godot/servers/rendering/rendering_method.h
Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00

320 lines
20 KiB
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/**************************************************************************/
/* rendering_method.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_METHOD_H
#define RENDERING_METHOD_H
#include "servers/rendering/storage/render_scene_buffers.h"
#include "servers/rendering_server.h"
#include "servers/xr/xr_interface.h"
class RenderingMethod {
public:
virtual RID camera_allocate() = 0;
virtual void camera_initialize(RID p_rid) = 0;
virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) = 0;
virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform) = 0;
virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
virtual void camera_set_camera_attributes(RID p_camera, RID p_attributes) = 0;
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
virtual bool is_camera(RID p_camera) const = 0;
virtual RID occluder_allocate() = 0;
virtual void occluder_initialize(RID p_occluder) = 0;
virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) = 0;
virtual RID scenario_allocate() = 0;
virtual void scenario_initialize(RID p_rid) = 0;
virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
virtual void scenario_set_camera_attributes(RID p_scenario, RID p_attributes) = 0;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) = 0;
virtual bool is_scenario(RID p_scenario) const = 0;
virtual RID scenario_get_environment(RID p_scenario) = 0;
virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport) = 0;
virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport) = 0;
virtual RID instance_allocate() = 0;
virtual void instance_initialize(RID p_rid) = 0;
virtual void instance_set_base(RID p_instance, RID p_base) = 0;
virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;
virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;
virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0;
virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb) = 0;
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0;
virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled) = 0;
// don't use these in a game!
virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) = 0;
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0;
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) = 0;
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0;
virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0;
virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const = 0;
/* SKY API */
virtual RID sky_allocate() = 0;
virtual void sky_initialize(RID p_rid) = 0;
virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;
virtual void sky_set_material(RID p_sky, RID p_material) = 0;
virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;
/* ENVIRONMENT API */
virtual RID environment_allocate() = 0;
virtual void environment_initialize(RID p_rid) = 0;
// Background
virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) = 0;
virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
virtual void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value) = 0;
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) = 0;
virtual RS::EnvironmentBG environment_get_background(RID p_Env) const = 0;
virtual RID environment_get_sky(RID p_env) const = 0;
virtual float environment_get_sky_custom_fov(RID p_env) const = 0;
virtual Basis environment_get_sky_orientation(RID p_env) const = 0;
virtual Color environment_get_bg_color(RID p_env) const = 0;
virtual float environment_get_bg_energy_multiplier(RID p_env) const = 0;
virtual float environment_get_bg_intensity(RID p_env) const = 0;
virtual int environment_get_canvas_max_layer(RID p_env) const = 0;
virtual RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const = 0;
virtual Color environment_get_ambient_light(RID p_env) const = 0;
virtual float environment_get_ambient_light_energy(RID p_env) const = 0;
virtual float environment_get_ambient_sky_contribution(RID p_env) const = 0;
virtual RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const = 0;
// Tonemap
virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) = 0;
virtual RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const = 0;
virtual float environment_get_exposure(RID p_env) const = 0;
virtual float environment_get_white(RID p_env) const = 0;
// Fog
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect) = 0;
virtual bool environment_get_fog_enabled(RID p_env) const = 0;
virtual Color environment_get_fog_light_color(RID p_env) const = 0;
virtual float environment_get_fog_light_energy(RID p_env) const = 0;
virtual float environment_get_fog_sun_scatter(RID p_env) const = 0;
virtual float environment_get_fog_density(RID p_env) const = 0;
virtual float environment_get_fog_height(RID p_env) const = 0;
virtual float environment_get_fog_height_density(RID p_env) const = 0;
virtual float environment_get_fog_aerial_perspective(RID p_env) const = 0;
virtual float environment_get_fog_sky_affect(RID p_env) const = 0;
// Volumetric Fog
virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect) = 0;
virtual bool environment_get_volumetric_fog_enabled(RID p_env) const = 0;
virtual float environment_get_volumetric_fog_density(RID p_env) const = 0;
virtual Color environment_get_volumetric_fog_scattering(RID p_env) const = 0;
virtual Color environment_get_volumetric_fog_emission(RID p_env) const = 0;
virtual float environment_get_volumetric_fog_emission_energy(RID p_env) const = 0;
virtual float environment_get_volumetric_fog_anisotropy(RID p_env) const = 0;
virtual float environment_get_volumetric_fog_length(RID p_env) const = 0;
virtual float environment_get_volumetric_fog_detail_spread(RID p_env) const = 0;
virtual float environment_get_volumetric_fog_gi_inject(RID p_env) const = 0;
virtual float environment_get_volumetric_fog_sky_affect(RID p_env) const = 0;
virtual bool environment_get_volumetric_fog_temporal_reprojection(RID p_env) const = 0;
virtual float environment_get_volumetric_fog_temporal_reprojection_amount(RID p_env) const = 0;
virtual float environment_get_volumetric_fog_ambient_inject(RID p_env) const = 0;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
// Glow
virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) = 0;
virtual bool environment_get_glow_enabled(RID p_env) const = 0;
virtual Vector<float> environment_get_glow_levels(RID p_env) const = 0;
virtual float environment_get_glow_intensity(RID p_env) const = 0;
virtual float environment_get_glow_strength(RID p_env) const = 0;
virtual float environment_get_glow_bloom(RID p_env) const = 0;
virtual float environment_get_glow_mix(RID p_env) const = 0;
virtual RS::EnvironmentGlowBlendMode environment_get_glow_blend_mode(RID p_env) const = 0;
virtual float environment_get_glow_hdr_bleed_threshold(RID p_env) const = 0;
virtual float environment_get_glow_hdr_luminance_cap(RID p_env) const = 0;
virtual float environment_get_glow_hdr_bleed_scale(RID p_env) const = 0;
virtual float environment_get_glow_map_strength(RID p_env) const = 0;
virtual RID environment_get_glow_map(RID p_env) const = 0;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
// SSR
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
virtual bool environment_get_ssr_enabled(RID p_env) const = 0;
virtual int environment_get_ssr_max_steps(RID p_env) const = 0;
virtual float environment_get_ssr_fade_in(RID p_env) const = 0;
virtual float environment_get_ssr_fade_out(RID p_env) const = 0;
virtual float environment_get_ssr_depth_tolerance(RID p_env) const = 0;
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
// SSAO
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0;
virtual bool environment_get_ssao_enabled(RID p_env) const = 0;
virtual float environment_get_ssao_radius(RID p_env) const = 0;
virtual float environment_get_ssao_intensity(RID p_env) const = 0;
virtual float environment_get_ssao_power(RID p_env) const = 0;
virtual float environment_get_ssao_detail(RID p_env) const = 0;
virtual float environment_get_ssao_horizon(RID p_env) const = 0;
virtual float environment_get_ssao_sharpness(RID p_env) const = 0;
virtual float environment_get_ssao_direct_light_affect(RID p_env) const = 0;
virtual float environment_get_ssao_ao_channel_affect(RID p_env) const = 0;
virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
// SSIL
virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0;
virtual bool environment_get_ssil_enabled(RID p_env) const = 0;
virtual float environment_get_ssil_radius(RID p_env) const = 0;
virtual float environment_get_ssil_intensity(RID p_env) const = 0;
virtual float environment_get_ssil_sharpness(RID p_env) const = 0;
virtual float environment_get_ssil_normal_rejection(RID p_env) const = 0;
virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
// SDFGI
virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
virtual bool environment_get_sdfgi_enabled(RID p_env) const = 0;
virtual int environment_get_sdfgi_cascades(RID p_env) const = 0;
virtual float environment_get_sdfgi_min_cell_size(RID p_env) const = 0;
virtual bool environment_get_sdfgi_use_occlusion(RID p_env) const = 0;
virtual float environment_get_sdfgi_bounce_feedback(RID p_env) const = 0;
virtual bool environment_get_sdfgi_read_sky_light(RID p_env) const = 0;
virtual float environment_get_sdfgi_energy(RID p_env) const = 0;
virtual float environment_get_sdfgi_normal_bias(RID p_env) const = 0;
virtual float environment_get_sdfgi_probe_bias(RID p_env) const = 0;
virtual RS::EnvironmentSDFGIYScale environment_get_sdfgi_y_scale(RID p_env) const = 0;
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;
virtual bool environment_get_adjustments_enabled(RID p_env) const = 0;
virtual float environment_get_adjustments_brightness(RID p_env) const = 0;
virtual float environment_get_adjustments_contrast(RID p_env) const = 0;
virtual float environment_get_adjustments_saturation(RID p_env) const = 0;
virtual bool environment_get_use_1d_color_correction(RID p_env) const = 0;
virtual RID environment_get_color_correction(RID p_env) const = 0;
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
virtual bool is_environment(RID p_environment) const = 0;
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;
/* Render Buffers */
virtual Ref<RenderSceneBuffers> render_buffers_create() = 0;
virtual void gi_set_use_half_resolution(bool p_enable) = 0;
virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
virtual void voxel_gi_set_quality(RS::VoxelGIQuality) = 0;
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
virtual void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas) = 0;
struct RenderInfo {
int info[RS::VIEWPORT_RENDER_INFO_TYPE_MAX][RS::VIEWPORT_RENDER_INFO_MAX] = {};
};
virtual 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_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0;
virtual void update() = 0;
virtual void render_probes() = 0;
virtual void update_visibility_notifiers() = 0;
virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
virtual bool free(RID p_rid) = 0;
RenderingMethod();
virtual ~RenderingMethod();
};
#endif // RENDERING_METHOD_H