/*************************************************************************/ /* renderer_scene_render_forward.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_H #define RENDERING_SERVER_SCENE_RENDER_FORWARD_H #include "core/templates/paged_allocator.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/renderer_storage_rd.h" #include "servers/rendering/renderer_rd/shaders/scene_forward.glsl.gen.h" class RendererSceneRenderForward : public RendererSceneRenderRD { enum { SCENE_UNIFORM_SET = 0, RENDER_PASS_UNIFORM_SET = 1, TRANSFORMS_UNIFORM_SET = 2, MATERIAL_UNIFORM_SET = 3 }; enum { SDFGI_MAX_CASCADES = 8, MAX_GI_PROBES = 8, MAX_LIGHTMAPS = 8, MAX_GI_PROBES_PER_INSTANCE = 2, }; /* Scene Shader */ enum ShaderVersion { SHADER_VERSION_DEPTH_PASS, SHADER_VERSION_DEPTH_PASS_DP, SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL, SHADER_VERSION_DEPTH_PASS_WITH_SDF, SHADER_VERSION_COLOR_PASS, SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, SHADER_VERSION_LIGHTMAP_COLOR_PASS, SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, SHADER_VERSION_MAX }; struct { SceneForwardShaderRD scene_shader; ShaderCompilerRD compiler; } shader; RendererStorageRD *storage; /* Material */ struct ShaderData : public RendererStorageRD::ShaderData { enum BlendMode { //used internally BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, BLEND_MODE_ALPHA_TO_COVERAGE }; enum DepthDraw { DEPTH_DRAW_DISABLED, DEPTH_DRAW_OPAQUE, DEPTH_DRAW_ALWAYS }; enum DepthTest { DEPTH_TEST_DISABLED, DEPTH_TEST_ENABLED }; enum Cull { CULL_DISABLED, CULL_FRONT, CULL_BACK }; enum CullVariant { CULL_VARIANT_NORMAL, CULL_VARIANT_REVERSED, CULL_VARIANT_DOUBLE_SIDED, CULL_VARIANT_MAX }; enum AlphaAntiAliasing { ALPHA_ANTIALIASING_OFF, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE }; bool valid; RID version; uint32_t vertex_input_mask; PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX]; String path; Map uniforms; Vector texture_uniforms; Vector ubo_offsets; uint32_t ubo_size; String code; Map default_texture_params; DepthDraw depth_draw; DepthTest depth_test; bool uses_point_size; bool uses_alpha; bool uses_blend_alpha; bool uses_alpha_clip; bool uses_depth_pre_pass; bool uses_discard; bool uses_roughness; bool uses_normal; bool unshaded; bool uses_vertex; bool uses_sss; bool uses_transmittance; bool uses_screen_texture; bool uses_depth_texture; bool uses_normal_texture; bool uses_time; bool writes_modelview_or_projection; bool uses_world_coordinates; uint64_t last_pass = 0; uint32_t index = 0; virtual void set_code(const String &p_Code); virtual void set_default_texture_param(const StringName &p_name, RID p_texture); virtual void get_param_list(List *p_param_list) const; void get_instance_param_list(List *p_param_list) const; virtual bool is_param_texture(const StringName &p_param) const; virtual bool is_animated() const; virtual bool casts_shadows() const; virtual Variant get_default_parameter(const StringName &p_parameter) const; virtual RS::ShaderNativeSourceCode get_native_source_code() const; ShaderData(); virtual ~ShaderData(); }; RendererStorageRD::ShaderData *_create_shader_func(); static RendererStorageRD::ShaderData *_create_shader_funcs() { return static_cast(singleton)->_create_shader_func(); } struct MaterialData : public RendererStorageRD::MaterialData { uint64_t last_frame; ShaderData *shader_data; RID uniform_buffer; RID uniform_set; Vector texture_cache; Vector ubo_data; uint64_t last_pass = 0; uint32_t index = 0; RID next_pass; uint8_t priority; virtual void set_render_priority(int p_priority); virtual void set_next_pass(RID p_pass); virtual void update_parameters(const Map &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); virtual ~MaterialData(); }; RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader); static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) { return static_cast(singleton)->_create_material_func(static_cast(p_shader)); } /* Framebuffer */ struct RenderBufferDataForward : public RenderBufferData { //for rendering, may be MSAAd RID color; RID depth; RID specular; RID normal_roughness_buffer; RID giprobe_buffer; RID ambient_buffer; RID reflection_buffer; RS::ViewportMSAA msaa; RD::TextureSamples texture_samples; RID color_msaa; RID depth_msaa; RID specular_msaa; RID normal_roughness_buffer_msaa; RID roughness_buffer_msaa; RID giprobe_buffer_msaa; RID depth_fb; RID depth_normal_roughness_fb; RID depth_normal_roughness_giprobe_fb; RID color_fb; RID color_specular_fb; RID specular_only_fb; int width, height; RID render_sdfgi_uniform_set; void ensure_specular(); void ensure_gi(); void ensure_giprobe(); void clear(); virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa); ~RenderBufferDataForward(); }; virtual RenderBufferData *_create_render_buffer_data(); void _allocate_normal_roughness_texture(RenderBufferDataForward *rb); RID shadow_sampler; RID render_base_uniform_set; RID render_pass_uniform_set; RID sdfgi_pass_uniform_set; uint64_t lightmap_texture_array_version = 0xFFFFFFFF; virtual void _base_uniforms_changed(); void _render_buffers_clear_uniform_set(RenderBufferDataForward *rb); virtual void _render_buffers_uniform_set_changed(RID p_render_buffers); virtual RID _render_buffers_get_normal_texture(RID p_render_buffers); virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers); virtual RID _render_buffers_get_reflection_texture(RID p_render_buffers); void _update_render_base_uniform_set(); RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture); RID _setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray &p_gi_probes, const PagedArray &p_lightmaps); struct LightmapData { float normal_xform[12]; }; struct LightmapCaptureData { float sh[9 * 4]; }; enum { INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6, INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7, INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8, INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9, INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10, INSTANCE_DATA_FLAG_USE_GIPROBE = 1 << 11, INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12, INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13, INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14, INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15, INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT = 16, INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_MASK = 0x7, INSTANCE_DATA_FLAG_SKELETON = 1 << 19, }; struct SceneState { struct UBO { float projection_matrix[16]; float inv_projection_matrix[16]; float camera_matrix[16]; float inv_camera_matrix[16]; float viewport_size[2]; float screen_pixel_size[2]; float directional_penumbra_shadow_kernel[128]; //32 vec4s float directional_soft_shadow_kernel[128]; float penumbra_shadow_kernel[128]; float soft_shadow_kernel[128]; uint32_t directional_penumbra_shadow_samples; uint32_t directional_soft_shadow_samples; uint32_t penumbra_shadow_samples; uint32_t soft_shadow_samples; float ambient_light_color_energy[4]; float ambient_color_sky_mix; uint32_t use_ambient_light; uint32_t use_ambient_cubemap; uint32_t use_reflection_cubemap; float radiance_inverse_xform[12]; float shadow_atlas_pixel_size[2]; float directional_shadow_pixel_size[2]; uint32_t directional_light_count; float dual_paraboloid_side; float z_far; float z_near; uint32_t ssao_enabled; float ssao_light_affect; float ssao_ao_affect; uint32_t roughness_limiter_enabled; float roughness_limiter_amount; float roughness_limiter_limit; uint32_t roughness_limiter_pad[2]; float ao_color[4]; float sdf_to_bounds[16]; int32_t sdf_offset[3]; uint32_t material_uv2_mode; int32_t sdf_size[3]; uint32_t gi_upscale_for_msaa; uint32_t volumetric_fog_enabled; float volumetric_fog_inv_length; float volumetric_fog_detail_spread; uint32_t volumetric_fog_pad; // Fog uint32_t fog_enabled; float fog_density; float fog_height; float fog_height_density; float fog_light_color[3]; float fog_sun_scatter; float fog_aerial_perspective; float time; float reflection_multiplier; uint32_t pancake_shadows; }; UBO ubo; RID uniform_buffer; LightmapData lightmaps[MAX_LIGHTMAPS]; RID lightmap_ids[MAX_LIGHTMAPS]; bool lightmap_has_sh[MAX_LIGHTMAPS]; uint32_t lightmaps_used = 0; uint32_t max_lightmaps; RID lightmap_buffer; LightmapCaptureData *lightmap_captures; uint32_t max_lightmap_captures; RID lightmap_capture_buffer; RID giprobe_ids[MAX_GI_PROBES]; uint32_t giprobes_used = 0; bool used_screen_texture = false; bool used_normal_texture = false; bool used_depth_texture = false; bool used_sss = false; } scene_state; static RendererSceneRenderForward *singleton; uint64_t render_pass; double time; RID default_shader; RID default_material; RID overdraw_material_shader; RID overdraw_material; RID wireframe_material_shader; RID wireframe_material; RID default_shader_rd; RID default_shader_sdfgi_rd; RID default_vec4_xform_buffer; RID default_vec4_xform_uniform_set; enum PassMode { PASS_MODE_COLOR, PASS_MODE_COLOR_SPECULAR, PASS_MODE_COLOR_TRANSPARENT, PASS_MODE_SHADOW, PASS_MODE_SHADOW_DP, PASS_MODE_DEPTH, PASS_MODE_DEPTH_NORMAL_ROUGHNESS, PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE, PASS_MODE_DEPTH_MATERIAL, PASS_MODE_SDF, }; void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false); void _setup_giprobes(const PagedArray &p_giprobes); void _setup_lightmaps(const PagedArray &p_lightmaps, const Transform &p_cam_transform); struct GeometryInstanceSurfaceDataCache; struct RenderListParameters { GeometryInstanceSurfaceDataCache **elements = nullptr; int element_count = 0; bool reverse_cull = false; PassMode pass_mode = PASS_MODE_COLOR; bool no_gi = false; RID render_pass_uniform_set; bool force_wireframe = false; Vector2 uv_offset; Plane lod_plane; float lod_distance_multiplier = 0.0; float screen_lod_threshold = 0.0; RD::FramebufferFormatID framebuffer_format = 0; RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) { elements = p_elements; element_count = p_element_count; reverse_cull = p_reverse_cull; pass_mode = p_pass_mode; no_gi = p_no_gi; render_pass_uniform_set = p_render_pass_uniform_set; force_wireframe = p_force_wireframe; uv_offset = p_uv_offset; lod_plane = p_lod_plane; lod_distance_multiplier = p_lod_distance_multiplier; screen_lod_threshold = p_screen_lod_threshold; } }; template _FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element); void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element); LocalVector thread_draw_lists; void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params); void _render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector &p_clear_color_values = Vector(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector &p_storage_textures = Vector()); uint32_t render_list_thread_threshold = 500; void _fill_render_list(const PagedArray &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false, bool p_using_opaque_gi = false); Map sdfgi_framebuffer_size_cache; struct GeometryInstanceData; struct GeometryInstanceForward; struct GeometryInstanceLightmapSH { Color sh[9]; }; // Cached data for drawing surfaces struct GeometryInstanceSurfaceDataCache { enum { FLAG_PASS_DEPTH = 1, FLAG_PASS_OPAQUE = 2, FLAG_PASS_ALPHA = 4, FLAG_PASS_SHADOW = 8, FLAG_USES_SHARED_SHADOW_MATERIAL = 128, FLAG_USES_SUBSURFACE_SCATTERING = 2048, FLAG_USES_SCREEN_TEXTURE = 4096, FLAG_USES_DEPTH_TEXTURE = 8192, FLAG_USES_NORMAL_TEXTURE = 16384, FLAG_USES_DOUBLE_SIDED_SHADOWS = 32768, }; union { struct { uint32_t geometry_id; uint32_t material_id; uint32_t shader_id; uint32_t surface_type : 4; uint32_t uses_forward_gi : 1; //set during addition uint32_t uses_lightmap : 1; //set during addition uint32_t depth_layer : 4; //set during addition uint32_t priority : 8; }; struct { uint64_t sort_key1; uint64_t sort_key2; }; } sort; RS::PrimitiveType primitive = RS::PRIMITIVE_MAX; uint32_t flags = 0; uint32_t surface_index = 0; void *surface = nullptr; RID material_uniform_set; ShaderData *shader = nullptr; void *surface_shadow = nullptr; RID material_uniform_set_shadow; ShaderData *shader_shadow = nullptr; GeometryInstanceSurfaceDataCache *next = nullptr; GeometryInstanceForward *owner = nullptr; }; struct GeometryInstanceForward : public GeometryInstance { //used during rendering bool mirror = false; bool non_uniform_scale = false; float lod_bias = 0.0; float lod_model_scale = 1.0; AABB transformed_aabb; //needed for LOD float depth = 0; struct PushConstant { float transform[16]; uint32_t flags; uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index) uint32_t layer_mask; float lightmap_uv_scale[4]; } push_constant; RID transforms_uniform_set; uint32_t instance_count = 0; RID mesh_instance; bool can_sdfgi = false; //used during setup uint32_t base_flags = 0; RID gi_probes[MAX_GI_PROBES_PER_INSTANCE]; RID lightmap_instance; GeometryInstanceLightmapSH *lightmap_sh = nullptr; GeometryInstanceSurfaceDataCache *surface_caches = nullptr; SelfList dirty_list_element; struct Data { //data used less often goes into regular heap RID base; RS::InstanceType base_type; RID skeleton; uint32_t layer_mask = 1; Vector surface_materials; RID material_override; Transform transform; AABB aabb; int32_t shader_parameters_offset = -1; bool use_dynamic_gi = false; bool use_baked_light = false; bool cast_double_sided_shaodows = false; bool mirror = false; Rect2 lightmap_uv_scale; uint32_t lightmap_slice_index = 0; bool dirty_dependencies = false; RendererStorage::DependencyTracker dependency_tracker; }; Data *data = nullptr; GeometryInstanceForward() : dirty_list_element(this) {} }; static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker); static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker); SelfList::List geometry_instance_dirty_list; PagedAllocator geometry_instance_alloc; PagedAllocator geometry_instance_surface_alloc; PagedAllocator geometry_instance_lightmap_sh; void _geometry_instance_add_surface_with_material(GeometryInstanceForward *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); void _geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh); void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance); void _geometry_instance_update(GeometryInstance *p_geometry_instance); void _update_dirty_geometry_instances(); bool low_end = false; /* Render List */ struct RenderList { int max_elements; GeometryInstanceSurfaceDataCache **elements = nullptr; int element_count; int alpha_element_count; void clear() { element_count = 0; alpha_element_count = 0; } //should eventually be replaced by radix struct SortByKey { _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const { return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2); } }; void sort_by_key(bool p_alpha) { SortArray sorter; if (p_alpha) { sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count); } else { sorter.sort(elements, element_count); } } struct SortByDepth { _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const { return (A->owner->depth < B->owner->depth); } }; void sort_by_depth(bool p_alpha) { //used for shadows SortArray sorter; if (p_alpha) { sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count); } else { sorter.sort(elements, element_count); } } struct SortByReverseDepthAndPriority { _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const { return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority); } }; void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha SortArray sorter; if (p_alpha) { sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count); } else { sorter.sort(elements, element_count); } } _FORCE_INLINE_ void add_element(GeometryInstanceSurfaceDataCache *p_element) { if (element_count + alpha_element_count >= max_elements) { return; } elements[element_count] = p_element; element_count++; } _FORCE_INLINE_ void add_alpha_element(GeometryInstanceSurfaceDataCache *p_element) { if (element_count + alpha_element_count >= max_elements) { return; } int idx = max_elements - alpha_element_count - 1; elements[idx] = p_element; alpha_element_count++; } void init() { element_count = 0; alpha_element_count = 0; elements = memnew_arr(GeometryInstanceSurfaceDataCache *, max_elements); } RenderList() { max_elements = 0; } ~RenderList() { memdelete_arr(elements); } }; RenderList render_list; protected: virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray &p_instances, int p_directional_light_count, const PagedArray &p_gi_probes, const PagedArray &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_lod_threshold); virtual void _render_shadow(RID p_framebuffer, const PagedArray &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0); virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray &p_instances, RID p_framebuffer, const Rect2i &p_region); virtual void _render_uv2(const PagedArray &p_instances, RID p_framebuffer, const Rect2i &p_region); virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture); virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray &p_instances); public: virtual GeometryInstance *geometry_instance_create(RID p_base); virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton); virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override); virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector &p_materials); virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance); virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb); virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask); virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias); virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable); virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable); virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index); virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9); virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset); virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable); virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance); virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance); virtual void geometry_instance_free(GeometryInstance *p_geometry_instance); virtual uint32_t geometry_instance_get_pair_mask(); virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count); virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count); virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count); virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count); virtual void set_time(double p_time, double p_step); virtual bool free(RID p_rid); RendererSceneRenderForward(RendererStorageRD *p_storage); ~RendererSceneRenderForward(); }; #endif // RASTERIZER_SCENE_HIGHEND_RD_H