summaryrefslogtreecommitdiffstats
path: root/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
diff options
context:
space:
mode:
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_gi_rd.h')
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.h653
1 files changed, 653 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
new file mode 100644
index 0000000000..6cff9b7837
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
@@ -0,0 +1,653 @@
+/*************************************************************************/
+/* renderer_scene_gi_rd.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_GI_RD_H
+#define RENDERING_SERVER_SCENE_GI_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
+#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/giprobe.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/giprobe_debug.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+#include "servers/rendering/rendering_device.h"
+
+// Forward declare RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
+class RendererSceneRenderRD;
+
+class RendererSceneGIRD {
+private:
+ // !BAS! need to see which things become internal..
+
+ RendererStorageRD *storage;
+
+public:
+ /* GIPROBE INSTANCE */
+
+ struct GIProbeLight {
+ uint32_t type;
+ float energy;
+ float radius;
+ float attenuation;
+
+ float color[3];
+ float cos_spot_angle;
+
+ float position[3];
+ float inv_spot_attenuation;
+
+ float direction[3];
+ uint32_t has_shadow;
+ };
+
+ struct GIProbePushConstant {
+ int32_t limits[3];
+ uint32_t stack_size;
+
+ float emission_scale;
+ float propagation;
+ float dynamic_range;
+ uint32_t light_count;
+
+ uint32_t cell_offset;
+ uint32_t cell_count;
+ float aniso_strength;
+ uint32_t pad;
+ };
+
+ struct GIProbeDynamicPushConstant {
+ int32_t limits[3];
+ uint32_t light_count;
+ int32_t x_dir[3];
+ float z_base;
+ int32_t y_dir[3];
+ float z_sign;
+ int32_t z_dir[3];
+ float pos_multiplier;
+ uint32_t rect_pos[2];
+ uint32_t rect_size[2];
+ uint32_t prev_rect_ofs[2];
+ uint32_t prev_rect_size[2];
+ uint32_t flip_x;
+ uint32_t flip_y;
+ float dynamic_range;
+ uint32_t on_mipmap;
+ float propagation;
+ float pad[3];
+ };
+
+ struct GIProbeInstance {
+ // access to our containers
+ RendererStorageRD *storage;
+ RendererSceneGIRD *gi;
+
+ RID probe;
+ RID texture;
+ RID write_buffer;
+
+ struct Mipmap {
+ RID texture;
+ RID uniform_set;
+ RID second_bounce_uniform_set;
+ RID write_uniform_set;
+ uint32_t level;
+ uint32_t cell_offset;
+ uint32_t cell_count;
+ };
+ Vector<Mipmap> mipmaps;
+
+ struct DynamicMap {
+ RID texture; //color normally, or emission on first pass
+ RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
+ RID depth; //actual depth buffer for the first pass, float depth for later passes
+ RID normal; //normal buffer for the first pass
+ RID albedo; //emission buffer for the first pass
+ RID orm; //orm buffer for the first pass
+ RID fb; //used for rendering, only valid on first map
+ RID uniform_set;
+ uint32_t size;
+ int mipmap; // mipmap to write to, -1 if no mipmap assigned
+ };
+
+ Vector<DynamicMap> dynamic_maps;
+
+ int slot = -1;
+ uint32_t last_probe_version = 0;
+ uint32_t last_probe_data_version = 0;
+
+ //uint64_t last_pass = 0;
+ uint32_t render_index = 0;
+
+ bool has_dynamic_object_data = false;
+
+ Transform transform;
+
+ void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
+ void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+ };
+
+ GIProbeLight *gi_probe_lights;
+ uint32_t gi_probe_max_lights;
+ RID gi_probe_lights_uniform;
+
+ enum {
+ GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT,
+ GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE,
+ GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP,
+ GI_PROBE_SHADER_VERSION_WRITE_TEXTURE,
+ GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING,
+ GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE,
+ GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT,
+ GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT,
+ GI_PROBE_SHADER_VERSION_MAX
+ };
+
+ GiprobeShaderRD giprobe_shader;
+ RID giprobe_lighting_shader_version;
+ RID giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_MAX];
+ RID giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_MAX];
+
+ mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
+
+ RS::GIProbeQuality gi_probe_quality = RS::GI_PROBE_QUALITY_HIGH;
+
+ enum {
+ GI_PROBE_DEBUG_COLOR,
+ GI_PROBE_DEBUG_LIGHT,
+ GI_PROBE_DEBUG_EMISSION,
+ GI_PROBE_DEBUG_LIGHT_FULL,
+ GI_PROBE_DEBUG_MAX
+ };
+
+ struct GIProbeDebugPushConstant {
+ float projection[16];
+ uint32_t cell_offset;
+ float dynamic_range;
+ float alpha;
+ uint32_t level;
+ int32_t bounds[3];
+ uint32_t pad;
+ };
+
+ GiprobeDebugShaderRD giprobe_debug_shader;
+ RID giprobe_debug_shader_version;
+ RID giprobe_debug_shader_version_shaders[GI_PROBE_DEBUG_MAX];
+ PipelineCacheRD giprobe_debug_shader_version_pipelines[GI_PROBE_DEBUG_MAX];
+ RID giprobe_debug_uniform_set;
+
+ /* SDFGI */
+
+ struct SDFGI {
+ enum {
+ MAX_CASCADES = 8,
+ CASCADE_SIZE = 128,
+ PROBE_DIVISOR = 16,
+ ANISOTROPY_SIZE = 6,
+ MAX_DYNAMIC_LIGHTS = 128,
+ MAX_STATIC_LIGHTS = 1024,
+ LIGHTPROBE_OCT_SIZE = 6,
+ SH_SIZE = 16
+ };
+
+ struct Cascade {
+ struct UBO {
+ float offset[3];
+ float to_cell;
+ int32_t probe_offset[3];
+ uint32_t pad;
+ };
+
+ //cascade blocks are full-size for volume (128^3), half size for albedo/emission
+ RID sdf_tex;
+ RID light_tex;
+ RID light_aniso_0_tex;
+ RID light_aniso_1_tex;
+
+ RID light_data;
+ RID light_aniso_0_data;
+ RID light_aniso_1_data;
+
+ struct SolidCell { // this struct is unused, but remains as reference for size
+ uint32_t position;
+ uint32_t albedo;
+ uint32_t static_light;
+ uint32_t static_light_aniso;
+ };
+
+ RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch
+ RID solid_cell_buffer;
+
+ RID lightprobe_history_tex;
+ RID lightprobe_average_tex;
+
+ float cell_size;
+ Vector3i position;
+
+ static const Vector3i DIRTY_ALL;
+ Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
+
+ RID sdf_store_uniform_set;
+ RID sdf_direct_light_uniform_set;
+ RID scroll_uniform_set;
+ RID scroll_occlusion_uniform_set;
+ RID integrate_uniform_set;
+ RID lights_buffer;
+
+ bool all_dynamic_lights_dirty = true;
+ };
+
+ // access to our containers
+ RendererStorageRD *storage;
+ RendererSceneGIRD *gi;
+
+ // used for rendering (voxelization)
+ RID render_albedo;
+ RID render_emission;
+ RID render_emission_aniso;
+ RID render_occlusion[8];
+ RID render_geom_facing;
+
+ RID render_sdf[2];
+ RID render_sdf_half[2];
+
+ // used for ping pong processing in cascades
+ RID sdf_initialize_uniform_set;
+ RID sdf_initialize_half_uniform_set;
+ RID jump_flood_uniform_set[2];
+ RID jump_flood_half_uniform_set[2];
+ RID sdf_upscale_uniform_set;
+ int upscale_jfa_uniform_set_index;
+ RID occlusion_uniform_set;
+
+ uint32_t cascade_size = 128;
+
+ LocalVector<Cascade> cascades;
+
+ RID lightprobe_texture;
+ RID lightprobe_data;
+ RID occlusion_texture;
+ RID occlusion_data;
+ RID ambient_texture; //integrates with volumetric fog
+
+ RID lightprobe_history_scroll; //used for scrolling lightprobes
+ RID lightprobe_average_scroll; //used for scrolling lightprobes
+
+ uint32_t history_size = 0;
+ float solid_cell_ratio = 0;
+ uint32_t solid_cell_count = 0;
+
+ RS::EnvironmentSDFGICascades cascade_mode;
+ float min_cell_size = 0;
+ uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
+
+ RID debug_uniform_set;
+ RID debug_probes_uniform_set;
+ RID cascades_ubo;
+
+ bool uses_occlusion = false;
+ float bounce_feedback = 0.0;
+ bool reads_sky = false;
+ float energy = 1.0;
+ float normal_bias = 1.1;
+ float probe_bias = 1.1;
+ RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED;
+
+ float y_mult = 1.0;
+
+ uint32_t render_pass = 0;
+
+ int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
+ RID integrate_sky_uniform_set;
+
+ void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi);
+ void erase();
+ void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position);
+ void update_light();
+ void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky);
+ void store_probes();
+ int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
+ void update_cascades();
+
+ void debug_draw(const CameraMatrix &p_projection, const Transform &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture);
+ void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
+
+ void pre_process_gi(const Transform &p_transform, RendererSceneRenderRD *p_scene_render);
+ void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
+ void render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render);
+ };
+
+ RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
+ RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
+ RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
+
+ float sdfgi_solid_cell_ratio = 0.25;
+ Vector3 sdfgi_debug_probe_pos;
+ Vector3 sdfgi_debug_probe_dir;
+ bool sdfgi_debug_probe_enabled = false;
+ Vector3i sdfgi_debug_probe_index;
+
+ struct SDGIShader {
+ enum SDFGIPreprocessShaderVersion {
+ PRE_PROCESS_SCROLL,
+ PRE_PROCESS_SCROLL_OCCLUSION,
+ PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
+ PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
+ PRE_PROCESS_JUMP_FLOOD,
+ PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
+ PRE_PROCESS_JUMP_FLOOD_UPSCALE,
+ PRE_PROCESS_OCCLUSION,
+ PRE_PROCESS_STORE,
+ PRE_PROCESS_MAX
+ };
+
+ struct PreprocessPushConstant {
+ int32_t scroll[3];
+ int32_t grid_size;
+
+ int32_t probe_offset[3];
+ int32_t step_size;
+
+ int32_t half_size;
+ uint32_t occlusion_index;
+ int32_t cascade;
+ uint32_t pad;
+ };
+
+ SdfgiPreprocessShaderRD preprocess;
+ RID preprocess_shader;
+ RID preprocess_pipeline[PRE_PROCESS_MAX];
+
+ struct DebugPushConstant {
+ float grid_size[3];
+ uint32_t max_cascades;
+
+ int32_t screen_size[2];
+ uint32_t use_occlusion;
+ float y_mult;
+
+ float cam_extent[3];
+ uint32_t probe_axis_size;
+
+ float cam_transform[16];
+ };
+
+ SdfgiDebugShaderRD debug;
+ RID debug_shader;
+ RID debug_shader_version;
+ RID debug_pipeline;
+
+ enum ProbeDebugMode {
+ PROBE_DEBUG_PROBES,
+ PROBE_DEBUG_VISIBILITY,
+ PROBE_DEBUG_MAX
+ };
+
+ struct DebugProbesPushConstant {
+ float projection[16];
+
+ uint32_t band_power;
+ uint32_t sections_in_band;
+ uint32_t band_mask;
+ float section_arc;
+
+ float grid_size[3];
+ uint32_t cascade;
+
+ uint32_t pad;
+ float y_mult;
+ int32_t probe_debug_index;
+ int32_t probe_axis_size;
+ };
+
+ SdfgiDebugProbesShaderRD debug_probes;
+ RID debug_probes_shader;
+ RID debug_probes_shader_version;
+
+ PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
+
+ struct Light {
+ float color[3];
+ float energy;
+
+ float direction[3];
+ uint32_t has_shadow;
+
+ float position[3];
+ float attenuation;
+
+ uint32_t type;
+ float cos_spot_angle;
+ float inv_spot_attenuation;
+ float radius;
+
+ float shadow_color[4];
+ };
+
+ struct DirectLightPushConstant {
+ float grid_size[3];
+ uint32_t max_cascades;
+
+ uint32_t cascade;
+ uint32_t light_count;
+ uint32_t process_offset;
+ uint32_t process_increment;
+
+ int32_t probe_axis_size;
+ float bounce_feedback;
+ float y_mult;
+ uint32_t use_occlusion;
+ };
+
+ enum {
+ DIRECT_LIGHT_MODE_STATIC,
+ DIRECT_LIGHT_MODE_DYNAMIC,
+ DIRECT_LIGHT_MODE_MAX
+ };
+ SdfgiDirectLightShaderRD direct_light;
+ RID direct_light_shader;
+ RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
+
+ enum {
+ INTEGRATE_MODE_PROCESS,
+ INTEGRATE_MODE_STORE,
+ INTEGRATE_MODE_SCROLL,
+ INTEGRATE_MODE_SCROLL_STORE,
+ INTEGRATE_MODE_MAX
+ };
+ struct IntegratePushConstant {
+ enum {
+ SKY_MODE_DISABLED,
+ SKY_MODE_COLOR,
+ SKY_MODE_SKY,
+ };
+
+ float grid_size[3];
+ uint32_t max_cascades;
+
+ uint32_t probe_axis_size;
+ uint32_t cascade;
+ uint32_t history_index;
+ uint32_t history_size;
+
+ uint32_t ray_count;
+ float ray_bias;
+ int32_t image_size[2];
+
+ int32_t world_offset[3];
+ uint32_t sky_mode;
+
+ int32_t scroll[3];
+ float sky_energy;
+
+ float sky_color[3];
+ float y_mult;
+
+ uint32_t store_ambient_texture;
+ uint32_t pad[3];
+ };
+
+ SdfgiIntegrateShaderRD integrate;
+ RID integrate_shader;
+ RID integrate_pipeline[INTEGRATE_MODE_MAX];
+
+ RID integrate_default_sky_uniform_set;
+
+ } sdfgi_shader;
+
+ /* SDFGI UPDATE */
+
+ int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
+
+ /* GI */
+ enum {
+ MAX_GIPROBES = 8
+ };
+
+ // Struct for use in render buffer
+ struct RenderBuffersGI {
+ RID giprobe_textures[MAX_GIPROBES];
+ RID giprobe_buffer;
+
+ RID full_buffer;
+ RID full_dispatch;
+ RID full_mask;
+ };
+
+ // struct GI {
+ struct SDFGIData {
+ float grid_size[3];
+ uint32_t max_cascades;
+
+ uint32_t use_occlusion;
+ int32_t probe_axis_size;
+ float probe_to_uvw;
+ float normal_bias;
+
+ float lightprobe_tex_pixel_size[3];
+ float energy;
+
+ float lightprobe_uv_offset[3];
+ float y_mult;
+
+ float occlusion_clamp[3];
+ uint32_t pad3;
+
+ float occlusion_renormalize[3];
+ uint32_t pad4;
+
+ float cascade_probe_size[3];
+ uint32_t pad5;
+
+ struct ProbeCascadeData {
+ float position[3]; //offset of (0,0,0) in world coordinates
+ float to_probe; // 1/bounds * grid_size
+ int32_t probe_world_offset[3];
+ float to_cell; // 1/bounds * grid_size
+ };
+
+ ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
+ };
+
+ struct GIProbeData {
+ float xform[16];
+ float bounds[3];
+ float dynamic_range;
+
+ float bias;
+ float normal_bias;
+ uint32_t blend_ambient;
+ uint32_t texture_slot;
+
+ float anisotropy_strength;
+ float ao;
+ float ao_size;
+ uint32_t mipmaps;
+ };
+
+ struct PushConstant {
+ int32_t screen_size[2];
+ float z_near;
+ float z_far;
+
+ float proj_info[4];
+ float ao_color[3];
+ uint32_t max_giprobes;
+
+ uint32_t high_quality_vct;
+ uint32_t orthogonal;
+ uint32_t pad[2];
+
+ float cam_rotation[12];
+ };
+
+ RID sdfgi_ubo;
+ enum Mode {
+ MODE_GIPROBE,
+ MODE_SDFGI,
+ MODE_COMBINED,
+ MODE_HALF_RES_GIPROBE,
+ MODE_HALF_RES_SDFGI,
+ MODE_HALF_RES_COMBINED,
+ MODE_MAX
+ };
+
+ RID default_giprobe_buffer;
+
+ bool half_resolution = false;
+ GiShaderRD shader;
+ RID shader_version;
+ RID pipelines[MODE_MAX];
+ // } gi;
+
+ RendererSceneGIRD();
+ ~RendererSceneGIRD();
+
+ // !BAS! Can we merge these two inits? Possibly, need to check
+ void init_gi(RendererStorageRD *p_storage);
+ void init_sdfgi(RendererSceneSkyRD *p_sky);
+ void free();
+
+ SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
+
+ void setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used, RendererSceneRenderRD *p_scene_render);
+ void process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, RendererSceneRenderRD *p_scene_render);
+
+ RID gi_probe_instance_create(RID p_base);
+ void debug_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+};
+
+#endif /* !RENDERING_SERVER_SCENE_GI_RD_H */