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			1417 lines
		
	
	
		
			49 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  renderer_scene_cull.h                                                 */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#pragma once
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#include "core/math/dynamic_bvh.h"
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#include "core/math/transform_interpolator.h"
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#include "core/templates/bin_sorted_array.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/paged_allocator.h"
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#include "core/templates/paged_array.h"
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#include "core/templates/pass_func.h"
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#include "core/templates/rid_owner.h"
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#include "core/templates/self_list.h"
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#include "servers/rendering/instance_uniforms.h"
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#include "servers/rendering/renderer_scene_occlusion_cull.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering/rendering_method.h"
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#include "servers/rendering/rendering_server_globals.h"
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#include "servers/rendering/storage/utilities.h"
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class RenderingLightCuller;
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class RendererSceneCull : public RenderingMethod {
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public:
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	RendererSceneRender *scene_render = nullptr;
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	enum {
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		SDFGI_MAX_CASCADES = 8,
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		SDFGI_MAX_REGIONS_PER_CASCADE = 3,
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		MAX_INSTANCE_PAIRS = 32,
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		MAX_UPDATE_SHADOWS = 512
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	};
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	uint64_t render_pass;
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	static RendererSceneCull *singleton;
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	/* EVENT QUEUING */
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	void tick();
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	void pre_draw(bool p_will_draw);
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	/* CAMERA API */
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	struct Camera {
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		enum Type {
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			PERSPECTIVE,
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			ORTHOGONAL,
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			FRUSTUM
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		};
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		Type type;
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		float fov;
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		float znear, zfar;
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		float size;
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		Vector2 offset;
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		uint32_t visible_layers;
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		bool vaspect;
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		RID env;
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		RID attributes;
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		RID compositor;
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		Transform3D transform;
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		Camera() {
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			visible_layers = 0xFFFFFFFF;
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			fov = 75;
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			type = PERSPECTIVE;
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			znear = 0.05;
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			zfar = 4000;
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			size = 1.0;
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			offset = Vector2();
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			vaspect = false;
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		}
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	};
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	mutable RID_Owner<Camera, true> camera_owner;
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	virtual RID camera_allocate();
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	virtual void camera_initialize(RID p_rid);
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	virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
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	virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
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	virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
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	virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform);
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	virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
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	virtual void camera_set_environment(RID p_camera, RID p_env);
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	virtual void camera_set_camera_attributes(RID p_camera, RID p_attributes);
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	virtual void camera_set_compositor(RID p_camera, RID p_compositor);
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	virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
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	virtual bool is_camera(RID p_camera) const;
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	/* OCCLUDER API */
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	virtual RID occluder_allocate();
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	virtual void occluder_initialize(RID p_occluder);
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	virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
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	/* VISIBILITY NOTIFIER API */
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	RendererSceneOcclusionCull *dummy_occlusion_culling = nullptr;
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	/* SCENARIO API */
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	struct Instance;
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	struct PlaneSign {
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		_ALWAYS_INLINE_ PlaneSign() {}
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		_ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
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			if (p_plane.normal.x > 0) {
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				signs[0] = 0;
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			} else {
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				signs[0] = 3;
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			}
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			if (p_plane.normal.y > 0) {
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				signs[1] = 1;
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			} else {
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				signs[1] = 4;
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			}
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			if (p_plane.normal.z > 0) {
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				signs[2] = 2;
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			} else {
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				signs[2] = 5;
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			}
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		}
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		uint32_t signs[3];
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	};
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	struct Frustum {
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		Vector<Plane> planes;
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		Vector<PlaneSign> plane_signs;
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		const Plane *planes_ptr;
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		const PlaneSign *plane_signs_ptr;
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		uint32_t plane_count;
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		_ALWAYS_INLINE_ Frustum() {}
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		_ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
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			planes = p_frustum.planes;
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			plane_signs = p_frustum.plane_signs;
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			planes_ptr = planes.ptr();
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			plane_signs_ptr = plane_signs.ptr();
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			plane_count = p_frustum.plane_count;
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		}
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		_ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
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			planes = p_frustum.planes;
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			plane_signs = p_frustum.plane_signs;
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			planes_ptr = planes.ptr();
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			plane_signs_ptr = plane_signs.ptr();
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			plane_count = p_frustum.plane_count;
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		}
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		_ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
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			planes = p_planes;
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			planes_ptr = planes.ptrw();
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			plane_count = planes.size();
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			for (int i = 0; i < planes.size(); i++) {
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				PlaneSign ps(p_planes[i]);
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				plane_signs.push_back(ps);
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			}
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			plane_signs_ptr = plane_signs.ptr();
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		}
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	};
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	struct InstanceBounds {
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		// Efficiently store instance bounds.
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		// Because bounds checking is performed first,
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		// keep it separated from data.
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		real_t bounds[6];
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		_ALWAYS_INLINE_ InstanceBounds() {}
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		_ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
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			bounds[0] = p_aabb.position.x;
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			bounds[1] = p_aabb.position.y;
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			bounds[2] = p_aabb.position.z;
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			bounds[3] = p_aabb.position.x + p_aabb.size.x;
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			bounds[4] = p_aabb.position.y + p_aabb.size.y;
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			bounds[5] = p_aabb.position.z + p_aabb.size.z;
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		}
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		_ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
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			// This is not a full SAT check and the possibility of false positives exist,
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			// but the tradeoff vs performance is still very good.
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			for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
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				Vector3 min(
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						bounds[p_frustum.plane_signs_ptr[i].signs[0]],
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						bounds[p_frustum.plane_signs_ptr[i].signs[1]],
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						bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
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				if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
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					return false;
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				}
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			}
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			return true;
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		}
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		_ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
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			Vector3 end = p_aabb.position + p_aabb.size;
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			if (bounds[0] >= end.x) {
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				return false;
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			}
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			if (bounds[3] <= p_aabb.position.x) {
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				return false;
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			}
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			if (bounds[1] >= end.y) {
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				return false;
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			}
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			if (bounds[4] <= p_aabb.position.y) {
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				return false;
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			}
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			if (bounds[2] >= end.z) {
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				return false;
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			}
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			if (bounds[5] <= p_aabb.position.z) {
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				return false;
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			}
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			return true;
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		}
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	};
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	struct InstanceVisibilityNotifierData;
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	struct InstanceData {
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		// Store instance pointer as well as common instance processing information,
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		// to make processing more cache friendly.
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		enum Flags : uint32_t {
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			FLAG_BASE_TYPE_MASK = 0xFF,
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			FLAG_CAST_SHADOWS = (1 << 8),
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			FLAG_CAST_SHADOWS_ONLY = (1 << 9),
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			FLAG_REDRAW_IF_VISIBLE = (1 << 10),
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			FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
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			FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
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			FLAG_GEOM_DECAL_DIRTY = (1 << 13),
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			FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14),
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			FLAG_LIGHTMAP_CAPTURE = (1 << 15),
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			FLAG_USES_BAKED_LIGHT = (1 << 16),
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			FLAG_USES_MESH_INSTANCE = (1 << 17),
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			FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
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			FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19),
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			FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags
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			FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20),
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			FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21),
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			FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN = (1 << 22),
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			FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 23),
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			FLAG_IGNORE_ALL_CULLING = (1 << 24),
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		};
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		uint32_t flags = 0;
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		uint32_t layer_mask = 0; //for fast layer-mask discard
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		RID base_rid;
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		union {
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			uint64_t instance_data_rid;
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			RenderGeometryInstance *instance_geometry;
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			InstanceVisibilityNotifierData *visibility_notifier = nullptr;
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		};
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		Instance *instance = nullptr;
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		int32_t parent_array_index = -1;
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		int32_t visibility_index = -1;
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		// Each time occlusion culling determines an instance is visible,
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		// set this to occlusion_frame plus some delay.
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		// Once the timeout is reached, allow the instance to be occlusion culled.
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		// This creates a delay for occlusion culling, which prevents flickering
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		// when jittering the raster occlusion projection.
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		uint64_t occlusion_timeout = 0;
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	};
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	struct InstanceVisibilityData {
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		uint64_t viewport_state = 0;
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		int32_t array_index = -1;
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		RS::VisibilityRangeFadeMode fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
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		Vector3 position;
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		Instance *instance = nullptr;
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		float range_begin = 0.0f;
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		float range_end = 0.0f;
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		float range_begin_margin = 0.0f;
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		float range_end_margin = 0.0f;
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		float children_fade_alpha = 1.0f;
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	};
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	class VisibilityArray : public BinSortedArray<InstanceVisibilityData> {
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		_FORCE_INLINE_ virtual void _update_idx(InstanceVisibilityData &r_element, uint64_t p_idx) {
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			r_element.instance->visibility_index = p_idx;
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			if (r_element.instance->scenario && r_element.instance->array_index != -1) {
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				r_element.instance->scenario->instance_data[r_element.instance->array_index].visibility_index = p_idx;
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			}
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		}
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	};
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	PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
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	PagedArrayPool<InstanceData> instance_data_page_pool;
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	PagedArrayPool<InstanceVisibilityData> instance_visibility_data_page_pool;
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	struct Scenario {
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		enum IndexerType {
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			INDEXER_GEOMETRY, //for geometry
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			INDEXER_VOLUMES, //for everything else
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			INDEXER_MAX
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		};
 | 
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		DynamicBVH indexers[INDEXER_MAX];
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		RID self;
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		List<Instance *> directional_lights;
 | 
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		RID environment;
 | 
						|
		RID fallback_environment;
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		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) const;
 | 
						|
 | 
						|
	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) {}
 | 
						|
	};
 | 
						|
 | 
						|
	mutable 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;
 | 
						|
		bool teleported = false;
 | 
						|
 | 
						|
		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 : 1;
 | 
						|
		bool receive_shadows : 1;
 | 
						|
		bool visible : 1;
 | 
						|
		bool baked_light : 1; // This flag is only to know if it actually did use baked light.
 | 
						|
		bool dynamic_gi : 1; // Same as above for dynamic objects.
 | 
						|
		bool redraw_if_visible : 1;
 | 
						|
 | 
						|
		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;
 | 
						|
 | 
						|
		InstanceUniforms instance_uniforms;
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		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: {
 | 
						|
					singleton->_instance_queue_update(instance, true, true);
 | 
						|
				} break;
 | 
						|
				case Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE:
 | 
						|
				case Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR:
 | 
						|
				case Dependency::DEPENDENCY_CHANGED_CULL_MASK: {
 | 
						|
					//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);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	};
 | 
						|
 | 
						|
	mutable SelfList<Instance>::List _instance_update_list;
 | 
						|
	void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false) const;
 | 
						|
 | 
						|
	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;
 | 
						|
		uint32_t cull_mask = 0xFFFFFFFF;
 | 
						|
 | 
						|
		HashSet<Instance *> geometries;
 | 
						|
 | 
						|
		InstanceDecalData() {
 | 
						|
		}
 | 
						|
	};
 | 
						|
 | 
						|
	SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
 | 
						|
 | 
						|
	struct InstanceParticlesCollisionData : public InstanceBaseData {
 | 
						|
		RID instance;
 | 
						|
		uint32_t cull_mask = 0xFFFFFFFF;
 | 
						|
	};
 | 
						|
 | 
						|
	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;
 | 
						|
		uint32_t cull_mask = 0xFFFFFFFF;
 | 
						|
 | 
						|
	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() {
 | 
						|
		}
 | 
						|
	};
 | 
						|
 | 
						|
	mutable 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;
 | 
						|
 | 
						|
		_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))) {
 | 
						|
				//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);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	};
 | 
						|
 | 
						|
	mutable 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;
 | 
						|
 | 
						|
	mutable RID_Owner<Instance, true> instance_owner{ 65536, 4194304 };
 | 
						|
 | 
						|
	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_teleport(RID p_instance);
 | 
						|
 | 
						|
	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) const;
 | 
						|
 | 
						|
	// 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);
 | 
						|
 | 
						|
	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;
 | 
						|
 | 
						|
	virtual void mesh_generate_pipelines(RID p_mesh, bool p_background_compilation);
 | 
						|
	virtual uint32_t get_pipeline_compilations(RS::PipelineSource p_source);
 | 
						|
 | 
						|
	_FORCE_INLINE_ void _update_instance(Instance *p_instance) const;
 | 
						|
	_FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance) const;
 | 
						|
	_FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance) const;
 | 
						|
	_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance) const;
 | 
						|
	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_screen_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;
 | 
						|
			uint32_t caster_mask;
 | 
						|
			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);
 | 
						|
	static void _scene_particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
 | 
						|
	_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);
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	void update_dirty_instances() const;
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 | 
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	void render_particle_colliders();
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	virtual void render_probes();
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 | 
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	TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size);
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 | 
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	//pass to scene render
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	/* ENVIRONMENT API */
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 | 
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#ifdef PASSBASE
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#undef PASSBASE
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#endif
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 | 
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#define PASSBASE scene_render
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 | 
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	PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
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 | 
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	/* SKY API */
 | 
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 | 
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	PASS0R(RID, sky_allocate)
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	PASS1(sky_initialize, RID)
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 | 
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	PASS2(sky_set_radiance_size, RID, int)
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	PASS2(sky_set_mode, RID, RS::SkyMode)
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	PASS2(sky_set_material, RID, RID)
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	PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
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 | 
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	// Compositor effect
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	PASS0R(RID, compositor_effect_allocate)
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	PASS1(compositor_effect_initialize, RID)
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	PASS1RC(bool, is_compositor_effect, RID)
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	PASS2(compositor_effect_set_enabled, RID, bool)
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	PASS3(compositor_effect_set_callback, RID, RS::CompositorEffectCallbackType, const Callable &)
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	PASS3(compositor_effect_set_flag, RID, RS::CompositorEffectFlags, bool)
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 | 
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	// Compositor
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	PASS0R(RID, compositor_allocate)
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	PASS1(compositor_initialize, RID)
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	PASS1RC(bool, is_compositor, RID)
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	PASS2(compositor_set_compositor_effects, RID, const TypedArray<RID> &)
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	// Environment
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 | 
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	PASS0R(RID, environment_allocate)
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	PASS1(environment_initialize, RID)
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	PASS1RC(bool, is_environment, RID)
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 | 
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	// Background
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	PASS2(environment_set_background, RID, RS::EnvironmentBG)
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	PASS2(environment_set_sky, RID, RID)
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	PASS2(environment_set_sky_custom_fov, RID, float)
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	PASS2(environment_set_sky_orientation, RID, const Basis &)
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	PASS2(environment_set_bg_color, RID, const Color &)
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	PASS3(environment_set_bg_energy, RID, float, float)
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	PASS2(environment_set_canvas_max_layer, RID, int)
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	PASS6(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource)
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	PASS2(environment_set_camera_feed_id, RID, int)
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	PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
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	PASS1RC(RID, environment_get_sky, RID)
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	PASS1RC(float, environment_get_sky_custom_fov, RID)
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	PASS1RC(Basis, environment_get_sky_orientation, RID)
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	PASS1RC(Color, environment_get_bg_color, RID)
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	PASS1RC(float, environment_get_bg_energy_multiplier, RID)
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	PASS1RC(float, environment_get_bg_intensity, RID)
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	PASS1RC(int, environment_get_canvas_max_layer, RID)
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	PASS1RC(RS::EnvironmentAmbientSource, environment_get_ambient_source, RID)
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	PASS1RC(Color, environment_get_ambient_light, RID)
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	PASS1RC(float, environment_get_ambient_light_energy, RID)
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	PASS1RC(float, environment_get_ambient_sky_contribution, RID)
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	PASS1RC(RS::EnvironmentReflectionSource, environment_get_reflection_source, RID)
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	// Tonemap
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	PASS4(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float)
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	PASS1RC(RS::EnvironmentToneMapper, environment_get_tone_mapper, RID)
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	PASS1RC(float, environment_get_exposure, RID)
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	PASS1RC(float, environment_get_white, RID)
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 | 
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	// Fog
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	PASS11(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float, RS::EnvironmentFogMode)
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	PASS1RC(bool, environment_get_fog_enabled, RID)
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	PASS1RC(Color, environment_get_fog_light_color, RID)
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	PASS1RC(float, environment_get_fog_light_energy, RID)
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	PASS1RC(float, environment_get_fog_sun_scatter, RID)
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	PASS1RC(float, environment_get_fog_density, RID)
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	PASS1RC(float, environment_get_fog_sky_affect, RID)
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	PASS1RC(float, environment_get_fog_height, RID)
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	PASS1RC(float, environment_get_fog_height_density, RID)
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	PASS1RC(float, environment_get_fog_aerial_perspective, RID)
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	PASS1RC(RS::EnvironmentFogMode, environment_get_fog_mode, RID)
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	PASS2(environment_set_volumetric_fog_volume_size, int, int)
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						|
	PASS1(environment_set_volumetric_fog_filter_active, bool)
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						|
 | 
						|
	// Depth Fog
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	PASS4(environment_set_fog_depth, RID, float, float, float)
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	PASS1RC(float, environment_get_fog_depth_curve, RID)
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	PASS1RC(float, environment_get_fog_depth_begin, RID)
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	PASS1RC(float, environment_get_fog_depth_end, RID)
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 | 
						|
	// Volumentric Fog
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	PASS14(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float, float)
 | 
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 | 
						|
	PASS1RC(bool, environment_get_volumetric_fog_enabled, RID)
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	PASS1RC(float, environment_get_volumetric_fog_density, RID)
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	PASS1RC(Color, environment_get_volumetric_fog_scattering, RID)
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	PASS1RC(Color, environment_get_volumetric_fog_emission, RID)
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	PASS1RC(float, environment_get_volumetric_fog_emission_energy, RID)
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	PASS1RC(float, environment_get_volumetric_fog_anisotropy, RID)
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	PASS1RC(float, environment_get_volumetric_fog_length, RID)
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	PASS1RC(float, environment_get_volumetric_fog_detail_spread, RID)
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	PASS1RC(float, environment_get_volumetric_fog_gi_inject, RID)
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	PASS1RC(float, environment_get_volumetric_fog_sky_affect, RID)
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	PASS1RC(bool, environment_get_volumetric_fog_temporal_reprojection, RID)
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	PASS1RC(float, environment_get_volumetric_fog_temporal_reprojection_amount, RID)
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	PASS1RC(float, environment_get_volumetric_fog_ambient_inject, RID)
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 | 
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	// Glow
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	PASS13(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float, float, RID)
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	PASS1RC(bool, environment_get_glow_enabled, RID)
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	PASS1RC(Vector<float>, environment_get_glow_levels, RID)
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	PASS1RC(float, environment_get_glow_intensity, RID)
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	PASS1RC(float, environment_get_glow_strength, RID)
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	PASS1RC(float, environment_get_glow_bloom, RID)
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	PASS1RC(float, environment_get_glow_mix, RID)
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	PASS1RC(RS::EnvironmentGlowBlendMode, environment_get_glow_blend_mode, RID)
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	PASS1RC(float, environment_get_glow_hdr_bleed_threshold, RID)
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	PASS1RC(float, environment_get_glow_hdr_luminance_cap, RID)
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	PASS1RC(float, environment_get_glow_hdr_bleed_scale, RID)
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	PASS1RC(float, environment_get_glow_map_strength, RID)
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	PASS1RC(RID, environment_get_glow_map, RID)
 | 
						|
 | 
						|
	PASS1(environment_glow_set_use_bicubic_upscale, bool)
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						|
 | 
						|
	// 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_half_size, bool)
 | 
						|
	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)
 | 
						|
	PASS1(lightmaps_set_bicubic_filter, bool)
 | 
						|
	PASS1(material_set_use_debanding, bool)
 | 
						|
 | 
						|
	virtual void update();
 | 
						|
 | 
						|
	bool free(RID p_rid);
 | 
						|
 | 
						|
	void set_scene_render(RendererSceneRender *p_scene_render);
 | 
						|
 | 
						|
	virtual void update_visibility_notifiers();
 | 
						|
 | 
						|
	/* INTERPOLATION */
 | 
						|
 | 
						|
	void update_interpolation_tick(bool p_process = true);
 | 
						|
	void update_interpolation_frame(bool p_process = true);
 | 
						|
	virtual void set_physics_interpolation_enabled(bool p_enabled);
 | 
						|
 | 
						|
	struct InterpolationData {
 | 
						|
		bool interpolation_enabled = false;
 | 
						|
	} _interpolation_data;
 | 
						|
 | 
						|
	RendererSceneCull();
 | 
						|
	virtual ~RendererSceneCull();
 | 
						|
};
 |