropy_strength;
float ao;
float ao_size;
uint32_t pad[1];
};
struct PushConstant {
int32_t screen_size[2];
float z_near;
float z_far;
float proj_info[4];
uint32_t max_giprobes;
uint32_t high_quality_vct;
uint32_t use_sdfgi;
uint32_t orthogonal;
float ao_color[3];
uint32_t pad;
float cam_rotation[12];
};
RID sdfgi_ubo;
enum {
MODE_MAX = 1
};
GiShaderRD shader;
RID shader_version;
RID pipelines[MODE_MAX];
} gi;
bool screen_space_roughness_limiter = false;
float screen_space_roughness_limiter_curve = 1.0;
float screen_space_roughness_limiter_amount = 0.25;
float screen_space_roughness_limiter_limit = 0.18;
mutable RID_Owner<RenderBuffers> render_buffers_owner;
@@ -777,10 +1179,16 @@ private:
void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas);
void _render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection);
void _sdfgi_debug_draw(RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform);
uint64_t scene_pass = 0;
uint64_t shadow_atlas_realloc_tolerance_msec = 500;
struct SDFGICosineNeighbour {
uint32_t neighbour;
float weight;
};
public:
/* SHADOW ATLAS API */
@@ -818,6 +1226,15 @@ public:
return Size2i(directional_shadow.size, directional_shadow.size);
}
/* SDFGI UPDATE */
int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position);
virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const;
virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const;
virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const;
virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const RID *p_directional_light_instances, uint32_t p_directional_light_count, const RID *p_positional_light_instances, uint32_t p_positional_light_count);
RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
/* SKY API */
RID sky_create();
@@ -871,6 +1288,11 @@ public:
float environment_get_ssao_ao_affect(RID p_env) const;
float environment_get_ssao_light_affect(RID p_env) const;
bool environment_is_ssr_enabled(RID p_env) const;
bool environment_is_sdfgi_enabled(RID p_env) const;
virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, bool p_enhance_ssr, float p_energy, float p_normal_bias, float p_probe_bias);
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count);
virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames);
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality);
RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
@@ -894,6 +1316,7 @@ public:
RID light_instance_create(RID p_light);
void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb);
void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2());
void light_instance_mark_visible(RID p_light_instance);
@@ -1107,6 +1530,8 @@ public:
bool gi_probe_needs_update(RID p_probe) const;
void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, int p_dynamic_object_count, InstanceBase **p_dynamic_objects);
void gi_probe_set_quality(RS::GIProbeQuality p_quality) { gi_probe_quality = p_quality; }
_FORCE_INLINE_ uint32_t gi_probe_instance_get_slot(RID p_probe) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
return gi_probe->slot;
@@ -1124,10 +1549,6 @@ public:
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
return gi_probe->texture;
}
_FORCE_INLINE_ RID gi_probe_instance_get_aniso_texture(RID p_probe, int p_index) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
return gi_probe->anisotropy[p_index];
}
_FORCE_INLINE_ void gi_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
@@ -1141,7 +1562,7 @@ public:
return gi_probe->render_index;
}
/*
_FORCE_INLINE_ void gi_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND(!g_probe);
@@ -1154,18 +1575,27 @@ public:
return g_probe->last_pass;
}
const Vector<RID> &gi_probe_get_slots() const;
_FORCE_INLINE_ bool gi_probe_is_anisotropic() const {
return gi_probe_use_anisotropy;
}
GIProbeQuality gi_probe_get_quality() const;
*/
RID render_buffers_create();
void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa);
RID render_buffers_get_ao_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
RID render_buffers_get_gi_probe_buffer(RID p_render_buffers);
RID render_buffers_get_default_gi_probe_buffer();
uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_shadow_atlas, RID p_camera_effects, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
@@ -1173,6 +1603,9 @@ public:
void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
void render_sdfgi(RID p_render_buffers, int p_region, InstanceBase **p_cull_result, int p_cull_count);
void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const RID **p_positional_light_cull_result, const uint32_t *p_positional_light_cull_count);
virtual void set_scene_pass(uint64_t p_pass) {
scene_pass = p_pass;
}
@@ -1180,9 +1613,10 @@ public:
return scene_pass;
}
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve);
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit);
virtual bool screen_space_roughness_limiter_is_active() const;
virtual float screen_space_roughness_limiter_get_curve() const;
virtual float screen_space_roughness_limiter_get_amount() const;
virtual float screen_space_roughness_limiter_get_limit() const;
virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality);
RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
@@ -1221,6 +1655,8 @@ public:
virtual void set_time(double p_time, double p_step);
void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir);
RasterizerSceneRD(RasterizerStorageRD *p_storage);
~RasterizerSceneRD();
};