renderer_scene_render_rd.cpp 226 KB

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  1. /*************************************************************************/
  2. /* renderer_scene_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_scene_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/os/os.h"
  33. #include "renderer_compositor_rd.h"
  34. #include "servers/rendering/rendering_server_default.h"
  35. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  36. const float golden_angle = 2.4;
  37. for (int i = 0; i < p_sample_count; i++) {
  38. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  39. float theta = float(i) * golden_angle;
  40. r_kernel[i * 4] = Math::cos(theta) * r;
  41. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  42. }
  43. }
  44. void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  45. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  46. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  47. bool needs_sdfgi = env && env->sdfgi_enabled;
  48. if (!needs_sdfgi) {
  49. if (rb->sdfgi != nullptr) {
  50. //erase it
  51. rb->sdfgi->erase();
  52. memdelete(rb->sdfgi);
  53. rb->sdfgi = nullptr;
  54. }
  55. return;
  56. }
  57. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  58. uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
  59. if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) {
  60. //configuration changed, erase
  61. rb->sdfgi->erase();
  62. memdelete(rb->sdfgi);
  63. rb->sdfgi = nullptr;
  64. }
  65. RendererSceneGIRD::SDFGI *sdfgi = rb->sdfgi;
  66. if (sdfgi == nullptr) {
  67. // re-create
  68. rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
  69. } else {
  70. //check for updates
  71. rb->sdfgi->update(env, p_world_position);
  72. }
  73. }
  74. int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
  75. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  76. ERR_FAIL_COND_V(rb == nullptr, 0);
  77. if (rb->sdfgi == nullptr) {
  78. return 0;
  79. }
  80. int dirty_count = 0;
  81. for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
  82. const RendererSceneGIRD::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
  83. if (c.dirty_regions == RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL) {
  84. dirty_count++;
  85. } else {
  86. for (int j = 0; j < 3; j++) {
  87. if (c.dirty_regions[j] != 0) {
  88. dirty_count++;
  89. }
  90. }
  91. }
  92. }
  93. return dirty_count;
  94. }
  95. AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
  96. AABB bounds;
  97. Vector3i from;
  98. Vector3i size;
  99. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  100. ERR_FAIL_COND_V(rb == nullptr, AABB());
  101. ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
  102. int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  103. ERR_FAIL_COND_V(c == -1, AABB());
  104. return bounds;
  105. }
  106. uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
  107. AABB bounds;
  108. Vector3i from;
  109. Vector3i size;
  110. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  111. ERR_FAIL_COND_V(rb == nullptr, -1);
  112. ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
  113. return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
  114. }
  115. RID RendererSceneRenderRD::sky_allocate() {
  116. return sky.allocate_sky_rid();
  117. }
  118. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  119. sky.initialize_sky_rid(p_rid);
  120. }
  121. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  122. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  123. }
  124. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  125. sky.sky_set_mode(p_sky, p_mode);
  126. }
  127. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  128. sky.sky_set_material(p_sky, p_material);
  129. }
  130. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  131. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  132. }
  133. RID RendererSceneRenderRD::environment_allocate() {
  134. return environment_owner.allocate_rid();
  135. }
  136. void RendererSceneRenderRD::environment_initialize(RID p_rid) {
  137. environment_owner.initialize_rid(p_rid, RendererSceneEnvironmentRD());
  138. }
  139. void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
  140. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  141. ERR_FAIL_COND(!env);
  142. env->background = p_bg;
  143. }
  144. void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
  145. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  146. ERR_FAIL_COND(!env);
  147. env->sky = p_sky;
  148. }
  149. void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
  150. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  151. ERR_FAIL_COND(!env);
  152. env->sky_custom_fov = p_scale;
  153. }
  154. void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
  155. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  156. ERR_FAIL_COND(!env);
  157. env->sky_orientation = p_orientation;
  158. }
  159. void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
  160. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  161. ERR_FAIL_COND(!env);
  162. env->bg_color = p_color;
  163. }
  164. void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
  165. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  166. ERR_FAIL_COND(!env);
  167. env->bg_energy = p_energy;
  168. }
  169. void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
  170. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  171. ERR_FAIL_COND(!env);
  172. env->canvas_max_layer = p_max_layer;
  173. }
  174. void RendererSceneRenderRD::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
  175. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  176. ERR_FAIL_COND(!env);
  177. env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source);
  178. }
  179. RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
  180. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  181. ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
  182. return env->background;
  183. }
  184. RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
  185. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  186. ERR_FAIL_COND_V(!env, RID());
  187. return env->sky;
  188. }
  189. float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
  190. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  191. ERR_FAIL_COND_V(!env, 0);
  192. return env->sky_custom_fov;
  193. }
  194. Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
  195. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  196. ERR_FAIL_COND_V(!env, Basis());
  197. return env->sky_orientation;
  198. }
  199. Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
  200. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  201. ERR_FAIL_COND_V(!env, Color());
  202. return env->bg_color;
  203. }
  204. float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
  205. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  206. ERR_FAIL_COND_V(!env, 0);
  207. return env->bg_energy;
  208. }
  209. int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
  210. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  211. ERR_FAIL_COND_V(!env, 0);
  212. return env->canvas_max_layer;
  213. }
  214. Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
  215. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  216. ERR_FAIL_COND_V(!env, Color());
  217. return env->ambient_light;
  218. }
  219. RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
  220. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  221. ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
  222. return env->ambient_source;
  223. }
  224. float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const {
  225. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  226. ERR_FAIL_COND_V(!env, 0);
  227. return env->ambient_light_energy;
  228. }
  229. float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
  230. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  231. ERR_FAIL_COND_V(!env, 0);
  232. return env->ambient_sky_contribution;
  233. }
  234. RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
  235. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  236. ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
  237. return env->reflection_source;
  238. }
  239. void RendererSceneRenderRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
  240. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  241. ERR_FAIL_COND(!env);
  242. env->set_tonemap(p_tone_mapper, p_exposure, p_white, p_auto_exposure, p_min_luminance, p_max_luminance, p_auto_exp_speed, p_auto_exp_scale);
  243. }
  244. void RendererSceneRenderRD::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) {
  245. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  246. ERR_FAIL_COND(!env);
  247. env->set_glow(p_enable, p_levels, p_intensity, p_strength, p_mix, p_bloom_threshold, p_blend_mode, p_hdr_bleed_threshold, p_hdr_bleed_scale, p_hdr_luminance_cap);
  248. }
  249. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  250. glow_bicubic_upscale = p_enable;
  251. }
  252. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  253. glow_high_quality = p_enable;
  254. }
  255. void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
  256. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  257. ERR_FAIL_COND(!env);
  258. if (!is_dynamic_gi_supported()) {
  259. return;
  260. }
  261. env->set_sdfgi(p_enable, p_cascades, p_min_cell_size, p_y_scale, p_use_occlusion, p_bounce_feedback, p_read_sky, p_energy, p_normal_bias, p_probe_bias);
  262. }
  263. void RendererSceneRenderRD::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_fog_aerial_perspective) {
  264. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  265. ERR_FAIL_COND(!env);
  266. env->set_fog(p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_fog_aerial_perspective);
  267. }
  268. bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
  269. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  270. ERR_FAIL_COND_V(!env, false);
  271. return env->fog_enabled;
  272. }
  273. Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
  274. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  275. ERR_FAIL_COND_V(!env, Color());
  276. return env->fog_light_color;
  277. }
  278. float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
  279. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  280. ERR_FAIL_COND_V(!env, 0);
  281. return env->fog_light_energy;
  282. }
  283. float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
  284. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  285. ERR_FAIL_COND_V(!env, 0);
  286. return env->fog_sun_scatter;
  287. }
  288. float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
  289. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  290. ERR_FAIL_COND_V(!env, 0);
  291. return env->fog_density;
  292. }
  293. float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
  294. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  295. ERR_FAIL_COND_V(!env, 0);
  296. return env->fog_height;
  297. }
  298. float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
  299. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  300. ERR_FAIL_COND_V(!env, 0);
  301. return env->fog_height_density;
  302. }
  303. float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
  304. const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  305. ERR_FAIL_COND_V(!env, 0);
  306. return env->fog_aerial_perspective;
  307. }
  308. void RendererSceneRenderRD::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) {
  309. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  310. ERR_FAIL_COND(!env);
  311. if (!is_volumetric_supported()) {
  312. return;
  313. }
  314. env->set_volumetric_fog(p_enable, p_density, p_albedo, p_emission, p_emission_energy, p_anisotropy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount, p_ambient_inject);
  315. }
  316. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  317. volumetric_fog_size = p_size;
  318. volumetric_fog_depth = p_depth;
  319. }
  320. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  321. volumetric_fog_filter_active = p_enable;
  322. }
  323. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  324. gi.sdfgi_ray_count = p_ray_count;
  325. }
  326. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  327. gi.sdfgi_frames_to_converge = p_frames;
  328. }
  329. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  330. gi.sdfgi_frames_to_update_light = p_update;
  331. }
  332. void RendererSceneRenderRD::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) {
  333. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  334. ERR_FAIL_COND(!env);
  335. env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
  336. }
  337. void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
  338. ssr_roughness_quality = p_quality;
  339. }
  340. RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
  341. return ssr_roughness_quality;
  342. }
  343. void RendererSceneRenderRD::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) {
  344. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  345. ERR_FAIL_COND(!env);
  346. env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
  347. }
  348. void RendererSceneRenderRD::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) {
  349. ssao_quality = p_quality;
  350. ssao_half_size = p_half_size;
  351. ssao_adaptive_target = p_adaptive_target;
  352. ssao_blur_passes = p_blur_passes;
  353. ssao_fadeout_from = p_fadeout_from;
  354. ssao_fadeout_to = p_fadeout_to;
  355. }
  356. void RendererSceneRenderRD::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) {
  357. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  358. ERR_FAIL_COND(!env);
  359. env->ssil_enabled = p_enable;
  360. env->ssil_radius = p_radius;
  361. env->ssil_intensity = p_intensity;
  362. env->ssil_sharpness = p_sharpness;
  363. env->ssil_normal_rejection = p_normal_rejection;
  364. }
  365. void RendererSceneRenderRD::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) {
  366. ssil_quality = p_quality;
  367. ssil_half_size = p_half_size;
  368. ssil_adaptive_target = p_adaptive_target;
  369. ssil_blur_passes = p_blur_passes;
  370. ssil_fadeout_from = p_fadeout_from;
  371. ssil_fadeout_to = p_fadeout_to;
  372. }
  373. bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
  374. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  375. ERR_FAIL_COND_V(!env, false);
  376. return env->ssao_enabled;
  377. }
  378. float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
  379. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  380. ERR_FAIL_COND_V(!env, 0.0);
  381. return env->ssao_ao_channel_affect;
  382. }
  383. float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
  384. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  385. ERR_FAIL_COND_V(!env, 0.0);
  386. return env->ssao_direct_light_affect;
  387. }
  388. bool RendererSceneRenderRD::environment_is_ssil_enabled(RID p_env) const {
  389. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  390. ERR_FAIL_COND_V(!env, false);
  391. return env->ssil_enabled;
  392. }
  393. bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
  394. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  395. ERR_FAIL_COND_V(!env, false);
  396. return env->ssr_enabled;
  397. }
  398. bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
  399. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  400. ERR_FAIL_COND_V(!env, false);
  401. return env->sdfgi_enabled;
  402. }
  403. bool RendererSceneRenderRD::is_environment(RID p_env) const {
  404. return environment_owner.owns(p_env);
  405. }
  406. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  407. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  408. ERR_FAIL_COND_V(!env, Ref<Image>());
  409. if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
  410. return Ref<Image>(); //nothing to bake
  411. }
  412. if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) {
  413. Color color;
  414. if (env->background == RS::ENV_BG_CLEAR_COLOR) {
  415. color = storage->get_default_clear_color();
  416. } else {
  417. color = env->bg_color;
  418. }
  419. color.r *= env->bg_energy;
  420. color.g *= env->bg_energy;
  421. color.b *= env->bg_energy;
  422. Ref<Image> ret;
  423. ret.instantiate();
  424. ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  425. for (int i = 0; i < p_size.width; i++) {
  426. for (int j = 0; j < p_size.height; j++) {
  427. ret->set_pixel(i, j, color);
  428. }
  429. }
  430. return ret;
  431. }
  432. if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) {
  433. return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
  434. }
  435. return Ref<Image>();
  436. }
  437. ////////////////////////////////////////////////////////////
  438. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  439. FogVolumeInstance fvi;
  440. fvi.volume = p_fog_volume;
  441. return fog_volume_instance_owner.make_rid(fvi);
  442. }
  443. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  444. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  445. ERR_FAIL_COND(!fvi);
  446. fvi->transform = p_transform;
  447. }
  448. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  449. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  450. ERR_FAIL_COND(!fvi);
  451. fvi->active = p_active;
  452. }
  453. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  454. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  455. ERR_FAIL_COND_V(!fvi, RID());
  456. return fvi->volume;
  457. }
  458. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  459. FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance);
  460. ERR_FAIL_COND_V(!fvi, Vector3());
  461. return fvi->transform.get_origin();
  462. }
  463. ////////////////////////////////////////////////////////////
  464. RID RendererSceneRenderRD::reflection_atlas_create() {
  465. ReflectionAtlas ra;
  466. ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
  467. ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
  468. if (is_clustered_enabled()) {
  469. ra.cluster_builder = memnew(ClusterBuilderRD);
  470. ra.cluster_builder->set_shared(&cluster_builder_shared);
  471. ra.cluster_builder->setup(Size2i(ra.size, ra.size), max_cluster_elements, RID(), RID(), RID());
  472. } else {
  473. ra.cluster_builder = nullptr;
  474. }
  475. return reflection_atlas_owner.make_rid(ra);
  476. }
  477. void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
  478. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  479. ERR_FAIL_COND(!ra);
  480. if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
  481. return; //no changes
  482. }
  483. if (ra->cluster_builder) {
  484. // only if we're using our cluster
  485. ra->cluster_builder->setup(Size2i(ra->size, ra->size), max_cluster_elements, RID(), RID(), RID());
  486. }
  487. ra->size = p_reflection_size;
  488. ra->count = p_reflection_count;
  489. if (ra->reflection.is_valid()) {
  490. //clear and invalidate everything
  491. RD::get_singleton()->free(ra->reflection);
  492. ra->reflection = RID();
  493. RD::get_singleton()->free(ra->depth_buffer);
  494. ra->depth_buffer = RID();
  495. for (int i = 0; i < ra->reflections.size(); i++) {
  496. ra->reflections.write[i].data.clear_reflection_data();
  497. if (ra->reflections[i].owner.is_null()) {
  498. continue;
  499. }
  500. reflection_probe_release_atlas_index(ra->reflections[i].owner);
  501. //rp->atlasindex clear
  502. }
  503. ra->reflections.clear();
  504. }
  505. }
  506. int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
  507. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
  508. ERR_FAIL_COND_V(!ra, 0);
  509. return ra->size;
  510. }
  511. ////////////////////////
  512. RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
  513. ReflectionProbeInstance rpi;
  514. rpi.probe = p_probe;
  515. rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
  516. return reflection_probe_instance_owner.make_rid(rpi);
  517. }
  518. void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
  519. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  520. ERR_FAIL_COND(!rpi);
  521. rpi->transform = p_transform;
  522. rpi->dirty = true;
  523. }
  524. void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
  525. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  526. ERR_FAIL_COND(!rpi);
  527. if (rpi->atlas.is_null()) {
  528. return; //nothing to release
  529. }
  530. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  531. ERR_FAIL_COND(!atlas);
  532. ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
  533. atlas->reflections.write[rpi->atlas_index].owner = RID();
  534. rpi->atlas_index = -1;
  535. rpi->atlas = RID();
  536. }
  537. bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
  538. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  539. ERR_FAIL_COND_V(!rpi, false);
  540. if (rpi->rendering) {
  541. return false;
  542. }
  543. if (rpi->dirty) {
  544. return true;
  545. }
  546. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  547. return true;
  548. }
  549. return rpi->atlas_index == -1;
  550. }
  551. bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
  552. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  553. ERR_FAIL_COND_V(!rpi, false);
  554. return rpi->atlas.is_valid();
  555. }
  556. bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
  557. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas);
  558. ERR_FAIL_COND_V(!atlas, false);
  559. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  560. ERR_FAIL_COND_V(!rpi, false);
  561. RD::get_singleton()->draw_command_begin_label("Reflection probe render");
  562. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
  563. WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
  564. reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
  565. }
  566. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
  567. // Invalidate reflection atlas, need to regenerate
  568. RD::get_singleton()->free(atlas->reflection);
  569. atlas->reflection = RID();
  570. for (int i = 0; i < atlas->reflections.size(); i++) {
  571. if (atlas->reflections[i].owner.is_null()) {
  572. continue;
  573. }
  574. reflection_probe_release_atlas_index(atlas->reflections[i].owner);
  575. }
  576. atlas->reflections.clear();
  577. }
  578. if (atlas->reflection.is_null()) {
  579. int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
  580. mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
  581. {
  582. //reflection atlas was unused, create:
  583. RD::TextureFormat tf;
  584. tf.array_layers = 6 * atlas->count;
  585. tf.format = _render_buffers_get_color_format();
  586. tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
  587. tf.mipmaps = mipmaps;
  588. tf.width = atlas->size;
  589. tf.height = atlas->size;
  590. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
  591. atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
  592. }
  593. {
  594. RD::TextureFormat tf;
  595. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
  596. tf.width = atlas->size;
  597. tf.height = atlas->size;
  598. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  599. atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
  600. }
  601. atlas->reflections.resize(atlas->count);
  602. for (int i = 0; i < atlas->count; i++) {
  603. atlas->reflections.write[i].data.update_reflection_data(storage, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
  604. for (int j = 0; j < 6; j++) {
  605. atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
  606. }
  607. }
  608. Vector<RID> fb;
  609. fb.push_back(atlas->depth_buffer);
  610. atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
  611. }
  612. if (rpi->atlas_index == -1) {
  613. for (int i = 0; i < atlas->reflections.size(); i++) {
  614. if (atlas->reflections[i].owner.is_null()) {
  615. rpi->atlas_index = i;
  616. break;
  617. }
  618. }
  619. //find the one used last
  620. if (rpi->atlas_index == -1) {
  621. //everything is in use, find the one least used via LRU
  622. uint64_t pass_min = 0;
  623. for (int i = 0; i < atlas->reflections.size(); i++) {
  624. ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner);
  625. if (rpi2->last_pass < pass_min) {
  626. pass_min = rpi2->last_pass;
  627. rpi->atlas_index = i;
  628. }
  629. }
  630. }
  631. }
  632. if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
  633. atlas->reflections.write[rpi->atlas_index].owner = p_instance;
  634. }
  635. rpi->atlas = p_reflection_atlas;
  636. rpi->rendering = true;
  637. rpi->dirty = false;
  638. rpi->processing_layer = 1;
  639. rpi->processing_side = 0;
  640. RD::get_singleton()->draw_command_end_label();
  641. return true;
  642. }
  643. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  644. Vector<RID> fb;
  645. fb.push_back(p_color);
  646. fb.push_back(p_depth);
  647. return RD::get_singleton()->framebuffer_create(fb);
  648. }
  649. bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
  650. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  651. ERR_FAIL_COND_V(!rpi, false);
  652. ERR_FAIL_COND_V(!rpi->rendering, false);
  653. ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
  654. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  655. if (!atlas || rpi->atlas_index == -1) {
  656. //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
  657. rpi->rendering = false;
  658. return false;
  659. }
  660. if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
  661. // Using real time reflections, all roughness is done in one step
  662. atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
  663. rpi->rendering = false;
  664. rpi->processing_side = 0;
  665. rpi->processing_layer = 1;
  666. return true;
  667. }
  668. if (rpi->processing_layer > 1) {
  669. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
  670. rpi->processing_layer++;
  671. if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
  672. rpi->rendering = false;
  673. rpi->processing_side = 0;
  674. rpi->processing_layer = 1;
  675. return true;
  676. }
  677. return false;
  678. } else {
  679. atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
  680. }
  681. rpi->processing_side++;
  682. if (rpi->processing_side == 6) {
  683. rpi->processing_side = 0;
  684. rpi->processing_layer++;
  685. }
  686. return false;
  687. }
  688. uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
  689. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  690. ERR_FAIL_COND_V(!rpi, 0);
  691. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  692. ERR_FAIL_COND_V(!atlas, 0);
  693. return atlas->size;
  694. }
  695. RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
  696. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  697. ERR_FAIL_COND_V(!rpi, RID());
  698. ERR_FAIL_INDEX_V(p_index, 6, RID());
  699. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  700. ERR_FAIL_COND_V(!atlas, RID());
  701. return atlas->reflections[rpi->atlas_index].fbs[p_index];
  702. }
  703. RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
  704. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
  705. ERR_FAIL_COND_V(!rpi, RID());
  706. ERR_FAIL_INDEX_V(p_index, 6, RID());
  707. ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
  708. ERR_FAIL_COND_V(!atlas, RID());
  709. return atlas->depth_fb;
  710. }
  711. ///////////////////////////////////////////////////////////
  712. RID RendererSceneRenderRD::shadow_atlas_create() {
  713. return shadow_atlas_owner.make_rid(ShadowAtlas());
  714. }
  715. void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
  716. if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
  717. RD::TextureFormat tf;
  718. tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  719. tf.width = shadow_atlas->size;
  720. tf.height = shadow_atlas->size;
  721. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  722. shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  723. Vector<RID> fb_tex;
  724. fb_tex.push_back(shadow_atlas->depth);
  725. shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
  726. }
  727. }
  728. void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
  729. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  730. ERR_FAIL_COND(!shadow_atlas);
  731. ERR_FAIL_COND(p_size < 0);
  732. p_size = next_power_of_2(p_size);
  733. if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
  734. return;
  735. }
  736. // erasing atlas
  737. if (shadow_atlas->depth.is_valid()) {
  738. RD::get_singleton()->free(shadow_atlas->depth);
  739. shadow_atlas->depth = RID();
  740. }
  741. for (int i = 0; i < 4; i++) {
  742. //clear subdivisions
  743. shadow_atlas->quadrants[i].shadows.resize(0);
  744. shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
  745. }
  746. //erase shadow atlas reference from lights
  747. for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
  748. LightInstance *li = light_instance_owner.get_or_null(E.key);
  749. ERR_CONTINUE(!li);
  750. li->shadow_atlases.erase(p_atlas);
  751. }
  752. //clear owners
  753. shadow_atlas->shadow_owners.clear();
  754. shadow_atlas->size = p_size;
  755. shadow_atlas->use_16_bits = p_16_bits;
  756. }
  757. void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
  758. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  759. ERR_FAIL_COND(!shadow_atlas);
  760. ERR_FAIL_INDEX(p_quadrant, 4);
  761. ERR_FAIL_INDEX(p_subdivision, 16384);
  762. uint32_t subdiv = next_power_of_2(p_subdivision);
  763. if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
  764. subdiv <<= 1;
  765. }
  766. subdiv = int(Math::sqrt((float)subdiv));
  767. //obtain the number that will be x*x
  768. if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
  769. return;
  770. }
  771. //erase all data from quadrant
  772. for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
  773. if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
  774. shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  775. LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
  776. ERR_CONTINUE(!li);
  777. li->shadow_atlases.erase(p_atlas);
  778. }
  779. }
  780. shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
  781. shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
  782. shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
  783. //cache the smallest subdiv (for faster allocation in light update)
  784. shadow_atlas->smallest_subdiv = 1 << 30;
  785. for (int i = 0; i < 4; i++) {
  786. if (shadow_atlas->quadrants[i].subdivision) {
  787. shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
  788. }
  789. }
  790. if (shadow_atlas->smallest_subdiv == 1 << 30) {
  791. shadow_atlas->smallest_subdiv = 0;
  792. }
  793. //resort the size orders, simple bublesort for 4 elements..
  794. int swaps = 0;
  795. do {
  796. swaps = 0;
  797. for (int i = 0; i < 3; i++) {
  798. if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
  799. SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
  800. swaps++;
  801. }
  802. }
  803. } while (swaps > 0);
  804. }
  805. bool RendererSceneRenderRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
  806. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  807. int qidx = p_in_quadrants[i];
  808. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  809. return false;
  810. }
  811. //look for an empty space
  812. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  813. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  814. int found_free_idx = -1; //found a free one
  815. int found_used_idx = -1; //found existing one, must steal it
  816. uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
  817. for (int j = 0; j < sc; j++) {
  818. if (!sarr[j].owner.is_valid()) {
  819. found_free_idx = j;
  820. break;
  821. }
  822. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  823. ERR_CONTINUE(!sli);
  824. if (sli->last_scene_pass != scene_pass) {
  825. //was just allocated, don't kill it so soon, wait a bit..
  826. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  827. continue;
  828. }
  829. if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
  830. found_used_idx = j;
  831. min_pass = sli->last_scene_pass;
  832. }
  833. }
  834. }
  835. if (found_free_idx == -1 && found_used_idx == -1) {
  836. continue; //nothing found
  837. }
  838. if (found_free_idx == -1 && found_used_idx != -1) {
  839. found_free_idx = found_used_idx;
  840. }
  841. r_quadrant = qidx;
  842. r_shadow = found_free_idx;
  843. return true;
  844. }
  845. return false;
  846. }
  847. bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
  848. for (int i = p_quadrant_count - 1; i >= 0; i--) {
  849. int qidx = p_in_quadrants[i];
  850. if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
  851. return false;
  852. }
  853. //look for an empty space
  854. int sc = shadow_atlas->quadrants[qidx].shadows.size();
  855. const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
  856. int found_idx = -1;
  857. uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair
  858. for (int j = 0; j < sc - 1; j++) {
  859. uint64_t pass = 0;
  860. if (sarr[j].owner.is_valid()) {
  861. LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
  862. ERR_CONTINUE(!sli);
  863. if (sli->last_scene_pass == scene_pass) {
  864. continue;
  865. }
  866. //was just allocated, don't kill it so soon, wait a bit..
  867. if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  868. continue;
  869. }
  870. pass += sli->last_scene_pass;
  871. }
  872. if (sarr[j + 1].owner.is_valid()) {
  873. LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner);
  874. ERR_CONTINUE(!sli);
  875. if (sli->last_scene_pass == scene_pass) {
  876. continue;
  877. }
  878. //was just allocated, don't kill it so soon, wait a bit..
  879. if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
  880. continue;
  881. }
  882. pass += sli->last_scene_pass;
  883. }
  884. if (found_idx == -1 || pass < min_pass) {
  885. found_idx = j;
  886. min_pass = pass;
  887. // we found two empty spots, no need to check the rest
  888. if (pass == 0) {
  889. break;
  890. }
  891. }
  892. }
  893. if (found_idx == -1) {
  894. continue; //nothing found
  895. }
  896. r_quadrant = qidx;
  897. r_shadow = found_idx;
  898. return true;
  899. }
  900. return false;
  901. }
  902. bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
  903. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
  904. ERR_FAIL_COND_V(!shadow_atlas, false);
  905. LightInstance *li = light_instance_owner.get_or_null(p_light_intance);
  906. ERR_FAIL_COND_V(!li, false);
  907. if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
  908. return false;
  909. }
  910. uint32_t quad_size = shadow_atlas->size >> 1;
  911. int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
  912. int valid_quadrants[4];
  913. int valid_quadrant_count = 0;
  914. int best_size = -1; //best size found
  915. int best_subdiv = -1; //subdiv for the best size
  916. //find the quadrants this fits into, and the best possible size it can fit into
  917. for (int i = 0; i < 4; i++) {
  918. int q = shadow_atlas->size_order[i];
  919. int sd = shadow_atlas->quadrants[q].subdivision;
  920. if (sd == 0) {
  921. continue; //unused
  922. }
  923. int max_fit = quad_size / sd;
  924. if (best_size != -1 && max_fit > best_size) {
  925. break; //too large
  926. }
  927. valid_quadrants[valid_quadrant_count++] = q;
  928. best_subdiv = sd;
  929. if (max_fit >= desired_fit) {
  930. best_size = max_fit;
  931. }
  932. }
  933. ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
  934. uint64_t tick = OS::get_singleton()->get_ticks_msec();
  935. uint32_t old_key = ShadowAtlas::SHADOW_INVALID;
  936. uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID;
  937. uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID;
  938. int old_subdivision = -1;
  939. bool should_realloc = false;
  940. bool should_redraw = false;
  941. if (shadow_atlas->shadow_owners.has(p_light_intance)) {
  942. old_key = shadow_atlas->shadow_owners[p_light_intance];
  943. old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  944. old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  945. should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
  946. should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
  947. if (!should_realloc) {
  948. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
  949. //already existing, see if it should redraw or it's just OK
  950. return should_redraw;
  951. }
  952. old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
  953. }
  954. bool is_omni = li->light_type == RS::LIGHT_OMNI;
  955. bool found_shadow = false;
  956. int new_quadrant = -1;
  957. int new_shadow = -1;
  958. if (is_omni) {
  959. found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  960. } else {
  961. found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
  962. }
  963. if (found_shadow) {
  964. if (old_quadrant != ShadowAtlas::SHADOW_INVALID) {
  965. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
  966. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
  967. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  968. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
  969. shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
  970. }
  971. }
  972. uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
  973. new_key |= new_shadow;
  974. ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
  975. _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
  976. sh->owner = p_light_intance;
  977. sh->alloc_tick = tick;
  978. sh->version = p_light_version;
  979. if (is_omni) {
  980. new_key |= ShadowAtlas::OMNI_LIGHT_FLAG;
  981. int new_omni_shadow = new_shadow + 1;
  982. ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
  983. _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
  984. extra_sh->owner = p_light_intance;
  985. extra_sh->alloc_tick = tick;
  986. extra_sh->version = p_light_version;
  987. }
  988. li->shadow_atlases.insert(p_atlas);
  989. //update it in map
  990. shadow_atlas->shadow_owners[p_light_intance] = new_key;
  991. //make it dirty, as it should redraw anyway
  992. return true;
  993. }
  994. return should_redraw;
  995. }
  996. void RendererSceneRenderRD::_shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) {
  997. if (p_shadow->owner.is_valid()) {
  998. LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner);
  999. uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
  1000. if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  1001. uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
  1002. uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
  1003. RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
  1004. omni_shadow->version = 0;
  1005. omni_shadow->owner = RID();
  1006. }
  1007. p_shadow->version = 0;
  1008. p_shadow->owner = RID();
  1009. sli->shadow_atlases.erase(p_atlas);
  1010. p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
  1011. }
  1012. }
  1013. void RendererSceneRenderRD::_update_directional_shadow_atlas() {
  1014. if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
  1015. RD::TextureFormat tf;
  1016. tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
  1017. tf.width = directional_shadow.size;
  1018. tf.height = directional_shadow.size;
  1019. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1020. directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1021. Vector<RID> fb_tex;
  1022. fb_tex.push_back(directional_shadow.depth);
  1023. directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
  1024. }
  1025. }
  1026. void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
  1027. p_size = nearest_power_of_2_templated(p_size);
  1028. if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
  1029. return;
  1030. }
  1031. directional_shadow.size = p_size;
  1032. directional_shadow.use_16_bits = p_16_bits;
  1033. if (directional_shadow.depth.is_valid()) {
  1034. RD::get_singleton()->free(directional_shadow.depth);
  1035. directional_shadow.depth = RID();
  1036. _base_uniforms_changed();
  1037. }
  1038. }
  1039. void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
  1040. directional_shadow.light_count = p_count;
  1041. directional_shadow.current_light = 0;
  1042. }
  1043. static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
  1044. int split_h = 1;
  1045. int split_v = 1;
  1046. while (split_h * split_v < p_shadow_count) {
  1047. if (split_h == split_v) {
  1048. split_h <<= 1;
  1049. } else {
  1050. split_v <<= 1;
  1051. }
  1052. }
  1053. Rect2i rect(0, 0, p_size, p_size);
  1054. rect.size.width /= split_h;
  1055. rect.size.height /= split_v;
  1056. rect.position.x = rect.size.width * (p_shadow_index % split_h);
  1057. rect.position.y = rect.size.height * (p_shadow_index / split_h);
  1058. return rect;
  1059. }
  1060. int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
  1061. ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
  1062. Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
  1063. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance);
  1064. ERR_FAIL_COND_V(!light_instance, 0);
  1065. switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
  1066. case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
  1067. break; //none
  1068. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  1069. r.size.height /= 2;
  1070. break;
  1071. case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
  1072. r.size /= 2;
  1073. break;
  1074. }
  1075. return MAX(r.size.width, r.size.height);
  1076. }
  1077. //////////////////////////////////////////////////
  1078. RID RendererSceneRenderRD::camera_effects_allocate() {
  1079. return camera_effects_owner.allocate_rid();
  1080. }
  1081. void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
  1082. camera_effects_owner.initialize_rid(p_rid, CameraEffects());
  1083. }
  1084. void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
  1085. dof_blur_quality = p_quality;
  1086. dof_blur_use_jitter = p_use_jitter;
  1087. }
  1088. void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
  1089. dof_blur_bokeh_shape = p_shape;
  1090. }
  1091. void RendererSceneRenderRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
  1092. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  1093. ERR_FAIL_COND(!camfx);
  1094. camfx->dof_blur_far_enabled = p_far_enable;
  1095. camfx->dof_blur_far_distance = p_far_distance;
  1096. camfx->dof_blur_far_transition = p_far_transition;
  1097. camfx->dof_blur_near_enabled = p_near_enable;
  1098. camfx->dof_blur_near_distance = p_near_distance;
  1099. camfx->dof_blur_near_transition = p_near_transition;
  1100. camfx->dof_blur_amount = p_amount;
  1101. }
  1102. void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
  1103. CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
  1104. ERR_FAIL_COND(!camfx);
  1105. camfx->override_exposure_enabled = p_enable;
  1106. camfx->override_exposure = p_exposure;
  1107. }
  1108. RID RendererSceneRenderRD::light_instance_create(RID p_light) {
  1109. RID li = light_instance_owner.make_rid(LightInstance());
  1110. LightInstance *light_instance = light_instance_owner.get_or_null(li);
  1111. light_instance->self = li;
  1112. light_instance->light = p_light;
  1113. light_instance->light_type = storage->light_get_type(p_light);
  1114. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  1115. light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
  1116. }
  1117. return li;
  1118. }
  1119. void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
  1120. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1121. ERR_FAIL_COND(!light_instance);
  1122. light_instance->transform = p_transform;
  1123. }
  1124. void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
  1125. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1126. ERR_FAIL_COND(!light_instance);
  1127. light_instance->aabb = p_aabb;
  1128. }
  1129. void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
  1130. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1131. ERR_FAIL_COND(!light_instance);
  1132. ERR_FAIL_INDEX(p_pass, 6);
  1133. light_instance->shadow_transform[p_pass].camera = p_projection;
  1134. light_instance->shadow_transform[p_pass].transform = p_transform;
  1135. light_instance->shadow_transform[p_pass].farplane = p_far;
  1136. light_instance->shadow_transform[p_pass].split = p_split;
  1137. light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
  1138. light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
  1139. light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
  1140. light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
  1141. }
  1142. void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
  1143. LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
  1144. ERR_FAIL_COND(!light_instance);
  1145. light_instance->last_scene_pass = scene_pass;
  1146. }
  1147. RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
  1148. if (!shadow_cubemaps.has(p_size)) {
  1149. ShadowCubemap sc;
  1150. {
  1151. RD::TextureFormat tf;
  1152. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
  1153. tf.width = p_size;
  1154. tf.height = p_size;
  1155. tf.texture_type = RD::TEXTURE_TYPE_CUBE;
  1156. tf.array_layers = 6;
  1157. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1158. sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1159. }
  1160. for (int i = 0; i < 6; i++) {
  1161. RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
  1162. Vector<RID> fbtex;
  1163. fbtex.push_back(side_texture);
  1164. sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
  1165. }
  1166. shadow_cubemaps[p_size] = sc;
  1167. }
  1168. return &shadow_cubemaps[p_size];
  1169. }
  1170. //////////////////////////
  1171. RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
  1172. DecalInstance di;
  1173. di.decal = p_decal;
  1174. di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
  1175. return decal_instance_owner.make_rid(di);
  1176. }
  1177. void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
  1178. DecalInstance *di = decal_instance_owner.get_or_null(p_decal);
  1179. ERR_FAIL_COND(!di);
  1180. di->transform = p_transform;
  1181. }
  1182. /////////////////////////////////
  1183. RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
  1184. LightmapInstance li;
  1185. li.lightmap = p_lightmap;
  1186. return lightmap_instance_owner.make_rid(li);
  1187. }
  1188. void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
  1189. LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
  1190. ERR_FAIL_COND(!li);
  1191. li->transform = p_transform;
  1192. }
  1193. /////////////////////////////////
  1194. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  1195. return gi.voxel_gi_instance_create(p_base);
  1196. }
  1197. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  1198. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  1199. }
  1200. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  1201. if (!is_dynamic_gi_supported()) {
  1202. return false;
  1203. }
  1204. return gi.voxel_gi_needs_update(p_probe);
  1205. }
  1206. void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
  1207. if (!is_dynamic_gi_supported()) {
  1208. return;
  1209. }
  1210. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
  1211. }
  1212. void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
  1213. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1214. ERR_FAIL_COND(!rb);
  1215. if (!rb->sdfgi) {
  1216. return; //nothing to debug
  1217. }
  1218. rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform);
  1219. }
  1220. ////////////////////////////////
  1221. RID RendererSceneRenderRD::render_buffers_create() {
  1222. RenderBuffers rb;
  1223. rb.data = _create_render_buffer_data();
  1224. return render_buffers_owner.make_rid(rb);
  1225. }
  1226. void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
  1227. ERR_FAIL_COND(!rb->blur[0].texture.is_null());
  1228. uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
  1229. // TODO make sure texture_create_shared_from_slice works for multiview
  1230. RD::TextureFormat tf;
  1231. tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1232. tf.width = rb->width;
  1233. tf.height = rb->height;
  1234. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1235. tf.array_layers = rb->view_count;
  1236. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1237. if (_render_buffers_can_be_storage()) {
  1238. tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
  1239. } else {
  1240. tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1241. }
  1242. tf.mipmaps = mipmaps_required;
  1243. rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1244. //the second one is smaller (only used for separatable part of blur)
  1245. tf.width >>= 1;
  1246. tf.height >>= 1;
  1247. tf.mipmaps--;
  1248. rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1249. int base_width = rb->width;
  1250. int base_height = rb->height;
  1251. for (uint32_t i = 0; i < mipmaps_required; i++) {
  1252. RenderBuffers::Blur::Mipmap mm;
  1253. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
  1254. mm.width = base_width;
  1255. mm.height = base_height;
  1256. if (!_render_buffers_can_be_storage()) {
  1257. Vector<RID> fb;
  1258. fb.push_back(mm.texture);
  1259. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1260. }
  1261. if (!_render_buffers_can_be_storage()) {
  1262. // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
  1263. tf.width = MAX(1, base_width >> 1);
  1264. tf.height = base_height;
  1265. tf.mipmaps = 1; // 1 or 0?
  1266. mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1267. Vector<RID> half_fb;
  1268. half_fb.push_back(mm.half_texture);
  1269. mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
  1270. }
  1271. rb->blur[0].mipmaps.push_back(mm);
  1272. if (i > 0) {
  1273. mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
  1274. if (!_render_buffers_can_be_storage()) {
  1275. Vector<RID> fb;
  1276. fb.push_back(mm.texture);
  1277. mm.fb = RD::get_singleton()->framebuffer_create(fb);
  1278. // We can re-use the half texture here as it is an intermediate result
  1279. }
  1280. rb->blur[1].mipmaps.push_back(mm);
  1281. }
  1282. base_width = MAX(1, base_width >> 1);
  1283. base_height = MAX(1, base_height >> 1);
  1284. }
  1285. if (!_render_buffers_can_be_storage()) {
  1286. // create 4 weight textures, 2 full size, 2 half size
  1287. tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP
  1288. tf.width = rb->width;
  1289. tf.height = rb->height;
  1290. tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
  1291. tf.array_layers = rb->view_count;
  1292. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1293. tf.mipmaps = 1;
  1294. for (uint32_t i = 0; i < 4; i++) {
  1295. // associated blur texture
  1296. RID texture;
  1297. if (i == 0) {
  1298. texture = rb->texture;
  1299. } else if (i == 1) {
  1300. texture = rb->blur[0].mipmaps[0].texture;
  1301. } else if (i == 2) {
  1302. texture = rb->blur[1].mipmaps[0].texture;
  1303. } else if (i == 3) {
  1304. texture = rb->blur[0].mipmaps[1].texture;
  1305. }
  1306. // create weight texture
  1307. rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1308. // create frame buffer
  1309. Vector<RID> fb;
  1310. fb.push_back(texture);
  1311. fb.push_back(rb->weight_buffers[i].weight);
  1312. rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
  1313. if (i == 1) {
  1314. // next 2 are half size
  1315. tf.width = MAX(1, tf.width >> 1);
  1316. tf.height = MAX(1, tf.height >> 1);
  1317. }
  1318. }
  1319. {
  1320. // and finally an FB for just our base weights
  1321. Vector<RID> fb;
  1322. fb.push_back(rb->weight_buffers[0].weight);
  1323. rb->base_weight_fb = RD::get_singleton()->framebuffer_create(fb);
  1324. }
  1325. }
  1326. }
  1327. void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
  1328. ERR_FAIL_COND(!rb->depth_back_texture.is_null());
  1329. {
  1330. RD::TextureFormat tf;
  1331. if (rb->view_count > 1) {
  1332. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1333. }
  1334. // We're not using this as a depth stencil, just copying our data into this. May need to look into using a different format on mobile, maybe R16?
  1335. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1336. tf.width = rb->width;
  1337. tf.height = rb->height;
  1338. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1339. tf.array_layers = rb->view_count; // create a layer for every view
  1340. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1341. tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
  1342. rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1343. }
  1344. if (!_render_buffers_can_be_storage()) {
  1345. // create framebuffer so we can write into this...
  1346. Vector<RID> fb;
  1347. fb.push_back(rb->depth_back_texture);
  1348. rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
  1349. }
  1350. }
  1351. void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
  1352. ERR_FAIL_COND(!rb->luminance.current.is_null());
  1353. int w = rb->width;
  1354. int h = rb->height;
  1355. while (true) {
  1356. w = MAX(w / 8, 1);
  1357. h = MAX(h / 8, 1);
  1358. RD::TextureFormat tf;
  1359. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1360. tf.width = w;
  1361. tf.height = h;
  1362. bool final = w == 1 && h == 1;
  1363. if (_render_buffers_can_be_storage()) {
  1364. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1365. if (final) {
  1366. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  1367. }
  1368. } else {
  1369. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1370. }
  1371. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1372. rb->luminance.reduce.push_back(texture);
  1373. if (!_render_buffers_can_be_storage()) {
  1374. Vector<RID> fb;
  1375. fb.push_back(texture);
  1376. rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
  1377. }
  1378. if (final) {
  1379. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1380. if (!_render_buffers_can_be_storage()) {
  1381. Vector<RID> fb;
  1382. fb.push_back(rb->luminance.current);
  1383. rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
  1384. }
  1385. break;
  1386. }
  1387. }
  1388. }
  1389. void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
  1390. if (rb->texture_fb.is_valid()) {
  1391. RD::get_singleton()->free(rb->texture_fb);
  1392. rb->texture_fb = RID();
  1393. }
  1394. if (rb->texture.is_valid()) {
  1395. RD::get_singleton()->free(rb->texture);
  1396. rb->texture = RID();
  1397. }
  1398. if (rb->depth_texture.is_valid()) {
  1399. RD::get_singleton()->free(rb->depth_texture);
  1400. rb->depth_texture = RID();
  1401. }
  1402. if (rb->depth_back_fb.is_valid()) {
  1403. RD::get_singleton()->free(rb->depth_back_fb);
  1404. rb->depth_back_fb = RID();
  1405. }
  1406. if (rb->depth_back_texture.is_valid()) {
  1407. RD::get_singleton()->free(rb->depth_back_texture);
  1408. rb->depth_back_texture = RID();
  1409. }
  1410. for (int i = 0; i < 2; i++) {
  1411. for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) {
  1412. // do we free the texture slice here? or is it enough to free the main texture?
  1413. // do free the mobile extra stuff
  1414. if (rb->blur[i].mipmaps[m].fb.is_valid()) {
  1415. RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb);
  1416. }
  1417. if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
  1418. RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
  1419. }
  1420. if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
  1421. RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
  1422. }
  1423. }
  1424. rb->blur[i].mipmaps.clear();
  1425. if (rb->blur[i].texture.is_valid()) {
  1426. RD::get_singleton()->free(rb->blur[i].texture);
  1427. rb->blur[i].texture = RID();
  1428. }
  1429. }
  1430. for (int i = 0; i < rb->luminance.fb.size(); i++) {
  1431. RD::get_singleton()->free(rb->luminance.fb[i]);
  1432. }
  1433. rb->luminance.fb.clear();
  1434. for (int i = 0; i < rb->luminance.reduce.size(); i++) {
  1435. RD::get_singleton()->free(rb->luminance.reduce[i]);
  1436. }
  1437. rb->luminance.reduce.clear();
  1438. if (rb->luminance.current_fb.is_valid()) {
  1439. RD::get_singleton()->free(rb->luminance.current_fb);
  1440. rb->luminance.current_fb = RID();
  1441. }
  1442. if (rb->luminance.current.is_valid()) {
  1443. RD::get_singleton()->free(rb->luminance.current);
  1444. rb->luminance.current = RID();
  1445. }
  1446. if (rb->ss_effects.linear_depth.is_valid()) {
  1447. RD::get_singleton()->free(rb->ss_effects.linear_depth);
  1448. rb->ss_effects.linear_depth = RID();
  1449. rb->ss_effects.linear_depth_slices.clear();
  1450. }
  1451. if (rb->ss_effects.ssao.ao_final.is_valid()) {
  1452. RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
  1453. RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
  1454. RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
  1455. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
  1456. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
  1457. rb->ss_effects.ssao.ao_deinterleaved = RID();
  1458. rb->ss_effects.ssao.ao_pong = RID();
  1459. rb->ss_effects.ssao.ao_final = RID();
  1460. rb->ss_effects.ssao.importance_map[0] = RID();
  1461. rb->ss_effects.ssao.importance_map[1] = RID();
  1462. rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
  1463. rb->ss_effects.ssao.ao_pong_slices.clear();
  1464. }
  1465. if (rb->ss_effects.ssil.ssil_final.is_valid()) {
  1466. RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
  1467. RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
  1468. RD::get_singleton()->free(rb->ss_effects.ssil.pong);
  1469. RD::get_singleton()->free(rb->ss_effects.ssil.edges);
  1470. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
  1471. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
  1472. rb->ss_effects.ssil.ssil_final = RID();
  1473. rb->ss_effects.ssil.deinterleaved = RID();
  1474. rb->ss_effects.ssil.pong = RID();
  1475. rb->ss_effects.ssil.edges = RID();
  1476. rb->ss_effects.ssil.deinterleaved_slices.clear();
  1477. rb->ss_effects.ssil.pong_slices.clear();
  1478. rb->ss_effects.ssil.edges_slices.clear();
  1479. rb->ss_effects.ssil.importance_map[0] = RID();
  1480. rb->ss_effects.ssil.importance_map[1] = RID();
  1481. RD::get_singleton()->free(rb->ss_effects.last_frame);
  1482. rb->ss_effects.last_frame = RID();
  1483. rb->ss_effects.last_frame_slices.clear();
  1484. }
  1485. if (rb->ssr.blur_radius[0].is_valid()) {
  1486. RD::get_singleton()->free(rb->ssr.blur_radius[0]);
  1487. RD::get_singleton()->free(rb->ssr.blur_radius[1]);
  1488. rb->ssr.blur_radius[0] = RID();
  1489. rb->ssr.blur_radius[1] = RID();
  1490. }
  1491. if (rb->ssr.depth_scaled.is_valid()) {
  1492. RD::get_singleton()->free(rb->ssr.depth_scaled);
  1493. rb->ssr.depth_scaled = RID();
  1494. RD::get_singleton()->free(rb->ssr.normal_scaled);
  1495. rb->ssr.normal_scaled = RID();
  1496. }
  1497. if (rb->ambient_buffer.is_valid()) {
  1498. RD::get_singleton()->free(rb->ambient_buffer);
  1499. RD::get_singleton()->free(rb->reflection_buffer);
  1500. rb->ambient_buffer = RID();
  1501. rb->reflection_buffer = RID();
  1502. }
  1503. }
  1504. void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
  1505. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1506. ERR_FAIL_COND(!rb);
  1507. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1508. if (!can_use_effects) {
  1509. //just copy
  1510. return;
  1511. }
  1512. if (rb->blur[0].texture.is_null()) {
  1513. _allocate_blur_textures(rb);
  1514. }
  1515. storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
  1516. }
  1517. void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) {
  1518. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1519. ERR_FAIL_COND(!rb);
  1520. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1521. if (!can_use_effects) {
  1522. //just copy
  1523. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
  1524. return;
  1525. }
  1526. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1527. ERR_FAIL_COND(!env);
  1528. ERR_FAIL_COND(!env->ssr_enabled);
  1529. if (rb->ssr.depth_scaled.is_null()) {
  1530. RD::TextureFormat tf;
  1531. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1532. tf.width = rb->width / 2;
  1533. tf.height = rb->height / 2;
  1534. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1535. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  1536. rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1537. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1538. rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1539. }
  1540. if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
  1541. RD::TextureFormat tf;
  1542. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1543. tf.width = rb->width / 2;
  1544. tf.height = rb->height / 2;
  1545. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1546. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1547. rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1548. rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1549. }
  1550. if (rb->blur[0].texture.is_null()) {
  1551. _allocate_blur_textures(rb);
  1552. }
  1553. storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
  1554. storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
  1555. }
  1556. void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
  1557. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1558. ERR_FAIL_COND(!rb);
  1559. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1560. ERR_FAIL_COND(!env);
  1561. RENDER_TIMESTAMP("Process SSAO");
  1562. if (rb->ss_effects.ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
  1563. RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
  1564. RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
  1565. RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
  1566. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
  1567. RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
  1568. rb->ss_effects.ssao.ao_deinterleaved = RID();
  1569. rb->ss_effects.ssao.ao_pong = RID();
  1570. rb->ss_effects.ssao.ao_final = RID();
  1571. rb->ss_effects.ssao.importance_map[0] = RID();
  1572. rb->ss_effects.ssao.importance_map[1] = RID();
  1573. rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
  1574. rb->ss_effects.ssao.ao_pong_slices.clear();
  1575. }
  1576. int buffer_width;
  1577. int buffer_height;
  1578. int half_width;
  1579. int half_height;
  1580. if (ssao_half_size) {
  1581. buffer_width = (rb->width + 3) / 4;
  1582. buffer_height = (rb->height + 3) / 4;
  1583. half_width = (rb->width + 7) / 8;
  1584. half_height = (rb->height + 7) / 8;
  1585. } else {
  1586. buffer_width = (rb->width + 1) / 2;
  1587. buffer_height = (rb->height + 1) / 2;
  1588. half_width = (rb->width + 3) / 4;
  1589. half_height = (rb->height + 3) / 4;
  1590. }
  1591. bool uniform_sets_are_invalid = false;
  1592. if (rb->ss_effects.ssao.ao_deinterleaved.is_null()) {
  1593. {
  1594. rb->ss_effects.ssao.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
  1595. }
  1596. {
  1597. RD::TextureFormat tf;
  1598. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1599. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1600. tf.width = buffer_width;
  1601. tf.height = buffer_height;
  1602. tf.array_layers = 4;
  1603. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1604. rb->ss_effects.ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1605. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_deinterleaved, "SSAO De-interleaved Array");
  1606. for (uint32_t i = 0; i < 4; i++) {
  1607. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_deinterleaved, i, 0);
  1608. rb->ss_effects.ssao.ao_deinterleaved_slices.push_back(slice);
  1609. RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
  1610. }
  1611. }
  1612. {
  1613. RD::TextureFormat tf;
  1614. tf.format = RD::DATA_FORMAT_R8G8_UNORM;
  1615. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1616. tf.width = buffer_width;
  1617. tf.height = buffer_height;
  1618. tf.array_layers = 4;
  1619. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1620. rb->ss_effects.ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1621. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_pong, "SSAO De-interleaved Array Pong");
  1622. for (uint32_t i = 0; i < 4; i++) {
  1623. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_pong, i, 0);
  1624. rb->ss_effects.ssao.ao_pong_slices.push_back(slice);
  1625. RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
  1626. }
  1627. }
  1628. {
  1629. RD::TextureFormat tf;
  1630. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1631. tf.width = half_width;
  1632. tf.height = half_height;
  1633. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1634. rb->ss_effects.ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1635. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[0], "SSAO Importance Map");
  1636. rb->ss_effects.ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1637. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[1], "SSAO Importance Map Pong");
  1638. }
  1639. {
  1640. RD::TextureFormat tf;
  1641. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1642. tf.width = rb->width;
  1643. tf.height = rb->height;
  1644. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1645. rb->ss_effects.ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1646. RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_final, "SSAO Final");
  1647. }
  1648. ssao_using_half_size = ssao_half_size;
  1649. uniform_sets_are_invalid = true;
  1650. }
  1651. EffectsRD::SSAOSettings settings;
  1652. settings.radius = env->ssao_radius;
  1653. settings.intensity = env->ssao_intensity;
  1654. settings.power = env->ssao_power;
  1655. settings.detail = env->ssao_detail;
  1656. settings.horizon = env->ssao_horizon;
  1657. settings.sharpness = env->ssao_sharpness;
  1658. settings.quality = ssao_quality;
  1659. settings.half_size = ssao_half_size;
  1660. settings.adaptive_target = ssao_adaptive_target;
  1661. settings.blur_passes = ssao_blur_passes;
  1662. settings.fadeout_from = ssao_fadeout_from;
  1663. settings.fadeout_to = ssao_fadeout_to;
  1664. settings.full_screen_size = Size2i(rb->width, rb->height);
  1665. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1666. settings.quarter_screen_size = Size2i(half_width, half_height);
  1667. storage->get_effects()->generate_ssao(p_normal_buffer, rb->ss_effects.ssao.depth_texture_view, rb->ss_effects.ssao.ao_deinterleaved, rb->ss_effects.ssao.ao_deinterleaved_slices, rb->ss_effects.ssao.ao_pong, rb->ss_effects.ssao.ao_pong_slices, rb->ss_effects.ssao.ao_final, rb->ss_effects.ssao.importance_map[0], rb->ss_effects.ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssao.gather_uniform_set, rb->ss_effects.ssao.importance_map_uniform_set);
  1668. }
  1669. void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform) {
  1670. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1671. ERR_FAIL_COND(!rb);
  1672. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  1673. ERR_FAIL_COND(!env);
  1674. RENDER_TIMESTAMP("Process SSIL");
  1675. if (rb->ss_effects.ssil.ssil_final.is_valid() && ssil_using_half_size != ssil_half_size) {
  1676. RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
  1677. RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
  1678. RD::get_singleton()->free(rb->ss_effects.ssil.pong);
  1679. RD::get_singleton()->free(rb->ss_effects.ssil.edges);
  1680. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
  1681. RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
  1682. rb->ss_effects.ssil.ssil_final = RID();
  1683. rb->ss_effects.ssil.deinterleaved = RID();
  1684. rb->ss_effects.ssil.pong = RID();
  1685. rb->ss_effects.ssil.edges = RID();
  1686. rb->ss_effects.ssil.deinterleaved_slices.clear();
  1687. rb->ss_effects.ssil.pong_slices.clear();
  1688. rb->ss_effects.ssil.edges_slices.clear();
  1689. rb->ss_effects.ssil.importance_map[0] = RID();
  1690. rb->ss_effects.ssil.importance_map[1] = RID();
  1691. }
  1692. int buffer_width;
  1693. int buffer_height;
  1694. int half_width;
  1695. int half_height;
  1696. if (ssil_half_size) {
  1697. buffer_width = (rb->width + 3) / 4;
  1698. buffer_height = (rb->height + 3) / 4;
  1699. half_width = (rb->width + 7) / 8;
  1700. half_height = (rb->height + 7) / 8;
  1701. } else {
  1702. buffer_width = (rb->width + 1) / 2;
  1703. buffer_height = (rb->height + 1) / 2;
  1704. half_width = (rb->width + 3) / 4;
  1705. half_height = (rb->height + 3) / 4;
  1706. }
  1707. bool uniform_sets_are_invalid = false;
  1708. if (rb->ss_effects.ssil.ssil_final.is_null()) {
  1709. {
  1710. rb->ss_effects.ssil.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
  1711. }
  1712. {
  1713. RD::TextureFormat tf;
  1714. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1715. tf.width = rb->width;
  1716. tf.height = rb->height;
  1717. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  1718. rb->ss_effects.ssil.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1719. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.ssil_final, "SSIL texture");
  1720. RD::get_singleton()->texture_clear(rb->ss_effects.ssil.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
  1721. if (rb->ss_effects.last_frame.is_null()) {
  1722. tf.mipmaps = 6;
  1723. rb->ss_effects.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1724. RD::get_singleton()->set_resource_name(rb->ss_effects.last_frame, "Last Frame Radiance");
  1725. RD::get_singleton()->texture_clear(rb->ss_effects.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
  1726. for (uint32_t i = 0; i < 6; i++) {
  1727. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.last_frame, 0, i);
  1728. rb->ss_effects.last_frame_slices.push_back(slice);
  1729. RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
  1730. }
  1731. }
  1732. }
  1733. {
  1734. RD::TextureFormat tf;
  1735. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1736. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1737. tf.width = buffer_width;
  1738. tf.height = buffer_height;
  1739. tf.array_layers = 4;
  1740. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1741. rb->ss_effects.ssil.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1742. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.deinterleaved, "SSIL deinterleaved buffer");
  1743. for (uint32_t i = 0; i < 4; i++) {
  1744. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.deinterleaved, i, 0);
  1745. rb->ss_effects.ssil.deinterleaved_slices.push_back(slice);
  1746. RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
  1747. }
  1748. }
  1749. {
  1750. RD::TextureFormat tf;
  1751. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1752. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1753. tf.width = buffer_width;
  1754. tf.height = buffer_height;
  1755. tf.array_layers = 4;
  1756. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1757. rb->ss_effects.ssil.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1758. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.pong, "SSIL deinterleaved pong buffer");
  1759. for (uint32_t i = 0; i < 4; i++) {
  1760. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.pong, i, 0);
  1761. rb->ss_effects.ssil.pong_slices.push_back(slice);
  1762. RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
  1763. }
  1764. }
  1765. {
  1766. RD::TextureFormat tf;
  1767. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1768. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  1769. tf.width = buffer_width;
  1770. tf.height = buffer_height;
  1771. tf.array_layers = 4;
  1772. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1773. rb->ss_effects.ssil.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1774. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.edges, "SSIL edges buffer");
  1775. for (uint32_t i = 0; i < 4; i++) {
  1776. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.edges, i, 0);
  1777. rb->ss_effects.ssil.edges_slices.push_back(slice);
  1778. RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
  1779. }
  1780. }
  1781. {
  1782. RD::TextureFormat tf;
  1783. tf.format = RD::DATA_FORMAT_R8_UNORM;
  1784. tf.width = half_width;
  1785. tf.height = half_height;
  1786. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  1787. rb->ss_effects.ssil.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1788. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[0], "SSIL Importance Map");
  1789. rb->ss_effects.ssil.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1790. RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[1], "SSIL Importance Map Pong");
  1791. }
  1792. uniform_sets_are_invalid = true;
  1793. ssil_using_half_size = ssil_half_size;
  1794. }
  1795. EffectsRD::SSILSettings settings;
  1796. settings.radius = env->ssil_radius;
  1797. settings.intensity = env->ssil_intensity;
  1798. settings.sharpness = env->ssil_sharpness;
  1799. settings.normal_rejection = env->ssil_normal_rejection;
  1800. settings.quality = ssil_quality;
  1801. settings.half_size = ssil_half_size;
  1802. settings.adaptive_target = ssil_adaptive_target;
  1803. settings.blur_passes = ssil_blur_passes;
  1804. settings.fadeout_from = ssil_fadeout_from;
  1805. settings.fadeout_to = ssil_fadeout_to;
  1806. settings.full_screen_size = Size2i(rb->width, rb->height);
  1807. settings.half_screen_size = Size2i(buffer_width, buffer_height);
  1808. settings.quarter_screen_size = Size2i(half_width, half_height);
  1809. CameraMatrix correction;
  1810. correction.set_depth_correction(true);
  1811. CameraMatrix projection = correction * p_projection;
  1812. Transform3D transform = p_transform;
  1813. transform.set_origin(Vector3(0.0, 0.0, 0.0));
  1814. CameraMatrix last_frame_projection = rb->ss_effects.last_frame_projection * CameraMatrix(rb->ss_effects.last_frame_transform.affine_inverse()) * CameraMatrix(transform) * projection.inverse();
  1815. storage->get_effects()->screen_space_indirect_lighting(rb->ss_effects.last_frame, rb->ss_effects.ssil.ssil_final, p_normal_buffer, rb->ss_effects.ssil.depth_texture_view, rb->ss_effects.ssil.deinterleaved, rb->ss_effects.ssil.deinterleaved_slices, rb->ss_effects.ssil.pong, rb->ss_effects.ssil.pong_slices, rb->ss_effects.ssil.importance_map[0], rb->ss_effects.ssil.importance_map[1], rb->ss_effects.ssil.edges, rb->ss_effects.ssil.edges_slices, p_projection, last_frame_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssil.gather_uniform_set, rb->ss_effects.ssil.importance_map_uniform_set, rb->ss_effects.ssil.projection_uniform_set);
  1816. rb->ss_effects.last_frame_projection = projection;
  1817. rb->ss_effects.last_frame_transform = transform;
  1818. }
  1819. void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
  1820. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  1821. ERR_FAIL_COND(!rb);
  1822. if (rb->ss_effects.last_frame.is_valid()) {
  1823. storage->get_effects()->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height));
  1824. int width = rb->width;
  1825. int height = rb->height;
  1826. for (int i = 0; i < rb->ss_effects.last_frame_slices.size() - 1; i++) {
  1827. width = MAX(1, width >> 1);
  1828. height = MAX(1, height >> 1);
  1829. storage->get_effects()->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height));
  1830. }
  1831. }
  1832. }
  1833. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  1834. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1835. ERR_FAIL_COND(!rb);
  1836. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  1837. if (rb->blur[0].texture.is_null()) {
  1838. _allocate_blur_textures(rb);
  1839. }
  1840. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1841. bool can_use_storage = _render_buffers_can_be_storage();
  1842. if (can_use_storage) {
  1843. storage->get_effects()->copy_to_rect(rb->texture, rb->blur[0].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
  1844. for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
  1845. storage->get_effects()->make_mipmap(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].texture, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
  1846. }
  1847. } else {
  1848. storage->get_effects()->copy_to_fb_rect(rb->texture, rb->blur[0].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
  1849. for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
  1850. storage->get_effects()->make_mipmap_raster(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].fb, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
  1851. }
  1852. }
  1853. RD::get_singleton()->draw_command_end_label();
  1854. }
  1855. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  1856. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1857. ERR_FAIL_COND(!rb);
  1858. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  1859. if (rb->depth_back_texture.is_null()) {
  1860. _allocate_depth_backbuffer_textures(rb);
  1861. }
  1862. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1863. bool can_use_storage = _render_buffers_can_be_storage();
  1864. if (can_use_storage) {
  1865. storage->get_effects()->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
  1866. } else {
  1867. storage->get_effects()->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
  1868. }
  1869. RD::get_singleton()->draw_command_end_label();
  1870. }
  1871. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  1872. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  1873. ERR_FAIL_COND(!rb);
  1874. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  1875. //glow (if enabled)
  1876. CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
  1877. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  1878. bool can_use_storage = _render_buffers_can_be_storage();
  1879. // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
  1880. if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
  1881. RD::get_singleton()->draw_command_begin_label("DOF");
  1882. if (rb->blur[0].texture.is_null()) {
  1883. _allocate_blur_textures(rb);
  1884. }
  1885. EffectsRD::BokehBuffers buffers;
  1886. // textures we use
  1887. buffers.base_texture_size = Size2i(rb->width, rb->height);
  1888. buffers.base_texture = rb->texture;
  1889. buffers.depth_texture = rb->depth_texture;
  1890. buffers.secondary_texture = rb->blur[0].mipmaps[0].texture;
  1891. buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture;
  1892. buffers.half_texture[1] = rb->blur[0].mipmaps[1].texture;
  1893. float bokeh_size = camfx->dof_blur_amount * 64.0;
  1894. if (can_use_storage) {
  1895. storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
  1896. } else {
  1897. // set framebuffers
  1898. buffers.base_fb = rb->texture_fb;
  1899. buffers.secondary_fb = rb->weight_buffers[1].fb;
  1900. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  1901. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  1902. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  1903. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  1904. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  1905. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  1906. // set weight buffers
  1907. buffers.base_weight_fb = rb->base_weight_fb;
  1908. storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
  1909. }
  1910. RD::get_singleton()->draw_command_end_label();
  1911. }
  1912. if (can_use_effects && env && env->auto_exposure) {
  1913. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  1914. if (rb->luminance.current.is_null()) {
  1915. _allocate_luminance_textures(rb);
  1916. }
  1917. bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
  1918. rb->auto_exposure_version = env->auto_exposure_version;
  1919. double step = env->auto_exp_speed * time_step;
  1920. if (can_use_storage) {
  1921. storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1922. } else {
  1923. storage->get_effects()->luminance_reduction_raster(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
  1924. }
  1925. //swap final reduce with prev luminance
  1926. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  1927. if (!can_use_storage) {
  1928. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  1929. }
  1930. RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
  1931. RD::get_singleton()->draw_command_end_label();
  1932. }
  1933. int max_glow_level = -1;
  1934. if (can_use_effects && env && env->glow_enabled) {
  1935. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  1936. /* see that blur textures are allocated */
  1937. if (rb->blur[1].texture.is_null()) {
  1938. _allocate_blur_textures(rb);
  1939. }
  1940. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1941. if (env->glow_levels[i] > 0.0) {
  1942. if (i >= rb->blur[1].mipmaps.size()) {
  1943. max_glow_level = rb->blur[1].mipmaps.size() - 1;
  1944. } else {
  1945. max_glow_level = i;
  1946. }
  1947. }
  1948. }
  1949. for (int i = 0; i < (max_glow_level + 1); i++) {
  1950. int vp_w = rb->blur[1].mipmaps[i].width;
  1951. int vp_h = rb->blur[1].mipmaps[i].height;
  1952. if (i == 0) {
  1953. RID luminance_texture;
  1954. if (env->auto_exposure && rb->luminance.current.is_valid()) {
  1955. luminance_texture = rb->luminance.current;
  1956. }
  1957. if (can_use_storage) {
  1958. storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  1959. } else {
  1960. storage->get_effects()->gaussian_glow_raster(rb->texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
  1961. }
  1962. } else {
  1963. if (can_use_storage) {
  1964. storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
  1965. } else {
  1966. storage->get_effects()->gaussian_glow_raster(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, glow_high_quality);
  1967. }
  1968. }
  1969. }
  1970. RD::get_singleton()->draw_command_end_label();
  1971. }
  1972. {
  1973. RD::get_singleton()->draw_command_begin_label("Tonemap");
  1974. //tonemap
  1975. EffectsRD::TonemapSettings tonemap;
  1976. if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
  1977. tonemap.use_auto_exposure = true;
  1978. tonemap.exposure_texture = rb->luminance.current;
  1979. tonemap.auto_exposure_grey = env->auto_exp_scale;
  1980. } else {
  1981. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  1982. }
  1983. if (can_use_effects && env && env->glow_enabled) {
  1984. tonemap.use_glow = true;
  1985. tonemap.glow_mode = EffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
  1986. tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
  1987. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  1988. tonemap.glow_levels[i] = env->glow_levels[i];
  1989. }
  1990. tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
  1991. tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
  1992. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  1993. tonemap.glow_texture = rb->blur[1].texture;
  1994. } else {
  1995. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  1996. }
  1997. if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  1998. tonemap.use_fxaa = true;
  1999. }
  2000. tonemap.use_debanding = rb->use_debanding;
  2001. tonemap.texture_size = Vector2i(rb->width, rb->height);
  2002. if (env) {
  2003. tonemap.tonemap_mode = env->tone_mapper;
  2004. tonemap.white = env->white;
  2005. tonemap.exposure = env->exposure;
  2006. }
  2007. tonemap.use_color_correction = false;
  2008. tonemap.use_1d_color_correction = false;
  2009. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2010. if (can_use_effects && env) {
  2011. tonemap.use_bcs = env->adjustments_enabled;
  2012. tonemap.brightness = env->adjustments_brightness;
  2013. tonemap.contrast = env->adjustments_contrast;
  2014. tonemap.saturation = env->adjustments_saturation;
  2015. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  2016. tonemap.use_color_correction = true;
  2017. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  2018. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  2019. }
  2020. }
  2021. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  2022. tonemap.view_count = p_render_data->view_count;
  2023. storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
  2024. RD::get_singleton()->draw_command_end_label();
  2025. }
  2026. storage->render_target_disable_clear_request(rb->render_target);
  2027. }
  2028. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  2029. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  2030. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2031. ERR_FAIL_COND(!rb);
  2032. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  2033. bool can_use_effects = rb->width >= 8 && rb->height >= 8;
  2034. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  2035. EffectsRD::TonemapSettings tonemap;
  2036. if (env) {
  2037. tonemap.tonemap_mode = env->tone_mapper;
  2038. tonemap.exposure = env->exposure;
  2039. tonemap.white = env->white;
  2040. }
  2041. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  2042. // The problem is that we need to use the result so far and process them before we can
  2043. // apply this to our results.
  2044. if (can_use_effects && env && env->glow_enabled) {
  2045. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  2046. }
  2047. if (can_use_effects && env && env->auto_exposure) {
  2048. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  2049. }
  2050. tonemap.use_glow = false;
  2051. tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
  2052. tonemap.use_auto_exposure = false;
  2053. tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  2054. tonemap.use_color_correction = false;
  2055. tonemap.use_1d_color_correction = false;
  2056. tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
  2057. if (can_use_effects && env) {
  2058. tonemap.use_bcs = env->adjustments_enabled;
  2059. tonemap.brightness = env->adjustments_brightness;
  2060. tonemap.contrast = env->adjustments_contrast;
  2061. tonemap.saturation = env->adjustments_saturation;
  2062. if (env->adjustments_enabled && env->color_correction.is_valid()) {
  2063. tonemap.use_color_correction = true;
  2064. tonemap.use_1d_color_correction = env->use_1d_color_correction;
  2065. tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
  2066. }
  2067. }
  2068. tonemap.use_debanding = rb->use_debanding;
  2069. tonemap.texture_size = Vector2i(rb->width, rb->height);
  2070. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  2071. tonemap.view_count = p_render_data->view_count;
  2072. storage->get_effects()->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  2073. RD::get_singleton()->draw_command_end_label();
  2074. }
  2075. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  2076. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  2077. ERR_FAIL_COND(!rb);
  2078. storage->render_target_disable_clear_request(rb->render_target);
  2079. }
  2080. void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  2081. EffectsRD *effects = storage->get_effects();
  2082. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2083. ERR_FAIL_COND(!rb);
  2084. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  2085. if (p_shadow_atlas.is_valid()) {
  2086. RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
  2087. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2088. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  2089. }
  2090. }
  2091. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  2092. if (directional_shadow_get_texture().is_valid()) {
  2093. RID shadow_atlas_texture = directional_shadow_get_texture();
  2094. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2095. effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  2096. }
  2097. }
  2098. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  2099. RID decal_atlas = storage->decal_atlas_get_texture();
  2100. if (decal_atlas.is_valid()) {
  2101. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2102. effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  2103. }
  2104. }
  2105. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  2106. if (rb->luminance.current.is_valid()) {
  2107. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2108. effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
  2109. }
  2110. }
  2111. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
  2112. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2113. effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
  2114. }
  2115. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
  2116. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2117. effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  2118. }
  2119. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  2120. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2121. effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
  2122. }
  2123. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
  2124. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2125. RID ambient_texture = rb->ambient_buffer;
  2126. RID reflection_texture = rb->reflection_buffer;
  2127. effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
  2128. }
  2129. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  2130. if (p_occlusion_buffer.is_valid()) {
  2131. Size2 rtsize = storage->render_target_get_size(rb->render_target);
  2132. effects->copy_to_fb_rect(storage->texture_get_rd_texture(p_occlusion_buffer), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
  2133. }
  2134. }
  2135. }
  2136. void RendererSceneRenderRD::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) {
  2137. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
  2138. ERR_FAIL_COND(!env);
  2139. env->adjustments_enabled = p_enable;
  2140. env->adjustments_brightness = p_brightness;
  2141. env->adjustments_contrast = p_contrast;
  2142. env->adjustments_saturation = p_saturation;
  2143. env->use_1d_color_correction = p_use_1d_color_correction;
  2144. env->color_correction = p_color_correction;
  2145. }
  2146. RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
  2147. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2148. ERR_FAIL_COND_V(!rb, RID());
  2149. if (!rb->blur[0].texture.is_valid()) {
  2150. return RID(); //not valid at the moment
  2151. }
  2152. return rb->blur[0].texture;
  2153. }
  2154. RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
  2155. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2156. ERR_FAIL_COND_V(!rb, RID());
  2157. if (!rb->depth_back_texture.is_valid()) {
  2158. return RID(); //not valid at the moment
  2159. }
  2160. return rb->depth_back_texture;
  2161. }
  2162. RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) {
  2163. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2164. ERR_FAIL_COND_V(!rb, RID());
  2165. return rb->depth_texture;
  2166. }
  2167. RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
  2168. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2169. ERR_FAIL_COND_V(!rb, RID());
  2170. return rb->ss_effects.ssao.ao_final;
  2171. }
  2172. RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) {
  2173. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2174. ERR_FAIL_COND_V(!rb, RID());
  2175. return rb->ss_effects.ssil.ssil_final;
  2176. }
  2177. RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
  2178. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2179. ERR_FAIL_COND_V(!rb, RID());
  2180. if (rb->gi.voxel_gi_buffer.is_null()) {
  2181. rb->gi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::VoxelGIData) * RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES);
  2182. }
  2183. return rb->gi.voxel_gi_buffer;
  2184. }
  2185. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  2186. return gi.default_voxel_gi_buffer;
  2187. }
  2188. RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
  2189. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2190. ERR_FAIL_COND_V(!rb, RID());
  2191. return rb->ambient_buffer;
  2192. }
  2193. RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
  2194. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2195. ERR_FAIL_COND_V(!rb, RID());
  2196. return rb->reflection_buffer;
  2197. }
  2198. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
  2199. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2200. ERR_FAIL_COND_V(!rb, 0);
  2201. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2202. return rb->sdfgi->cascades.size();
  2203. }
  2204. bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
  2205. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2206. ERR_FAIL_COND_V(!rb, false);
  2207. return rb->sdfgi != nullptr;
  2208. }
  2209. RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
  2210. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2211. ERR_FAIL_COND_V(!rb, RID());
  2212. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2213. return rb->sdfgi->lightprobe_texture;
  2214. }
  2215. Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2216. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2217. ERR_FAIL_COND_V(!rb, Vector3());
  2218. ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
  2219. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
  2220. return Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[p_cascade].position)) * rb->sdfgi->cascades[p_cascade].cell_size;
  2221. }
  2222. Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
  2223. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2224. ERR_FAIL_COND_V(!rb, Vector3i());
  2225. ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
  2226. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
  2227. int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR;
  2228. return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
  2229. }
  2230. float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
  2231. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2232. ERR_FAIL_COND_V(!rb, 0);
  2233. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2234. return rb->sdfgi->normal_bias;
  2235. }
  2236. float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
  2237. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2238. ERR_FAIL_COND_V(!rb, 0);
  2239. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2240. ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
  2241. return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
  2242. }
  2243. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
  2244. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2245. ERR_FAIL_COND_V(!rb, 0);
  2246. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2247. return rb->sdfgi->probe_axis_count;
  2248. }
  2249. uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
  2250. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2251. ERR_FAIL_COND_V(!rb, 0);
  2252. ERR_FAIL_COND_V(!rb->sdfgi, 0);
  2253. return rb->sdfgi->cascade_size;
  2254. }
  2255. bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
  2256. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2257. ERR_FAIL_COND_V(!rb, false);
  2258. ERR_FAIL_COND_V(!rb->sdfgi, false);
  2259. return rb->sdfgi->uses_occlusion;
  2260. }
  2261. float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
  2262. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2263. ERR_FAIL_COND_V(!rb, 0.0);
  2264. ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
  2265. return rb->sdfgi->energy;
  2266. }
  2267. RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
  2268. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2269. ERR_FAIL_COND_V(!rb, RID());
  2270. ERR_FAIL_COND_V(!rb->sdfgi, RID());
  2271. return rb->sdfgi->occlusion_texture;
  2272. }
  2273. bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
  2274. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2275. ERR_FAIL_COND_V(!rb, false);
  2276. return rb->volumetric_fog != nullptr;
  2277. }
  2278. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
  2279. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2280. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
  2281. return rb->volumetric_fog->fog_map;
  2282. }
  2283. RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
  2284. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2285. ERR_FAIL_COND_V(!rb, RID());
  2286. if (!rb->volumetric_fog) {
  2287. return RID();
  2288. }
  2289. return rb->volumetric_fog->sky_uniform_set;
  2290. }
  2291. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
  2292. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2293. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2294. return rb->volumetric_fog->length;
  2295. }
  2296. float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
  2297. const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2298. ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
  2299. return rb->volumetric_fog->spread;
  2300. }
  2301. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  2302. return 1.0;
  2303. }
  2304. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  2305. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  2306. }
  2307. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  2308. return true;
  2309. }
  2310. void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
  2311. ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
  2312. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2313. // Should we add an overrule per viewport?
  2314. rb->width = p_width;
  2315. rb->height = p_height;
  2316. rb->render_target = p_render_target;
  2317. rb->msaa = p_msaa;
  2318. rb->screen_space_aa = p_screen_space_aa;
  2319. rb->use_debanding = p_use_debanding;
  2320. rb->view_count = p_view_count;
  2321. if (is_clustered_enabled()) {
  2322. if (rb->cluster_builder == nullptr) {
  2323. rb->cluster_builder = memnew(ClusterBuilderRD);
  2324. }
  2325. rb->cluster_builder->set_shared(&cluster_builder_shared);
  2326. }
  2327. _free_render_buffer_data(rb);
  2328. {
  2329. RD::TextureFormat tf;
  2330. if (rb->view_count > 1) {
  2331. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2332. }
  2333. tf.format = _render_buffers_get_color_format();
  2334. tf.width = rb->width;
  2335. tf.height = rb->height;
  2336. tf.array_layers = rb->view_count; // create a layer for every view
  2337. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2338. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2339. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  2340. }
  2341. tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
  2342. rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2343. }
  2344. {
  2345. RD::TextureFormat tf;
  2346. if (rb->view_count > 1) {
  2347. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  2348. }
  2349. if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
  2350. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
  2351. } else {
  2352. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2353. }
  2354. tf.width = rb->width;
  2355. tf.height = rb->height;
  2356. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2357. tf.array_layers = rb->view_count; // create a layer for every view
  2358. if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
  2359. tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  2360. } else {
  2361. tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2362. }
  2363. rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2364. }
  2365. if (!_render_buffers_can_be_storage()) {
  2366. // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
  2367. Vector<RID> fb;
  2368. fb.push_back(rb->texture);
  2369. rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
  2370. }
  2371. RID target_texture = storage->render_target_get_rd_texture(rb->render_target);
  2372. rb->data->configure(rb->texture, rb->depth_texture, target_texture, rb->width, rb->height, p_msaa, p_view_count);
  2373. if (is_clustered_enabled()) {
  2374. rb->cluster_builder->setup(Size2i(rb->width, rb->height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
  2375. }
  2376. }
  2377. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  2378. gi.half_resolution = p_enable;
  2379. }
  2380. void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
  2381. sss_quality = p_quality;
  2382. }
  2383. RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
  2384. return sss_quality;
  2385. }
  2386. void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
  2387. sss_scale = p_scale;
  2388. sss_depth_scale = p_depth_scale;
  2389. }
  2390. void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
  2391. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2392. if (shadows_quality != p_quality) {
  2393. shadows_quality = p_quality;
  2394. switch (shadows_quality) {
  2395. case RS::SHADOW_QUALITY_HARD: {
  2396. penumbra_shadow_samples = 4;
  2397. soft_shadow_samples = 0;
  2398. shadows_quality_radius = 1.0;
  2399. } break;
  2400. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2401. penumbra_shadow_samples = 4;
  2402. soft_shadow_samples = 1;
  2403. shadows_quality_radius = 1.5;
  2404. } break;
  2405. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2406. penumbra_shadow_samples = 8;
  2407. soft_shadow_samples = 4;
  2408. shadows_quality_radius = 2.0;
  2409. } break;
  2410. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2411. penumbra_shadow_samples = 12;
  2412. soft_shadow_samples = 8;
  2413. shadows_quality_radius = 2.0;
  2414. } break;
  2415. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2416. penumbra_shadow_samples = 24;
  2417. soft_shadow_samples = 16;
  2418. shadows_quality_radius = 3.0;
  2419. } break;
  2420. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2421. penumbra_shadow_samples = 32;
  2422. soft_shadow_samples = 32;
  2423. shadows_quality_radius = 4.0;
  2424. } break;
  2425. case RS::SHADOW_QUALITY_MAX:
  2426. break;
  2427. }
  2428. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  2429. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  2430. }
  2431. _update_shader_quality_settings();
  2432. }
  2433. void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
  2434. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  2435. if (directional_shadow_quality != p_quality) {
  2436. directional_shadow_quality = p_quality;
  2437. switch (directional_shadow_quality) {
  2438. case RS::SHADOW_QUALITY_HARD: {
  2439. directional_penumbra_shadow_samples = 4;
  2440. directional_soft_shadow_samples = 0;
  2441. directional_shadow_quality_radius = 1.0;
  2442. } break;
  2443. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  2444. directional_penumbra_shadow_samples = 4;
  2445. directional_soft_shadow_samples = 1;
  2446. directional_shadow_quality_radius = 1.5;
  2447. } break;
  2448. case RS::SHADOW_QUALITY_SOFT_LOW: {
  2449. directional_penumbra_shadow_samples = 8;
  2450. directional_soft_shadow_samples = 4;
  2451. directional_shadow_quality_radius = 2.0;
  2452. } break;
  2453. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  2454. directional_penumbra_shadow_samples = 12;
  2455. directional_soft_shadow_samples = 8;
  2456. directional_shadow_quality_radius = 2.0;
  2457. } break;
  2458. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  2459. directional_penumbra_shadow_samples = 24;
  2460. directional_soft_shadow_samples = 16;
  2461. directional_shadow_quality_radius = 3.0;
  2462. } break;
  2463. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  2464. directional_penumbra_shadow_samples = 32;
  2465. directional_soft_shadow_samples = 32;
  2466. directional_shadow_quality_radius = 4.0;
  2467. } break;
  2468. case RS::SHADOW_QUALITY_MAX:
  2469. break;
  2470. }
  2471. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  2472. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  2473. }
  2474. _update_shader_quality_settings();
  2475. }
  2476. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  2477. if (decals_filter == p_filter) {
  2478. return;
  2479. }
  2480. decals_filter = p_filter;
  2481. _update_shader_quality_settings();
  2482. }
  2483. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  2484. if (light_projectors_filter == p_filter) {
  2485. return;
  2486. }
  2487. light_projectors_filter = p_filter;
  2488. _update_shader_quality_settings();
  2489. }
  2490. int RendererSceneRenderRD::get_roughness_layers() const {
  2491. return sky.roughness_layers;
  2492. }
  2493. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  2494. return sky.sky_use_cubemap_array;
  2495. }
  2496. RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
  2497. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  2498. ERR_FAIL_COND_V(!rb, nullptr);
  2499. return rb->data;
  2500. }
  2501. void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
  2502. cluster.reflection_count = 0;
  2503. for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
  2504. if (cluster.reflection_count == cluster.max_reflections) {
  2505. break;
  2506. }
  2507. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]);
  2508. if (!rpi) {
  2509. continue;
  2510. }
  2511. cluster.reflection_sort[cluster.reflection_count].instance = rpi;
  2512. cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
  2513. cluster.reflection_count++;
  2514. }
  2515. if (cluster.reflection_count > 0) {
  2516. SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
  2517. sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
  2518. }
  2519. bool using_forward_ids = _uses_forward_ids();
  2520. for (uint32_t i = 0; i < cluster.reflection_count; i++) {
  2521. ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
  2522. if (using_forward_ids) {
  2523. _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
  2524. }
  2525. RID base_probe = rpi->probe;
  2526. Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
  2527. Vector3 extents = storage->reflection_probe_get_extents(base_probe);
  2528. rpi->cull_mask = storage->reflection_probe_get_cull_mask(base_probe);
  2529. reflection_ubo.box_extents[0] = extents.x;
  2530. reflection_ubo.box_extents[1] = extents.y;
  2531. reflection_ubo.box_extents[2] = extents.z;
  2532. reflection_ubo.index = rpi->atlas_index;
  2533. Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
  2534. reflection_ubo.box_offset[0] = origin_offset.x;
  2535. reflection_ubo.box_offset[1] = origin_offset.y;
  2536. reflection_ubo.box_offset[2] = origin_offset.z;
  2537. reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
  2538. reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
  2539. reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
  2540. reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
  2541. reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
  2542. Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
  2543. float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
  2544. reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
  2545. reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
  2546. reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
  2547. Transform3D transform = rpi->transform;
  2548. Transform3D proj = (p_camera_inverse_transform * transform).inverse();
  2549. RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
  2550. if (current_cluster_builder != nullptr) {
  2551. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
  2552. }
  2553. rpi->last_pass = RSG::rasterizer->get_frame_number();
  2554. }
  2555. if (cluster.reflection_count) {
  2556. RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, cluster.reflection_count * sizeof(Cluster::ReflectionData), cluster.reflections, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  2557. }
  2558. }
  2559. void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) {
  2560. Transform3D inverse_transform = p_camera_transform.affine_inverse();
  2561. r_directional_light_count = 0;
  2562. r_positional_light_count = 0;
  2563. sky.sky_scene_state.ubo.directional_light_count = 0;
  2564. Plane camera_plane(-p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
  2565. cluster.omni_light_count = 0;
  2566. cluster.spot_light_count = 0;
  2567. r_directional_light_soft_shadows = false;
  2568. for (int i = 0; i < (int)p_lights.size(); i++) {
  2569. LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
  2570. if (!li) {
  2571. continue;
  2572. }
  2573. RID base = li->light;
  2574. ERR_CONTINUE(base.is_null());
  2575. RS::LightType type = storage->light_get_type(base);
  2576. switch (type) {
  2577. case RS::LIGHT_DIRECTIONAL: {
  2578. // Copy to SkyDirectionalLightData
  2579. if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
  2580. RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
  2581. Transform3D light_transform = li->transform;
  2582. Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
  2583. sky_light_data.direction[0] = world_direction.x;
  2584. sky_light_data.direction[1] = world_direction.y;
  2585. sky_light_data.direction[2] = -world_direction.z;
  2586. float sign = storage->light_is_negative(base) ? -1 : 1;
  2587. sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
  2588. Color linear_col = storage->light_get_color(base).to_linear();
  2589. sky_light_data.color[0] = linear_col.r;
  2590. sky_light_data.color[1] = linear_col.g;
  2591. sky_light_data.color[2] = linear_col.b;
  2592. sky_light_data.enabled = true;
  2593. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2594. if (angular_diameter > 0.0) {
  2595. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2596. // technically this will keep expanding until reaching the sun, but all we care
  2597. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2598. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2599. if (storage->light_has_shadow(base)) {
  2600. r_directional_light_soft_shadows = true;
  2601. }
  2602. } else {
  2603. angular_diameter = 0.0;
  2604. }
  2605. sky_light_data.size = angular_diameter;
  2606. sky.sky_scene_state.ubo.directional_light_count++;
  2607. }
  2608. if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
  2609. continue;
  2610. }
  2611. Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
  2612. Transform3D light_transform = li->transform;
  2613. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
  2614. light_data.direction[0] = direction.x;
  2615. light_data.direction[1] = direction.y;
  2616. light_data.direction[2] = direction.z;
  2617. float sign = storage->light_is_negative(base) ? -1 : 1;
  2618. light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2619. Color linear_col = storage->light_get_color(base).to_linear();
  2620. light_data.color[0] = linear_col.r;
  2621. light_data.color[1] = linear_col.g;
  2622. light_data.color[2] = linear_col.b;
  2623. light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
  2624. light_data.mask = storage->light_get_cull_mask(base);
  2625. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2626. light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
  2627. Color shadow_col = storage->light_get_shadow_color(base).to_linear();
  2628. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
  2629. light_data.shadow_color1[0] = 1.0;
  2630. light_data.shadow_color1[1] = 0.0;
  2631. light_data.shadow_color1[2] = 0.0;
  2632. light_data.shadow_color1[3] = 1.0;
  2633. light_data.shadow_color2[0] = 0.0;
  2634. light_data.shadow_color2[1] = 1.0;
  2635. light_data.shadow_color2[2] = 0.0;
  2636. light_data.shadow_color2[3] = 1.0;
  2637. light_data.shadow_color3[0] = 0.0;
  2638. light_data.shadow_color3[1] = 0.0;
  2639. light_data.shadow_color3[2] = 1.0;
  2640. light_data.shadow_color3[3] = 1.0;
  2641. light_data.shadow_color4[0] = 1.0;
  2642. light_data.shadow_color4[1] = 1.0;
  2643. light_data.shadow_color4[2] = 0.0;
  2644. light_data.shadow_color4[3] = 1.0;
  2645. } else {
  2646. light_data.shadow_color1[0] = shadow_col.r;
  2647. light_data.shadow_color1[1] = shadow_col.g;
  2648. light_data.shadow_color1[2] = shadow_col.b;
  2649. light_data.shadow_color1[3] = 1.0;
  2650. light_data.shadow_color2[0] = shadow_col.r;
  2651. light_data.shadow_color2[1] = shadow_col.g;
  2652. light_data.shadow_color2[2] = shadow_col.b;
  2653. light_data.shadow_color2[3] = 1.0;
  2654. light_data.shadow_color3[0] = shadow_col.r;
  2655. light_data.shadow_color3[1] = shadow_col.g;
  2656. light_data.shadow_color3[2] = shadow_col.b;
  2657. light_data.shadow_color3[3] = 1.0;
  2658. light_data.shadow_color4[0] = shadow_col.r;
  2659. light_data.shadow_color4[1] = shadow_col.g;
  2660. light_data.shadow_color4[2] = shadow_col.b;
  2661. light_data.shadow_color4[3] = 1.0;
  2662. }
  2663. light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
  2664. float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2665. if (angular_diameter > 0.0) {
  2666. // I know tan(0) is 0, but let's not risk it with numerical precision.
  2667. // technically this will keep expanding until reaching the sun, but all we care
  2668. // is expand until we reach the radius of the near plane (there can't be more occluders than that)
  2669. angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
  2670. } else {
  2671. angular_diameter = 0.0;
  2672. }
  2673. if (light_data.shadow_enabled) {
  2674. RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
  2675. int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
  2676. light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && storage->light_directional_get_blend_splits(base);
  2677. for (int j = 0; j < 4; j++) {
  2678. Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
  2679. CameraMatrix matrix = li->shadow_transform[j].camera;
  2680. float split = li->shadow_transform[MIN(limit, j)].split;
  2681. CameraMatrix bias;
  2682. bias.set_light_bias();
  2683. CameraMatrix rectm;
  2684. rectm.set_light_atlas_rect(atlas_rect);
  2685. Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
  2686. CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
  2687. light_data.shadow_split_offsets[j] = split;
  2688. float bias_scale = li->shadow_transform[j].bias_scale;
  2689. light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
  2690. light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
  2691. light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
  2692. light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
  2693. light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
  2694. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
  2695. Vector2 uv_scale = li->shadow_transform[j].uv_scale;
  2696. uv_scale *= atlas_rect.size; //adapt to atlas size
  2697. switch (j) {
  2698. case 0: {
  2699. light_data.uv_scale1[0] = uv_scale.x;
  2700. light_data.uv_scale1[1] = uv_scale.y;
  2701. } break;
  2702. case 1: {
  2703. light_data.uv_scale2[0] = uv_scale.x;
  2704. light_data.uv_scale2[1] = uv_scale.y;
  2705. } break;
  2706. case 2: {
  2707. light_data.uv_scale3[0] = uv_scale.x;
  2708. light_data.uv_scale3[1] = uv_scale.y;
  2709. } break;
  2710. case 3: {
  2711. light_data.uv_scale4[0] = uv_scale.x;
  2712. light_data.uv_scale4[1] = uv_scale.y;
  2713. } break;
  2714. }
  2715. }
  2716. float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
  2717. light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
  2718. light_data.fade_to = -light_data.shadow_split_offsets[3];
  2719. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2720. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2721. light_data.softshadow_angle = angular_diameter;
  2722. light_data.bake_mode = storage->light_get_bake_mode(base);
  2723. if (angular_diameter <= 0.0) {
  2724. light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
  2725. }
  2726. }
  2727. r_directional_light_count++;
  2728. } break;
  2729. case RS::LIGHT_OMNI: {
  2730. if (cluster.omni_light_count >= cluster.max_lights) {
  2731. continue;
  2732. }
  2733. cluster.omni_light_sort[cluster.omni_light_count].instance = li;
  2734. cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2735. cluster.omni_light_count++;
  2736. } break;
  2737. case RS::LIGHT_SPOT: {
  2738. if (cluster.spot_light_count >= cluster.max_lights) {
  2739. continue;
  2740. }
  2741. cluster.spot_light_sort[cluster.spot_light_count].instance = li;
  2742. cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin);
  2743. cluster.spot_light_count++;
  2744. } break;
  2745. }
  2746. li->last_pass = RSG::rasterizer->get_frame_number();
  2747. }
  2748. if (cluster.omni_light_count) {
  2749. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2750. sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
  2751. }
  2752. if (cluster.spot_light_count) {
  2753. SortArray<Cluster::InstanceSort<LightInstance>> sorter;
  2754. sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
  2755. }
  2756. ShadowAtlas *shadow_atlas = nullptr;
  2757. if (p_shadow_atlas.is_valid() && p_using_shadows) {
  2758. shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  2759. }
  2760. bool using_forward_ids = _uses_forward_ids();
  2761. for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
  2762. uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
  2763. Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
  2764. RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
  2765. LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
  2766. RID base = li->light;
  2767. if (using_forward_ids) {
  2768. _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
  2769. }
  2770. Transform3D light_transform = li->transform;
  2771. float sign = storage->light_is_negative(base) ? -1 : 1;
  2772. Color linear_col = storage->light_get_color(base).to_linear();
  2773. light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
  2774. float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
  2775. light_data.color[0] = linear_col.r * energy;
  2776. light_data.color[1] = linear_col.g * energy;
  2777. light_data.color[2] = linear_col.b * energy;
  2778. light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
  2779. light_data.bake_mode = storage->light_get_bake_mode(base);
  2780. float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
  2781. light_data.inv_radius = 1.0 / radius;
  2782. Vector3 pos = inverse_transform.xform(light_transform.origin);
  2783. light_data.position[0] = pos.x;
  2784. light_data.position[1] = pos.y;
  2785. light_data.position[2] = pos.z;
  2786. Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
  2787. light_data.direction[0] = direction.x;
  2788. light_data.direction[1] = direction.y;
  2789. light_data.direction[2] = direction.z;
  2790. float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
  2791. light_data.size = size;
  2792. light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
  2793. float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
  2794. light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
  2795. light_data.mask = storage->light_get_cull_mask(base);
  2796. light_data.atlas_rect[0] = 0;
  2797. light_data.atlas_rect[1] = 0;
  2798. light_data.atlas_rect[2] = 0;
  2799. light_data.atlas_rect[3] = 0;
  2800. RID projector = storage->light_get_projector(base);
  2801. if (projector.is_valid()) {
  2802. Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
  2803. if (type == RS::LIGHT_SPOT) {
  2804. light_data.projector_rect[0] = rect.position.x;
  2805. light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
  2806. light_data.projector_rect[2] = rect.size.width;
  2807. light_data.projector_rect[3] = -rect.size.height;
  2808. } else {
  2809. light_data.projector_rect[0] = rect.position.x;
  2810. light_data.projector_rect[1] = rect.position.y;
  2811. light_data.projector_rect[2] = rect.size.width;
  2812. light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
  2813. }
  2814. } else {
  2815. light_data.projector_rect[0] = 0;
  2816. light_data.projector_rect[1] = 0;
  2817. light_data.projector_rect[2] = 0;
  2818. light_data.projector_rect[3] = 0;
  2819. }
  2820. if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
  2821. // fill in the shadow information
  2822. light_data.shadow_enabled = true;
  2823. float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
  2824. light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
  2825. if (type == RS::LIGHT_SPOT) {
  2826. light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
  2827. } else { //omni
  2828. light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
  2829. }
  2830. light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
  2831. Vector2i omni_offset;
  2832. Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
  2833. light_data.atlas_rect[0] = rect.position.x;
  2834. light_data.atlas_rect[1] = rect.position.y;
  2835. light_data.atlas_rect[2] = rect.size.width;
  2836. light_data.atlas_rect[3] = rect.size.height;
  2837. light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
  2838. light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
  2839. if (type == RS::LIGHT_OMNI) {
  2840. Transform3D proj = (inverse_transform * light_transform).inverse();
  2841. RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
  2842. if (size > 0.0) {
  2843. light_data.soft_shadow_size = size;
  2844. } else {
  2845. light_data.soft_shadow_size = 0.0;
  2846. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2847. }
  2848. light_data.direction[0] = omni_offset.x * float(rect.size.width);
  2849. light_data.direction[1] = omni_offset.y * float(rect.size.height);
  2850. } else if (type == RS::LIGHT_SPOT) {
  2851. Transform3D modelview = (inverse_transform * light_transform).inverse();
  2852. CameraMatrix bias;
  2853. bias.set_light_bias();
  2854. CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
  2855. RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
  2856. if (size > 0.0) {
  2857. CameraMatrix cm = li->shadow_transform[0].camera;
  2858. float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
  2859. light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
  2860. } else {
  2861. light_data.soft_shadow_size = 0.0;
  2862. light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
  2863. }
  2864. }
  2865. } else {
  2866. light_data.shadow_enabled = false;
  2867. }
  2868. li->cull_mask = storage->light_get_cull_mask(base);
  2869. if (current_cluster_builder != nullptr) {
  2870. current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
  2871. }
  2872. r_positional_light_count++;
  2873. }
  2874. //update without barriers
  2875. if (cluster.omni_light_count) {
  2876. RD::get_singleton()->buffer_update(cluster.omni_light_buffer, 0, sizeof(Cluster::LightData) * cluster.omni_light_count, cluster.omni_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  2877. }
  2878. if (cluster.spot_light_count) {
  2879. RD::get_singleton()->buffer_update(cluster.spot_light_buffer, 0, sizeof(Cluster::LightData) * cluster.spot_light_count, cluster.spot_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  2880. }
  2881. if (r_directional_light_count) {
  2882. RD::get_singleton()->buffer_update(cluster.directional_light_buffer, 0, sizeof(Cluster::DirectionalLightData) * r_directional_light_count, cluster.directional_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  2883. }
  2884. }
  2885. void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
  2886. Transform3D uv_xform;
  2887. uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
  2888. uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
  2889. uint32_t decal_count = p_decals.size();
  2890. cluster.decal_count = 0;
  2891. for (uint32_t i = 0; i < decal_count; i++) {
  2892. if (cluster.decal_count == cluster.max_decals) {
  2893. break;
  2894. }
  2895. DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]);
  2896. if (!di) {
  2897. continue;
  2898. }
  2899. RID decal = di->decal;
  2900. Transform3D xform = di->transform;
  2901. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2902. if (storage->decal_is_distance_fade_enabled(decal)) {
  2903. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2904. float fade_length = storage->decal_get_distance_fade_length(decal);
  2905. if (distance > fade_begin) {
  2906. if (distance > fade_begin + fade_length) {
  2907. continue; // do not use this decal, its invisible
  2908. }
  2909. }
  2910. }
  2911. cluster.decal_sort[cluster.decal_count].instance = di;
  2912. cluster.decal_sort[cluster.decal_count].depth = distance;
  2913. cluster.decal_count++;
  2914. }
  2915. if (cluster.decal_count > 0) {
  2916. SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
  2917. sort_array.sort(cluster.decal_sort, cluster.decal_count);
  2918. }
  2919. bool using_forward_ids = _uses_forward_ids();
  2920. for (uint32_t i = 0; i < cluster.decal_count; i++) {
  2921. DecalInstance *di = cluster.decal_sort[i].instance;
  2922. RID decal = di->decal;
  2923. if (using_forward_ids) {
  2924. _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
  2925. }
  2926. di->cull_mask = storage->decal_get_cull_mask(decal);
  2927. Transform3D xform = di->transform;
  2928. float fade = 1.0;
  2929. if (storage->decal_is_distance_fade_enabled(decal)) {
  2930. real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
  2931. float fade_begin = storage->decal_get_distance_fade_begin(decal);
  2932. float fade_length = storage->decal_get_distance_fade_length(decal);
  2933. if (distance > fade_begin) {
  2934. fade = 1.0 - (distance - fade_begin) / fade_length;
  2935. }
  2936. }
  2937. Cluster::DecalData &dd = cluster.decals[i];
  2938. Vector3 decal_extents = storage->decal_get_extents(decal);
  2939. Transform3D scale_xform;
  2940. scale_xform.basis.scale(decal_extents);
  2941. Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
  2942. RendererStorageRD::store_transform(to_decal_xform, dd.xform);
  2943. Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
  2944. normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
  2945. dd.normal[0] = normal.x;
  2946. dd.normal[1] = normal.y;
  2947. dd.normal[2] = normal.z;
  2948. dd.normal_fade = storage->decal_get_normal_fade(decal);
  2949. RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
  2950. RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
  2951. if (albedo_tex.is_valid()) {
  2952. Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
  2953. dd.albedo_rect[0] = rect.position.x;
  2954. dd.albedo_rect[1] = rect.position.y;
  2955. dd.albedo_rect[2] = rect.size.x;
  2956. dd.albedo_rect[3] = rect.size.y;
  2957. } else {
  2958. if (!emission_tex.is_valid()) {
  2959. continue; //no albedo, no emission, no decal.
  2960. }
  2961. dd.albedo_rect[0] = 0;
  2962. dd.albedo_rect[1] = 0;
  2963. dd.albedo_rect[2] = 0;
  2964. dd.albedo_rect[3] = 0;
  2965. }
  2966. RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
  2967. if (normal_tex.is_valid()) {
  2968. Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
  2969. dd.normal_rect[0] = rect.position.x;
  2970. dd.normal_rect[1] = rect.position.y;
  2971. dd.normal_rect[2] = rect.size.x;
  2972. dd.normal_rect[3] = rect.size.y;
  2973. Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
  2974. RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
  2975. } else {
  2976. dd.normal_rect[0] = 0;
  2977. dd.normal_rect[1] = 0;
  2978. dd.normal_rect[2] = 0;
  2979. dd.normal_rect[3] = 0;
  2980. }
  2981. RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
  2982. if (orm_tex.is_valid()) {
  2983. Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
  2984. dd.orm_rect[0] = rect.position.x;
  2985. dd.orm_rect[1] = rect.position.y;
  2986. dd.orm_rect[2] = rect.size.x;
  2987. dd.orm_rect[3] = rect.size.y;
  2988. } else {
  2989. dd.orm_rect[0] = 0;
  2990. dd.orm_rect[1] = 0;
  2991. dd.orm_rect[2] = 0;
  2992. dd.orm_rect[3] = 0;
  2993. }
  2994. if (emission_tex.is_valid()) {
  2995. Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
  2996. dd.emission_rect[0] = rect.position.x;
  2997. dd.emission_rect[1] = rect.position.y;
  2998. dd.emission_rect[2] = rect.size.x;
  2999. dd.emission_rect[3] = rect.size.y;
  3000. } else {
  3001. dd.emission_rect[0] = 0;
  3002. dd.emission_rect[1] = 0;
  3003. dd.emission_rect[2] = 0;
  3004. dd.emission_rect[3] = 0;
  3005. }
  3006. Color modulate = storage->decal_get_modulate(decal);
  3007. dd.modulate[0] = modulate.r;
  3008. dd.modulate[1] = modulate.g;
  3009. dd.modulate[2] = modulate.b;
  3010. dd.modulate[3] = modulate.a * fade;
  3011. dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
  3012. dd.albedo_mix = storage->decal_get_albedo_mix(decal);
  3013. dd.mask = storage->decal_get_cull_mask(decal);
  3014. dd.upper_fade = storage->decal_get_upper_fade(decal);
  3015. dd.lower_fade = storage->decal_get_lower_fade(decal);
  3016. if (current_cluster_builder != nullptr) {
  3017. current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
  3018. }
  3019. }
  3020. if (cluster.decal_count > 0) {
  3021. RD::get_singleton()->buffer_update(cluster.decal_buffer, 0, sizeof(Cluster::DecalData) * cluster.decal_count, cluster.decals, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
  3022. }
  3023. }
  3024. ////////////////////////////////////////////////////////////////////////////////
  3025. // FOG SHADER
  3026. void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) {
  3027. //compile
  3028. code = p_code;
  3029. valid = false;
  3030. ubo_size = 0;
  3031. uniforms.clear();
  3032. if (code == String()) {
  3033. return; //just invalid, but no error
  3034. }
  3035. ShaderCompilerRD::GeneratedCode gen_code;
  3036. ShaderCompilerRD::IdentifierActions actions;
  3037. actions.entry_point_stages["fog"] = ShaderCompilerRD::STAGE_COMPUTE;
  3038. uses_time = false;
  3039. actions.usage_flag_pointers["TIME"] = &uses_time;
  3040. actions.uniforms = &uniforms;
  3041. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  3042. Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code);
  3043. ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed.");
  3044. if (version.is_null()) {
  3045. version = scene_singleton->volumetric_fog.shader.version_create();
  3046. }
  3047. scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_COMPUTE], gen_code.defines);
  3048. ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version));
  3049. ubo_size = gen_code.uniform_total_size;
  3050. ubo_offsets = gen_code.uniform_offsets;
  3051. texture_uniforms = gen_code.texture_uniforms;
  3052. pipeline = RD::get_singleton()->compute_pipeline_create(scene_singleton->volumetric_fog.shader.version_get_shader(version, 0));
  3053. valid = true;
  3054. }
  3055. void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  3056. if (!p_texture.is_valid()) {
  3057. default_texture_params.erase(p_name);
  3058. } else {
  3059. default_texture_params[p_name] = p_texture;
  3060. }
  3061. }
  3062. void RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  3063. Map<int, StringName> order;
  3064. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  3065. if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  3066. continue;
  3067. }
  3068. if (E->get().texture_order >= 0) {
  3069. order[E->get().texture_order + 100000] = E->key();
  3070. } else {
  3071. order[E->get().order] = E->key();
  3072. }
  3073. }
  3074. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  3075. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  3076. pi.name = E->get();
  3077. p_param_list->push_back(pi);
  3078. }
  3079. }
  3080. void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  3081. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  3082. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  3083. continue;
  3084. }
  3085. RendererStorage::InstanceShaderParam p;
  3086. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  3087. p.info.name = E->key(); //supply name
  3088. p.index = E->get().instance_index;
  3089. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().array_size, E->get().hint);
  3090. p_param_list->push_back(p);
  3091. }
  3092. }
  3093. bool RendererSceneRenderRD::FogShaderData::is_param_texture(const StringName &p_param) const {
  3094. if (!uniforms.has(p_param)) {
  3095. return false;
  3096. }
  3097. return uniforms[p_param].texture_order >= 0;
  3098. }
  3099. bool RendererSceneRenderRD::FogShaderData::is_animated() const {
  3100. return false;
  3101. }
  3102. bool RendererSceneRenderRD::FogShaderData::casts_shadows() const {
  3103. return false;
  3104. }
  3105. Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
  3106. if (uniforms.has(p_parameter)) {
  3107. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  3108. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  3109. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  3110. }
  3111. return Variant();
  3112. }
  3113. RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const {
  3114. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  3115. return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version);
  3116. }
  3117. RendererSceneRenderRD::FogShaderData::FogShaderData() {
  3118. valid = false;
  3119. }
  3120. RendererSceneRenderRD::FogShaderData::~FogShaderData() {
  3121. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  3122. ERR_FAIL_COND(!scene_singleton);
  3123. //pipeline variants will clear themselves if shader is gone
  3124. if (version.is_valid()) {
  3125. scene_singleton->volumetric_fog.shader.version_free(version);
  3126. }
  3127. }
  3128. ////////////////////////////////////////////////////////////////////////////////
  3129. // Fog material
  3130. bool RendererSceneRenderRD::FogMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  3131. RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
  3132. uniform_set_updated = true;
  3133. return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  3134. }
  3135. RendererSceneRenderRD::FogMaterialData::~FogMaterialData() {
  3136. free_parameters_uniform_set(uniform_set);
  3137. }
  3138. RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_func() {
  3139. FogShaderData *shader_data = memnew(FogShaderData);
  3140. return shader_data;
  3141. }
  3142. RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() {
  3143. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_shader_func();
  3144. };
  3145. RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) {
  3146. FogMaterialData *material_data = memnew(FogMaterialData);
  3147. material_data->shader_data = p_shader;
  3148. material_data->last_frame = false;
  3149. //update will happen later anyway so do nothing.
  3150. return material_data;
  3151. }
  3152. RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader) {
  3153. return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
  3154. };
  3155. ////////////////////////////////////////////////////////////////////////////////
  3156. // Volumetric Fog
  3157. void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
  3158. ERR_FAIL_COND(!rb->volumetric_fog);
  3159. RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
  3160. RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
  3161. RD::get_singleton()->free(rb->volumetric_fog->fog_map);
  3162. if (rb->volumetric_fog->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
  3163. RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set);
  3164. }
  3165. if (rb->volumetric_fog->process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
  3166. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set);
  3167. }
  3168. if (rb->volumetric_fog->process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set2)) {
  3169. RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2);
  3170. }
  3171. if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  3172. RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
  3173. }
  3174. if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
  3175. RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
  3176. }
  3177. memdelete(rb->volumetric_fog);
  3178. rb->volumetric_fog = nullptr;
  3179. }
  3180. Vector3i RendererSceneRenderRD::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) {
  3181. Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
  3182. view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera
  3183. Vector3 fog_position = Vector3(0, 0, 0);
  3184. view_position.y = -view_position.y;
  3185. fog_position.z = -view_position.z / fog_end;
  3186. fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
  3187. fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
  3188. fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
  3189. fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
  3190. fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
  3191. fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
  3192. fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
  3193. return Vector3i(fog_position);
  3194. }
  3195. void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
  3196. ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
  3197. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
  3198. ERR_FAIL_COND(!rb);
  3199. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
  3200. float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
  3201. uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
  3202. uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
  3203. if (rb->volumetric_fog) {
  3204. //validate
  3205. if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
  3206. _volumetric_fog_erase(rb);
  3207. }
  3208. }
  3209. if (!env || !env->volumetric_fog_enabled) {
  3210. //no reason to enable or update, bye
  3211. return;
  3212. }
  3213. RENDER_TIMESTAMP(">Volumetric Fog");
  3214. RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
  3215. if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
  3216. //required volumetric fog but not existing, create
  3217. rb->volumetric_fog = memnew(VolumetricFog);
  3218. rb->volumetric_fog->width = target_width;
  3219. rb->volumetric_fog->height = target_height;
  3220. rb->volumetric_fog->depth = volumetric_fog_depth;
  3221. RD::TextureFormat tf;
  3222. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  3223. tf.width = target_width;
  3224. tf.height = target_height;
  3225. tf.depth = volumetric_fog_depth;
  3226. tf.texture_type = RD::TEXTURE_TYPE_3D;
  3227. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  3228. rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3229. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_density_map, "Fog light-density map");
  3230. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3231. rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3232. RD::get_singleton()->set_resource_name(rb->volumetric_fog->prev_light_density_map, "Fog previous light-density map");
  3233. RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3234. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  3235. rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3236. RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map");
  3237. tf.format = RD::DATA_FORMAT_R32_UINT;
  3238. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
  3239. rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3240. RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map");
  3241. RD::get_singleton()->texture_clear(rb->volumetric_fog->density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3242. rb->volumetric_fog->light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3243. RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map");
  3244. RD::get_singleton()->texture_clear(rb->volumetric_fog->light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3245. rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3246. RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map");
  3247. RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
  3248. Vector<RD::Uniform> uniforms;
  3249. {
  3250. RD::Uniform u;
  3251. u.binding = 0;
  3252. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3253. u.ids.push_back(rb->volumetric_fog->fog_map);
  3254. uniforms.push_back(u);
  3255. }
  3256. rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
  3257. }
  3258. if (p_fog_volumes.size() > 0) {
  3259. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
  3260. RENDER_TIMESTAMP("Render Fog Volumes");
  3261. VolumetricFogShader::VolumeUBO params;
  3262. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3263. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3264. float z_near = p_cam_projection.get_z_near();
  3265. float z_far = p_cam_projection.get_z_far();
  3266. float fog_end = env->volumetric_fog_length;
  3267. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3268. Vector2 fog_near_size;
  3269. if (p_cam_projection.is_orthogonal()) {
  3270. fog_near_size = fog_far_size;
  3271. } else {
  3272. fog_near_size = Vector2();
  3273. }
  3274. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3275. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3276. params.fog_frustum_size_end[0] = fog_far_size.x;
  3277. params.fog_frustum_size_end[1] = fog_far_size.y;
  3278. params.fog_frustum_end = fog_end;
  3279. params.z_near = z_near;
  3280. params.z_far = z_far;
  3281. params.time = time;
  3282. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3283. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3284. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3285. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3286. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3287. params.detail_spread = env->volumetric_fog_detail_spread;
  3288. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3289. Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
  3290. storage->store_transform(to_prev_cam_view, params.to_prev_view);
  3291. storage->store_transform(p_cam_transform, params.transform);
  3292. RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3293. if (rb->volumetric_fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) {
  3294. Vector<RD::Uniform> uniforms;
  3295. {
  3296. RD::Uniform u;
  3297. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3298. u.binding = 1;
  3299. u.ids.push_back(rb->volumetric_fog->emissive_map);
  3300. uniforms.push_back(u);
  3301. }
  3302. {
  3303. RD::Uniform u;
  3304. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3305. u.binding = 2;
  3306. u.ids.push_back(volumetric_fog.volume_ubo);
  3307. uniforms.push_back(u);
  3308. }
  3309. {
  3310. RD::Uniform u;
  3311. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3312. u.binding = 3;
  3313. u.ids.push_back(rb->volumetric_fog->density_map);
  3314. uniforms.push_back(u);
  3315. }
  3316. {
  3317. RD::Uniform u;
  3318. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3319. u.binding = 4;
  3320. u.ids.push_back(rb->volumetric_fog->light_map);
  3321. uniforms.push_back(u);
  3322. }
  3323. rb->volumetric_fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  3324. }
  3325. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3326. bool any_uses_time = false;
  3327. for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
  3328. FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
  3329. ERR_FAIL_COND(!fog_volume_instance);
  3330. RID fog_volume = fog_volume_instance->volume;
  3331. RID fog_material = storage->fog_volume_get_material(fog_volume);
  3332. FogMaterialData *material = nullptr;
  3333. if (fog_material.is_valid()) {
  3334. material = (FogMaterialData *)storage->material_get_data(fog_material, RendererStorageRD::SHADER_TYPE_FOG);
  3335. if (!material || !material->shader_data->valid) {
  3336. material = nullptr;
  3337. }
  3338. }
  3339. if (!material) {
  3340. fog_material = volumetric_fog.default_material;
  3341. material = (FogMaterialData *)storage->material_get_data(fog_material, RendererStorageRD::SHADER_TYPE_FOG);
  3342. }
  3343. ERR_FAIL_COND(!material);
  3344. FogShaderData *shader_data = material->shader_data;
  3345. ERR_FAIL_COND(!shader_data);
  3346. any_uses_time |= shader_data->uses_time;
  3347. Vector3i min = Vector3i();
  3348. Vector3i max = Vector3i();
  3349. Vector3i kernel_size = Vector3i();
  3350. Vector3 position = fog_volume_instance->transform.get_origin();
  3351. RS::FogVolumeShape volume_type = storage->fog_volume_get_shape(fog_volume);
  3352. Vector3 extents = storage->fog_volume_get_extents(fog_volume);
  3353. if (volume_type == RS::FOG_VOLUME_SHAPE_BOX || volume_type == RS::FOG_VOLUME_SHAPE_ELLIPSOID) {
  3354. Vector3i points[8];
  3355. points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3356. points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3357. points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3358. points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3359. points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3360. points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3361. points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3362. points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform);
  3363. min = Vector3i(int32_t(rb->volumetric_fog->width) - 1, int32_t(rb->volumetric_fog->height) - 1, int32_t(rb->volumetric_fog->depth) - 1);
  3364. max = Vector3i(1, 1, 1);
  3365. for (int j = 0; j < 8; j++) {
  3366. min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
  3367. max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
  3368. }
  3369. kernel_size = max - min;
  3370. } else {
  3371. // Volume type global runs on all cells
  3372. extents = Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3373. min = Vector3i(0, 0, 0);
  3374. kernel_size = Vector3i(int32_t(rb->volumetric_fog->width), int32_t(rb->volumetric_fog->height), int32_t(rb->volumetric_fog->depth));
  3375. }
  3376. if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) {
  3377. continue;
  3378. }
  3379. volumetric_fog.push_constant.position[0] = position.x;
  3380. volumetric_fog.push_constant.position[1] = position.y;
  3381. volumetric_fog.push_constant.position[2] = position.z;
  3382. volumetric_fog.push_constant.extents[0] = extents.x;
  3383. volumetric_fog.push_constant.extents[1] = extents.y;
  3384. volumetric_fog.push_constant.extents[2] = extents.z;
  3385. volumetric_fog.push_constant.corner[0] = min.x;
  3386. volumetric_fog.push_constant.corner[1] = min.y;
  3387. volumetric_fog.push_constant.corner[2] = min.z;
  3388. volumetric_fog.push_constant.shape = uint32_t(storage->fog_volume_get_shape(fog_volume));
  3389. storage->store_transform(fog_volume_instance->transform.affine_inverse(), volumetric_fog.push_constant.transform);
  3390. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline);
  3391. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
  3392. RD::get_singleton()->compute_list_set_push_constant(compute_list, &volumetric_fog.push_constant, sizeof(VolumetricFogShader::FogPushConstant));
  3393. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE);
  3394. if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set.
  3395. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
  3396. }
  3397. RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z);
  3398. }
  3399. if (any_uses_time || env->volumetric_fog_temporal_reprojection) {
  3400. RenderingServerDefault::redraw_request();
  3401. }
  3402. RD::get_singleton()->draw_command_end_label();
  3403. RD::get_singleton()->compute_list_end();
  3404. }
  3405. if (rb->volumetric_fog->process_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) {
  3406. //re create uniform set if needed
  3407. Vector<RD::Uniform> uniforms;
  3408. Vector<RD::Uniform> copy_uniforms;
  3409. {
  3410. RD::Uniform u;
  3411. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3412. u.binding = 1;
  3413. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  3414. if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
  3415. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  3416. } else {
  3417. u.ids.push_back(shadow_atlas->depth);
  3418. }
  3419. uniforms.push_back(u);
  3420. copy_uniforms.push_back(u);
  3421. }
  3422. {
  3423. RD::Uniform u;
  3424. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3425. u.binding = 2;
  3426. if (directional_shadow.depth.is_valid()) {
  3427. u.ids.push_back(directional_shadow.depth);
  3428. } else {
  3429. u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  3430. }
  3431. uniforms.push_back(u);
  3432. copy_uniforms.push_back(u);
  3433. }
  3434. {
  3435. RD::Uniform u;
  3436. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3437. u.binding = 3;
  3438. u.ids.push_back(get_omni_light_buffer());
  3439. uniforms.push_back(u);
  3440. copy_uniforms.push_back(u);
  3441. }
  3442. {
  3443. RD::Uniform u;
  3444. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3445. u.binding = 4;
  3446. u.ids.push_back(get_spot_light_buffer());
  3447. uniforms.push_back(u);
  3448. copy_uniforms.push_back(u);
  3449. }
  3450. {
  3451. RD::Uniform u;
  3452. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3453. u.binding = 5;
  3454. u.ids.push_back(get_directional_light_buffer());
  3455. uniforms.push_back(u);
  3456. copy_uniforms.push_back(u);
  3457. }
  3458. {
  3459. RD::Uniform u;
  3460. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  3461. u.binding = 6;
  3462. u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
  3463. uniforms.push_back(u);
  3464. copy_uniforms.push_back(u);
  3465. }
  3466. {
  3467. RD::Uniform u;
  3468. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3469. u.binding = 7;
  3470. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3471. uniforms.push_back(u);
  3472. copy_uniforms.push_back(u);
  3473. }
  3474. {
  3475. RD::Uniform u;
  3476. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3477. u.binding = 8;
  3478. u.ids.push_back(rb->volumetric_fog->light_density_map);
  3479. uniforms.push_back(u);
  3480. copy_uniforms.push_back(u);
  3481. }
  3482. {
  3483. RD::Uniform u;
  3484. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3485. u.binding = 9;
  3486. u.ids.push_back(rb->volumetric_fog->fog_map);
  3487. uniforms.push_back(u);
  3488. }
  3489. {
  3490. RD::Uniform u;
  3491. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3492. u.binding = 9;
  3493. u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
  3494. copy_uniforms.push_back(u);
  3495. }
  3496. {
  3497. RD::Uniform u;
  3498. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3499. u.binding = 10;
  3500. u.ids.push_back(shadow_sampler);
  3501. uniforms.push_back(u);
  3502. copy_uniforms.push_back(u);
  3503. }
  3504. {
  3505. RD::Uniform u;
  3506. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3507. u.binding = 11;
  3508. u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers));
  3509. uniforms.push_back(u);
  3510. copy_uniforms.push_back(u);
  3511. }
  3512. {
  3513. RD::Uniform u;
  3514. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3515. u.binding = 12;
  3516. for (int i = 0; i < RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES; i++) {
  3517. u.ids.push_back(rb->gi.voxel_gi_textures[i]);
  3518. }
  3519. uniforms.push_back(u);
  3520. copy_uniforms.push_back(u);
  3521. }
  3522. {
  3523. RD::Uniform u;
  3524. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  3525. u.binding = 13;
  3526. u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
  3527. uniforms.push_back(u);
  3528. copy_uniforms.push_back(u);
  3529. }
  3530. {
  3531. RD::Uniform u;
  3532. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3533. u.binding = 14;
  3534. u.ids.push_back(volumetric_fog.params_ubo);
  3535. uniforms.push_back(u);
  3536. copy_uniforms.push_back(u);
  3537. }
  3538. {
  3539. RD::Uniform u;
  3540. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3541. u.binding = 15;
  3542. u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
  3543. uniforms.push_back(u);
  3544. }
  3545. {
  3546. RD::Uniform u;
  3547. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3548. u.binding = 16;
  3549. u.ids.push_back(rb->volumetric_fog->density_map);
  3550. uniforms.push_back(u);
  3551. }
  3552. {
  3553. RD::Uniform u;
  3554. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3555. u.binding = 17;
  3556. u.ids.push_back(rb->volumetric_fog->light_map);
  3557. uniforms.push_back(u);
  3558. }
  3559. {
  3560. RD::Uniform u;
  3561. u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
  3562. u.binding = 18;
  3563. u.ids.push_back(rb->volumetric_fog->emissive_map);
  3564. uniforms.push_back(u);
  3565. }
  3566. {
  3567. RD::Uniform u;
  3568. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3569. u.binding = 19;
  3570. RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  3571. RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID();
  3572. u.ids.push_back(sky_texture.is_valid() ? sky_texture : radiance_texture);
  3573. uniforms.push_back(u);
  3574. }
  3575. rb->volumetric_fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
  3576. rb->volumetric_fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
  3577. SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
  3578. rb->volumetric_fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, 0), 0);
  3579. }
  3580. bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
  3581. if (using_sdfgi) {
  3582. if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
  3583. Vector<RD::Uniform> uniforms;
  3584. {
  3585. RD::Uniform u;
  3586. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  3587. u.binding = 0;
  3588. u.ids.push_back(gi.sdfgi_ubo);
  3589. uniforms.push_back(u);
  3590. }
  3591. {
  3592. RD::Uniform u;
  3593. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3594. u.binding = 1;
  3595. u.ids.push_back(rb->sdfgi->ambient_texture);
  3596. uniforms.push_back(u);
  3597. }
  3598. {
  3599. RD::Uniform u;
  3600. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  3601. u.binding = 2;
  3602. u.ids.push_back(rb->sdfgi->occlusion_texture);
  3603. uniforms.push_back(u);
  3604. }
  3605. rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
  3606. }
  3607. }
  3608. rb->volumetric_fog->length = env->volumetric_fog_length;
  3609. rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
  3610. VolumetricFogShader::ParamsUBO params;
  3611. Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
  3612. Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
  3613. float z_near = p_cam_projection.get_z_near();
  3614. float z_far = p_cam_projection.get_z_far();
  3615. float fog_end = env->volumetric_fog_length;
  3616. Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
  3617. Vector2 fog_near_size;
  3618. if (p_cam_projection.is_orthogonal()) {
  3619. fog_near_size = fog_far_size;
  3620. } else {
  3621. fog_near_size = Vector2();
  3622. }
  3623. params.fog_frustum_size_begin[0] = fog_near_size.x;
  3624. params.fog_frustum_size_begin[1] = fog_near_size.y;
  3625. params.fog_frustum_size_end[0] = fog_far_size.x;
  3626. params.fog_frustum_size_end[1] = fog_far_size.y;
  3627. params.ambient_inject = env->volumetric_fog_ambient_inject * env->ambient_light_energy;
  3628. params.z_far = z_far;
  3629. params.fog_frustum_end = fog_end;
  3630. Color ambient_color = env->ambient_light.to_linear();
  3631. params.ambient_color[0] = ambient_color.r;
  3632. params.ambient_color[1] = ambient_color.g;
  3633. params.ambient_color[2] = ambient_color.b;
  3634. params.sky_contribution = env->ambient_sky_contribution;
  3635. params.fog_volume_size[0] = rb->volumetric_fog->width;
  3636. params.fog_volume_size[1] = rb->volumetric_fog->height;
  3637. params.fog_volume_size[2] = rb->volumetric_fog->depth;
  3638. params.directional_light_count = p_directional_light_count;
  3639. Color emission = env->volumetric_fog_emission.to_linear();
  3640. params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy;
  3641. params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy;
  3642. params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy;
  3643. params.base_density = env->volumetric_fog_density;
  3644. Color base_scattering = env->volumetric_fog_scattering.to_linear();
  3645. params.base_scattering[0] = base_scattering.r;
  3646. params.base_scattering[1] = base_scattering.g;
  3647. params.base_scattering[2] = base_scattering.b;
  3648. params.phase_g = env->volumetric_fog_anisotropy;
  3649. params.detail_spread = env->volumetric_fog_detail_spread;
  3650. params.gi_inject = env->volumetric_fog_gi_inject;
  3651. params.cam_rotation[0] = p_cam_transform.basis[0][0];
  3652. params.cam_rotation[1] = p_cam_transform.basis[1][0];
  3653. params.cam_rotation[2] = p_cam_transform.basis[2][0];
  3654. params.cam_rotation[3] = 0;
  3655. params.cam_rotation[4] = p_cam_transform.basis[0][1];
  3656. params.cam_rotation[5] = p_cam_transform.basis[1][1];
  3657. params.cam_rotation[6] = p_cam_transform.basis[2][1];
  3658. params.cam_rotation[7] = 0;
  3659. params.cam_rotation[8] = p_cam_transform.basis[0][2];
  3660. params.cam_rotation[9] = p_cam_transform.basis[1][2];
  3661. params.cam_rotation[10] = p_cam_transform.basis[2][2];
  3662. params.cam_rotation[11] = 0;
  3663. params.filter_axis = 0;
  3664. params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
  3665. params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
  3666. Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
  3667. storage->store_transform(to_prev_cam_view, params.to_prev_view);
  3668. params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
  3669. params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
  3670. {
  3671. uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
  3672. params.cluster_shift = get_shift_from_power_of_2(cluster_size);
  3673. uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
  3674. uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
  3675. params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32);
  3676. params.cluster_width = cluster_screen_width;
  3677. params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
  3678. params.screen_size[0] = rb->width;
  3679. params.screen_size[1] = rb->height;
  3680. }
  3681. Basis sky_transform = env->sky_orientation;
  3682. sky_transform = sky_transform.inverse() * p_cam_transform.basis;
  3683. RendererStorageRD::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
  3684. RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
  3685. RENDER_TIMESTAMP("Render Fog");
  3686. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
  3687. RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
  3688. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
  3689. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3690. if (using_sdfgi) {
  3691. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
  3692. }
  3693. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3694. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3695. // Copy fog to history buffer
  3696. if (env->volumetric_fog_temporal_reprojection) {
  3697. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
  3698. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->copy_uniform_set, 0);
  3699. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3700. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3701. }
  3702. RD::get_singleton()->draw_command_end_label();
  3703. if (volumetric_fog_filter_active) {
  3704. RD::get_singleton()->draw_command_begin_label("Filter Fog");
  3705. RENDER_TIMESTAMP("Filter Fog");
  3706. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  3707. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3708. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3709. RD::get_singleton()->compute_list_end();
  3710. //need restart for buffer update
  3711. params.filter_axis = 1;
  3712. RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
  3713. compute_list = RD::get_singleton()->compute_list_begin();
  3714. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
  3715. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set2, 0);
  3716. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
  3717. RD::get_singleton()->compute_list_add_barrier(compute_list);
  3718. RD::get_singleton()->draw_command_end_label();
  3719. }
  3720. RENDER_TIMESTAMP("Integrate Fog");
  3721. RD::get_singleton()->draw_command_begin_label("Integrate Fog");
  3722. RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
  3723. RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0);
  3724. RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
  3725. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
  3726. RENDER_TIMESTAMP("<Volumetric Fog");
  3727. RD::get_singleton()->draw_command_end_label();
  3728. RD::get_singleton()->draw_command_end_label();
  3729. rb->volumetric_fog->prev_cam_transform = p_cam_transform;
  3730. }
  3731. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3732. if (p_render_data->render_buffers.is_valid()) {
  3733. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3734. if (rb->sdfgi != nullptr) {
  3735. return true;
  3736. }
  3737. }
  3738. return false;
  3739. }
  3740. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3741. if (p_render_data->render_buffers.is_valid()) {
  3742. if (p_use_gi) {
  3743. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3744. ERR_FAIL_COND(rb == nullptr);
  3745. if (rb->sdfgi == nullptr) {
  3746. return;
  3747. }
  3748. RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
  3749. rb->sdfgi->update_probes(env, sky.sky_owner.get_or_null(env->sky));
  3750. }
  3751. }
  3752. }
  3753. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  3754. if (p_render_data->render_buffers.is_valid()) {
  3755. if (p_use_gi) {
  3756. RD::get_singleton()->compute_list_end();
  3757. }
  3758. }
  3759. }
  3760. void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
  3761. // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
  3762. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  3763. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3764. ERR_FAIL_COND(rb == nullptr);
  3765. if (rb->sdfgi != nullptr) {
  3766. rb->sdfgi->store_probes();
  3767. }
  3768. }
  3769. render_state.cube_shadows.clear();
  3770. render_state.shadows.clear();
  3771. render_state.directional_shadows.clear();
  3772. Plane camera_plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
  3773. float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
  3774. {
  3775. for (int i = 0; i < render_state.render_shadow_count; i++) {
  3776. LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
  3777. if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
  3778. render_state.directional_shadows.push_back(i);
  3779. } else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  3780. render_state.cube_shadows.push_back(i);
  3781. } else {
  3782. render_state.shadows.push_back(i);
  3783. }
  3784. }
  3785. //cube shadows are rendered in their own way
  3786. for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
  3787. _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true, p_render_data->render_info);
  3788. }
  3789. if (render_state.directional_shadows.size()) {
  3790. //open the pass for directional shadows
  3791. _update_directional_shadow_atlas();
  3792. RD::get_singleton()->draw_list_begin(directional_shadow.fb, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE);
  3793. RD::get_singleton()->draw_list_end();
  3794. }
  3795. }
  3796. // Render GI
  3797. bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
  3798. bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
  3799. if (render_shadows && render_gi) {
  3800. RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)");
  3801. } else if (render_shadows) {
  3802. RENDER_TIMESTAMP("Render Shadows");
  3803. } else if (render_gi) {
  3804. RENDER_TIMESTAMP("Render GI");
  3805. }
  3806. //prepare shadow rendering
  3807. if (render_shadows) {
  3808. _render_shadow_begin();
  3809. //render directional shadows
  3810. for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
  3811. _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
  3812. }
  3813. //render positional shadows
  3814. for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
  3815. _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
  3816. }
  3817. _render_shadow_process();
  3818. }
  3819. //start GI
  3820. if (render_gi) {
  3821. gi.process_gi(p_render_data->render_buffers, p_normal_roughness_buffer, p_voxel_gi_buffer, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
  3822. }
  3823. //Do shadow rendering (in parallel with GI)
  3824. if (render_shadows) {
  3825. _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
  3826. }
  3827. if (render_gi) {
  3828. RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
  3829. }
  3830. if (p_render_data->render_buffers.is_valid()) {
  3831. if (p_use_ssao || p_use_ssil) {
  3832. RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
  3833. ERR_FAIL_COND(!rb);
  3834. bool invalidate_uniform_set = false;
  3835. if (rb->ss_effects.linear_depth.is_null()) {
  3836. RD::TextureFormat tf;
  3837. tf.format = RD::DATA_FORMAT_R16_SFLOAT;
  3838. tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
  3839. tf.width = (rb->width + 1) / 2;
  3840. tf.height = (rb->height + 1) / 2;
  3841. tf.mipmaps = 5;
  3842. tf.array_layers = 4;
  3843. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  3844. rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  3845. RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth");
  3846. for (uint32_t i = 0; i < tf.mipmaps; i++) {
  3847. RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY);
  3848. rb->ss_effects.linear_depth_slices.push_back(slice);
  3849. RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
  3850. }
  3851. invalidate_uniform_set = true;
  3852. }
  3853. storage->get_effects()->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection);
  3854. }
  3855. if (p_use_ssao) {
  3856. _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
  3857. }
  3858. if (p_use_ssil) {
  3859. _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection, p_render_data->cam_transform);
  3860. }
  3861. }
  3862. //full barrier here, we need raster, transfer and compute and it depends from the previous work
  3863. RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
  3864. if (current_cluster_builder) {
  3865. current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
  3866. }
  3867. bool using_shadows = true;
  3868. if (p_render_data->reflection_probe.is_valid()) {
  3869. if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
  3870. using_shadows = false;
  3871. }
  3872. } else {
  3873. //do not render reflections when rendering a reflection probe
  3874. _setup_reflections(*p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment);
  3875. }
  3876. uint32_t directional_light_count = 0;
  3877. uint32_t positional_light_count = 0;
  3878. _setup_lights(*p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
  3879. _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
  3880. p_render_data->directional_light_count = directional_light_count;
  3881. if (current_cluster_builder) {
  3882. current_cluster_builder->bake_cluster();
  3883. }
  3884. if (p_render_data->render_buffers.is_valid()) {
  3885. bool directional_shadows = false;
  3886. for (uint32_t i = 0; i < directional_light_count; i++) {
  3887. if (cluster.directional_lights[i].shadow_enabled) {
  3888. directional_shadows = true;
  3889. break;
  3890. }
  3891. }
  3892. if (is_volumetric_supported()) {
  3893. _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes);
  3894. }
  3895. }
  3896. }
  3897. void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
  3898. // getting this here now so we can direct call a bunch of things more easily
  3899. RenderBuffers *rb = nullptr;
  3900. if (p_render_buffers.is_valid()) {
  3901. rb = render_buffers_owner.get_or_null(p_render_buffers);
  3902. ERR_FAIL_COND(!rb);
  3903. }
  3904. //assign render data
  3905. RenderDataRD render_data;
  3906. {
  3907. render_data.render_buffers = p_render_buffers;
  3908. // Our first camera is used by default
  3909. render_data.cam_transform = p_camera_data->main_transform;
  3910. render_data.cam_projection = p_camera_data->main_projection;
  3911. render_data.view_projection[0] = p_camera_data->main_projection;
  3912. render_data.cam_ortogonal = p_camera_data->is_ortogonal;
  3913. render_data.view_count = p_camera_data->view_count;
  3914. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  3915. render_data.view_projection[v] = p_camera_data->view_projection[v];
  3916. }
  3917. render_data.z_near = p_camera_data->main_projection.get_z_near();
  3918. render_data.z_far = p_camera_data->main_projection.get_z_far();
  3919. render_data.instances = &p_instances;
  3920. render_data.lights = &p_lights;
  3921. render_data.reflection_probes = &p_reflection_probes;
  3922. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  3923. render_data.decals = &p_decals;
  3924. render_data.lightmaps = &p_lightmaps;
  3925. render_data.fog_volumes = &p_fog_volumes;
  3926. render_data.environment = p_environment;
  3927. render_data.camera_effects = p_camera_effects;
  3928. render_data.shadow_atlas = p_shadow_atlas;
  3929. render_data.reflection_atlas = p_reflection_atlas;
  3930. render_data.reflection_probe = p_reflection_probe;
  3931. render_data.reflection_probe_pass = p_reflection_probe_pass;
  3932. // this should be the same for all cameras..
  3933. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  3934. render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
  3935. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  3936. render_data.screen_lod_threshold = 0.0;
  3937. } else {
  3938. render_data.screen_lod_threshold = p_screen_lod_threshold;
  3939. }
  3940. render_state.render_shadows = p_render_shadows;
  3941. render_state.render_shadow_count = p_render_shadow_count;
  3942. render_state.render_sdfgi_regions = p_render_sdfgi_regions;
  3943. render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
  3944. render_state.sdfgi_update_data = p_sdfgi_update_data;
  3945. render_data.render_info = r_render_info;
  3946. }
  3947. PagedArray<RID> empty;
  3948. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  3949. render_data.lights = &empty;
  3950. render_data.reflection_probes = &empty;
  3951. render_data.voxel_gi_instances = &empty;
  3952. }
  3953. //sdfgi first
  3954. if (rb != nullptr && rb->sdfgi != nullptr) {
  3955. for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
  3956. rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
  3957. }
  3958. if (render_state.sdfgi_update_data->update_static) {
  3959. rb->sdfgi->render_static_lights(p_render_buffers, render_state.sdfgi_update_data->static_cascade_count, p_sdfgi_update_data->static_cascade_indices, render_state.sdfgi_update_data->static_positional_lights, this);
  3960. }
  3961. }
  3962. Color clear_color;
  3963. if (p_render_buffers.is_valid()) {
  3964. clear_color = storage->render_target_get_clear_request_color(rb->render_target);
  3965. } else {
  3966. clear_color = storage->get_default_clear_color();
  3967. }
  3968. //assign render indices to voxel_gi_instances
  3969. if (is_dynamic_gi_supported()) {
  3970. for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
  3971. RendererSceneGIRD::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
  3972. if (voxel_gi_inst) {
  3973. voxel_gi_inst->render_index = i;
  3974. }
  3975. }
  3976. }
  3977. if (render_buffers_owner.owns(render_data.render_buffers)) {
  3978. // render_data.render_buffers == p_render_buffers so we can use our already retrieved rb
  3979. current_cluster_builder = rb->cluster_builder;
  3980. } else if (reflection_probe_instance_owner.owns(render_data.reflection_probe)) {
  3981. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(render_data.reflection_probe);
  3982. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas);
  3983. if (!ra) {
  3984. ERR_PRINT("reflection probe has no reflection atlas! Bug?");
  3985. current_cluster_builder = nullptr;
  3986. } else {
  3987. current_cluster_builder = ra->cluster_builder;
  3988. }
  3989. } else {
  3990. ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
  3991. current_cluster_builder = nullptr;
  3992. }
  3993. render_state.voxel_gi_count = 0;
  3994. if (rb != nullptr && is_dynamic_gi_supported()) {
  3995. if (rb->sdfgi) {
  3996. rb->sdfgi->update_cascades();
  3997. rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
  3998. rb->sdfgi->update_light();
  3999. }
  4000. gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
  4001. }
  4002. render_state.depth_prepass_used = false;
  4003. //calls _pre_opaque_render between depth pre-pass and opaque pass
  4004. if (current_cluster_builder != nullptr) {
  4005. render_data.cluster_buffer = current_cluster_builder->get_cluster_buffer();
  4006. render_data.cluster_size = current_cluster_builder->get_cluster_size();
  4007. render_data.cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
  4008. }
  4009. _render_scene(&render_data, clear_color);
  4010. if (p_render_buffers.is_valid()) {
  4011. /*
  4012. _debug_draw_cluster(p_render_buffers);
  4013. RENDER_TIMESTAMP("Tonemap");
  4014. _render_buffers_post_process_and_tonemap(&render_data);
  4015. */
  4016. _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
  4017. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
  4018. rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
  4019. }
  4020. }
  4021. }
  4022. void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
  4023. if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
  4024. RS::ViewportDebugDraw dd = get_debug_draw_mode();
  4025. if (dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
  4026. ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
  4027. switch (dd) {
  4028. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
  4029. elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
  4030. break;
  4031. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
  4032. elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
  4033. break;
  4034. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
  4035. elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
  4036. break;
  4037. case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
  4038. elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
  4039. break;
  4040. default: {
  4041. }
  4042. }
  4043. current_cluster_builder->debug(elem_type);
  4044. }
  4045. }
  4046. }
  4047. void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
  4048. LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
  4049. ERR_FAIL_COND(!light_instance);
  4050. Rect2i atlas_rect;
  4051. uint32_t atlas_size;
  4052. RID atlas_fb;
  4053. bool using_dual_paraboloid = false;
  4054. bool using_dual_paraboloid_flip = false;
  4055. Vector2i dual_paraboloid_offset;
  4056. RID render_fb;
  4057. RID render_texture;
  4058. float zfar;
  4059. bool use_pancake = false;
  4060. bool render_cubemap = false;
  4061. bool finalize_cubemap = false;
  4062. bool flip_y = false;
  4063. CameraMatrix light_projection;
  4064. Transform3D light_transform;
  4065. if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
  4066. //set pssm stuff
  4067. if (light_instance->last_scene_shadow_pass != scene_pass) {
  4068. light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
  4069. directional_shadow.current_light++;
  4070. light_instance->last_scene_shadow_pass = scene_pass;
  4071. }
  4072. use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
  4073. light_projection = light_instance->shadow_transform[p_pass].camera;
  4074. light_transform = light_instance->shadow_transform[p_pass].transform;
  4075. atlas_rect = light_instance->directional_rect;
  4076. if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  4077. atlas_rect.size.width /= 2;
  4078. atlas_rect.size.height /= 2;
  4079. if (p_pass == 1) {
  4080. atlas_rect.position.x += atlas_rect.size.width;
  4081. } else if (p_pass == 2) {
  4082. atlas_rect.position.y += atlas_rect.size.height;
  4083. } else if (p_pass == 3) {
  4084. atlas_rect.position += atlas_rect.size;
  4085. }
  4086. } else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  4087. atlas_rect.size.height /= 2;
  4088. if (p_pass == 0) {
  4089. } else {
  4090. atlas_rect.position.y += atlas_rect.size.height;
  4091. }
  4092. }
  4093. light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
  4094. light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
  4095. light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
  4096. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  4097. render_fb = directional_shadow.fb;
  4098. render_texture = RID();
  4099. flip_y = true;
  4100. } else {
  4101. //set from shadow atlas
  4102. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
  4103. ERR_FAIL_COND(!shadow_atlas);
  4104. ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
  4105. _update_shadow_atlas(shadow_atlas);
  4106. uint32_t key = shadow_atlas->shadow_owners[p_light];
  4107. uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  4108. uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
  4109. ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
  4110. uint32_t quadrant_size = shadow_atlas->size >> 1;
  4111. atlas_rect.position.x = (quadrant & 1) * quadrant_size;
  4112. atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
  4113. uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
  4114. atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  4115. atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
  4116. atlas_rect.size.width = shadow_size;
  4117. atlas_rect.size.height = shadow_size;
  4118. zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
  4119. if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
  4120. bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
  4121. dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
  4122. if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
  4123. ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
  4124. render_fb = cubemap->side_fb[p_pass];
  4125. render_texture = cubemap->cubemap;
  4126. light_projection = light_instance->shadow_transform[p_pass].camera;
  4127. light_transform = light_instance->shadow_transform[p_pass].transform;
  4128. render_cubemap = true;
  4129. finalize_cubemap = p_pass == 5;
  4130. atlas_fb = shadow_atlas->fb;
  4131. atlas_size = shadow_atlas->size;
  4132. if (p_pass == 0) {
  4133. _render_shadow_begin();
  4134. }
  4135. } else {
  4136. atlas_rect.position.x += 1;
  4137. atlas_rect.position.y += 1;
  4138. atlas_rect.size.x -= 2;
  4139. atlas_rect.size.y -= 2;
  4140. atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
  4141. light_projection = light_instance->shadow_transform[0].camera;
  4142. light_transform = light_instance->shadow_transform[0].transform;
  4143. using_dual_paraboloid = true;
  4144. using_dual_paraboloid_flip = p_pass == 1;
  4145. render_fb = shadow_atlas->fb;
  4146. flip_y = true;
  4147. }
  4148. } else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
  4149. light_projection = light_instance->shadow_transform[0].camera;
  4150. light_transform = light_instance->shadow_transform[0].transform;
  4151. render_fb = shadow_atlas->fb;
  4152. flip_y = true;
  4153. }
  4154. }
  4155. if (render_cubemap) {
  4156. //rendering to cubemap
  4157. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true, p_render_info);
  4158. if (finalize_cubemap) {
  4159. _render_shadow_process();
  4160. _render_shadow_end();
  4161. //reblit
  4162. Rect2 atlas_rect_norm = atlas_rect;
  4163. atlas_rect_norm.position /= float(atlas_size);
  4164. atlas_rect_norm.size /= float(atlas_size);
  4165. storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
  4166. atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
  4167. storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
  4168. //restore transform so it can be properly used
  4169. light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
  4170. }
  4171. } else {
  4172. //render shadow
  4173. _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
  4174. }
  4175. }
  4176. void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  4177. _render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
  4178. }
  4179. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
  4180. ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
  4181. Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  4182. CameraMatrix cm;
  4183. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  4184. Vector3 cam_pos = p_transform.origin;
  4185. cam_pos.y += extents.y;
  4186. Transform3D cam_xform;
  4187. cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
  4188. RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
  4189. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  4190. }
  4191. bool RendererSceneRenderRD::free(RID p_rid) {
  4192. if (render_buffers_owner.owns(p_rid)) {
  4193. RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
  4194. _free_render_buffer_data(rb);
  4195. memdelete(rb->data);
  4196. if (rb->sdfgi) {
  4197. rb->sdfgi->erase();
  4198. memdelete(rb->sdfgi);
  4199. rb->sdfgi = nullptr;
  4200. }
  4201. if (rb->volumetric_fog) {
  4202. _volumetric_fog_erase(rb);
  4203. }
  4204. if (rb->cluster_builder) {
  4205. memdelete(rb->cluster_builder);
  4206. }
  4207. render_buffers_owner.free(p_rid);
  4208. } else if (environment_owner.owns(p_rid)) {
  4209. //not much to delete, just free it
  4210. environment_owner.free(p_rid);
  4211. } else if (camera_effects_owner.owns(p_rid)) {
  4212. //not much to delete, just free it
  4213. camera_effects_owner.free(p_rid);
  4214. } else if (reflection_atlas_owner.owns(p_rid)) {
  4215. reflection_atlas_set_size(p_rid, 0, 0);
  4216. ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
  4217. if (ra->cluster_builder) {
  4218. memdelete(ra->cluster_builder);
  4219. }
  4220. reflection_atlas_owner.free(p_rid);
  4221. } else if (reflection_probe_instance_owner.owns(p_rid)) {
  4222. ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid);
  4223. _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
  4224. reflection_probe_release_atlas_index(p_rid);
  4225. reflection_probe_instance_owner.free(p_rid);
  4226. } else if (decal_instance_owner.owns(p_rid)) {
  4227. DecalInstance *di = decal_instance_owner.get_or_null(p_rid);
  4228. _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
  4229. decal_instance_owner.free(p_rid);
  4230. } else if (lightmap_instance_owner.owns(p_rid)) {
  4231. lightmap_instance_owner.free(p_rid);
  4232. } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
  4233. RendererSceneGIRD::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid);
  4234. if (voxel_gi->texture.is_valid()) {
  4235. RD::get_singleton()->free(voxel_gi->texture);
  4236. RD::get_singleton()->free(voxel_gi->write_buffer);
  4237. }
  4238. for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
  4239. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
  4240. RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
  4241. }
  4242. gi.voxel_gi_instance_owner.free(p_rid);
  4243. } else if (sky.sky_owner.owns(p_rid)) {
  4244. sky.update_dirty_skys();
  4245. sky.free_sky(p_rid);
  4246. } else if (light_instance_owner.owns(p_rid)) {
  4247. LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
  4248. //remove from shadow atlases..
  4249. for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
  4250. ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E->get());
  4251. ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
  4252. uint32_t key = shadow_atlas->shadow_owners[p_rid];
  4253. uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
  4254. uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
  4255. shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
  4256. if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
  4257. // Omni lights use two atlas spots, make sure to clear the other as well
  4258. shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
  4259. }
  4260. shadow_atlas->shadow_owners.erase(p_rid);
  4261. }
  4262. if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
  4263. _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
  4264. }
  4265. light_instance_owner.free(p_rid);
  4266. } else if (shadow_atlas_owner.owns(p_rid)) {
  4267. shadow_atlas_set_size(p_rid, 0);
  4268. shadow_atlas_owner.free(p_rid);
  4269. } else if (fog_volume_instance_owner.owns(p_rid)) {
  4270. fog_volume_instance_owner.free(p_rid);
  4271. } else {
  4272. return false;
  4273. }
  4274. return true;
  4275. }
  4276. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  4277. debug_draw = p_debug_draw;
  4278. }
  4279. void RendererSceneRenderRD::update() {
  4280. sky.update_dirty_skys();
  4281. }
  4282. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  4283. time = p_time;
  4284. time_step = p_step;
  4285. }
  4286. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  4287. screen_space_roughness_limiter = p_enable;
  4288. screen_space_roughness_limiter_amount = p_amount;
  4289. screen_space_roughness_limiter_limit = p_limit;
  4290. }
  4291. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  4292. return screen_space_roughness_limiter;
  4293. }
  4294. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  4295. return screen_space_roughness_limiter_amount;
  4296. }
  4297. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  4298. return screen_space_roughness_limiter_limit;
  4299. }
  4300. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
  4301. RD::TextureFormat tf;
  4302. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  4303. tf.width = p_image_size.width; // Always 64x64
  4304. tf.height = p_image_size.height;
  4305. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  4306. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4307. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4308. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4309. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  4310. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4311. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  4312. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4313. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  4314. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
  4315. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  4316. Vector<RID> fb_tex;
  4317. fb_tex.push_back(albedo_alpha_tex);
  4318. fb_tex.push_back(normal_tex);
  4319. fb_tex.push_back(orm_tex);
  4320. fb_tex.push_back(emission_tex);
  4321. fb_tex.push_back(depth_write_tex);
  4322. fb_tex.push_back(depth_tex);
  4323. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  4324. //RID sampled_light;
  4325. GeometryInstance *gi = geometry_instance_create(p_base);
  4326. uint32_t sc = RSG::storage->mesh_get_surface_count(p_base);
  4327. Vector<RID> materials;
  4328. materials.resize(sc);
  4329. for (uint32_t i = 0; i < sc; i++) {
  4330. if (i < (uint32_t)p_material_overrides.size()) {
  4331. materials.write[i] = p_material_overrides[i];
  4332. }
  4333. }
  4334. geometry_instance_set_surface_materials(gi, materials);
  4335. if (cull_argument.size() == 0) {
  4336. cull_argument.push_back(nullptr);
  4337. }
  4338. cull_argument[0] = gi;
  4339. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  4340. geometry_instance_free(gi);
  4341. TypedArray<Image> ret;
  4342. {
  4343. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  4344. Ref<Image> img;
  4345. img.instantiate();
  4346. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4347. RD::get_singleton()->free(albedo_alpha_tex);
  4348. ret.push_back(img);
  4349. }
  4350. {
  4351. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  4352. Ref<Image> img;
  4353. img.instantiate();
  4354. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4355. RD::get_singleton()->free(normal_tex);
  4356. ret.push_back(img);
  4357. }
  4358. {
  4359. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  4360. Ref<Image> img;
  4361. img.instantiate();
  4362. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  4363. RD::get_singleton()->free(orm_tex);
  4364. ret.push_back(img);
  4365. }
  4366. {
  4367. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  4368. Ref<Image> img;
  4369. img.instantiate();
  4370. img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  4371. RD::get_singleton()->free(emission_tex);
  4372. ret.push_back(img);
  4373. }
  4374. RD::get_singleton()->free(depth_write_tex);
  4375. RD::get_singleton()->free(depth_tex);
  4376. return ret;
  4377. }
  4378. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  4379. gi.sdfgi_debug_probe_pos = p_position;
  4380. gi.sdfgi_debug_probe_dir = p_dir;
  4381. }
  4382. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  4383. RID RendererSceneRenderRD::get_reflection_probe_buffer() {
  4384. return cluster.reflection_buffer;
  4385. }
  4386. RID RendererSceneRenderRD::get_omni_light_buffer() {
  4387. return cluster.omni_light_buffer;
  4388. }
  4389. RID RendererSceneRenderRD::get_spot_light_buffer() {
  4390. return cluster.spot_light_buffer;
  4391. }
  4392. RID RendererSceneRenderRD::get_directional_light_buffer() {
  4393. return cluster.directional_light_buffer;
  4394. }
  4395. RID RendererSceneRenderRD::get_decal_buffer() {
  4396. return cluster.decal_buffer;
  4397. }
  4398. int RendererSceneRenderRD::get_max_directional_lights() const {
  4399. return cluster.max_directional_lights;
  4400. }
  4401. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  4402. // usable by default (unless low end = true)
  4403. return true;
  4404. }
  4405. bool RendererSceneRenderRD::is_clustered_enabled() const {
  4406. // used by default.
  4407. return true;
  4408. }
  4409. bool RendererSceneRenderRD::is_volumetric_supported() const {
  4410. // usable by default (unless low end = true)
  4411. return true;
  4412. }
  4413. uint32_t RendererSceneRenderRD::get_max_elements() const {
  4414. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  4415. }
  4416. RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
  4417. storage = p_storage;
  4418. singleton = this;
  4419. }
  4420. void RendererSceneRenderRD::init() {
  4421. max_cluster_elements = get_max_elements();
  4422. directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
  4423. directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
  4424. /* SKY SHADER */
  4425. sky.init(storage);
  4426. /* GI */
  4427. if (is_dynamic_gi_supported()) {
  4428. gi.init(storage, &sky);
  4429. }
  4430. { //decals
  4431. cluster.max_decals = max_cluster_elements;
  4432. uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
  4433. cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
  4434. cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
  4435. cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
  4436. }
  4437. { //reflections
  4438. cluster.max_reflections = max_cluster_elements;
  4439. cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
  4440. cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
  4441. cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
  4442. }
  4443. { //lights
  4444. cluster.max_lights = max_cluster_elements;
  4445. uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
  4446. cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  4447. cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  4448. cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  4449. cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
  4450. cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
  4451. cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
  4452. //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
  4453. cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
  4454. uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
  4455. cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
  4456. cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
  4457. }
  4458. if (is_volumetric_supported()) {
  4459. {
  4460. // Initialize local fog shader
  4461. Vector<String> volumetric_fog_modes;
  4462. volumetric_fog_modes.push_back("");
  4463. volumetric_fog.shader.initialize(volumetric_fog_modes);
  4464. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
  4465. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
  4466. volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
  4467. }
  4468. {
  4469. ShaderCompilerRD::DefaultIdentifierActions actions;
  4470. actions.renames["TIME"] = "scene_params.time";
  4471. actions.renames["PI"] = _MKSTR(Math_PI);
  4472. actions.renames["TAU"] = _MKSTR(Math_TAU);
  4473. actions.renames["E"] = _MKSTR(Math_E);
  4474. actions.renames["WORLD_POSITION"] = "world.xyz";
  4475. actions.renames["OBJECT_POSITION"] = "params.position";
  4476. actions.renames["UVW"] = "uvw";
  4477. actions.renames["EXTENTS"] = "params.extents";
  4478. actions.renames["ALBEDO"] = "albedo";
  4479. actions.renames["DENSITY"] = "density";
  4480. actions.renames["EMISSION"] = "emission";
  4481. actions.renames["SDF"] = "sdf";
  4482. actions.usage_defines["SDF"] = "#define SDF_USED\n";
  4483. actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n";
  4484. actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
  4485. actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
  4486. actions.sampler_array_name = "material_samplers";
  4487. actions.base_texture_binding_index = 1;
  4488. actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
  4489. actions.base_uniform_string = "material.";
  4490. actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
  4491. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  4492. actions.global_buffer_array_variable = "global_variables.data";
  4493. volumetric_fog.compiler.initialize(actions);
  4494. }
  4495. {
  4496. // default material and shader for fog shader
  4497. volumetric_fog.default_shader = storage->shader_allocate();
  4498. storage->shader_initialize(volumetric_fog.default_shader);
  4499. storage->shader_set_code(volumetric_fog.default_shader, R"(
  4500. // Default fog shader.
  4501. shader_type fog;
  4502. void fog() {
  4503. DENSITY = 1.0;
  4504. ALBEDO = vec3(1.0);
  4505. }
  4506. )");
  4507. volumetric_fog.default_material = storage->material_allocate();
  4508. storage->material_initialize(volumetric_fog.default_material);
  4509. storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
  4510. FogMaterialData *md = (FogMaterialData *)storage->material_get_data(volumetric_fog.default_material, RendererStorageRD::SHADER_TYPE_FOG);
  4511. volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
  4512. Vector<RD::Uniform> uniforms;
  4513. {
  4514. RD::Uniform u;
  4515. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  4516. u.binding = 1;
  4517. u.ids.resize(12);
  4518. RID *ids_ptr = u.ids.ptrw();
  4519. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4520. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4521. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4522. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4523. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4524. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  4525. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4526. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4527. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4528. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4529. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4530. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  4531. uniforms.push_back(u);
  4532. }
  4533. {
  4534. RD::Uniform u;
  4535. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  4536. u.binding = 2;
  4537. u.ids.push_back(storage->global_variables_get_storage_buffer());
  4538. uniforms.push_back(u);
  4539. }
  4540. volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
  4541. }
  4542. {
  4543. String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
  4544. defines += "\n#define MAX_SKY_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
  4545. if (is_using_radiance_cubemap_array()) {
  4546. defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
  4547. }
  4548. Vector<String> volumetric_fog_modes;
  4549. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
  4550. volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
  4551. volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
  4552. volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
  4553. volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
  4554. volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
  4555. volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
  4556. for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
  4557. volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
  4558. }
  4559. volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
  4560. }
  4561. }
  4562. {
  4563. RD::SamplerState sampler;
  4564. sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  4565. sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
  4566. sampler.enable_compare = true;
  4567. sampler.compare_op = RD::COMPARE_OP_LESS;
  4568. shadow_sampler = RD::get_singleton()->sampler_create(sampler);
  4569. }
  4570. camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  4571. camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));
  4572. environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
  4573. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  4574. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  4575. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  4576. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  4577. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  4578. ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
  4579. sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
  4580. sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
  4581. sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
  4582. environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
  4583. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  4584. directional_soft_shadow_kernel = memnew_arr(float, 128);
  4585. penumbra_shadow_kernel = memnew_arr(float, 128);
  4586. soft_shadow_kernel = memnew_arr(float, 128);
  4587. shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
  4588. directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
  4589. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  4590. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  4591. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  4592. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  4593. cull_argument.set_page_pool(&cull_argument_pool);
  4594. }
  4595. RendererSceneRenderRD::~RendererSceneRenderRD() {
  4596. for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
  4597. RD::get_singleton()->free(E.value.cubemap);
  4598. }
  4599. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  4600. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  4601. }
  4602. if (is_dynamic_gi_supported()) {
  4603. gi.free();
  4604. }
  4605. if (is_volumetric_supported()) {
  4606. volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
  4607. RD::get_singleton()->free(volumetric_fog.volume_ubo);
  4608. RD::get_singleton()->free(volumetric_fog.params_ubo);
  4609. storage->free(volumetric_fog.default_shader);
  4610. storage->free(volumetric_fog.default_material);
  4611. }
  4612. RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
  4613. sky.sky_shader.shader.version_free(md->shader_data->version);
  4614. RD::get_singleton()->free(sky.sky_scene_state.directional_light_buffer);
  4615. RD::get_singleton()->free(sky.sky_scene_state.uniform_buffer);
  4616. memdelete_arr(sky.sky_scene_state.directional_lights);
  4617. memdelete_arr(sky.sky_scene_state.last_frame_directional_lights);
  4618. storage->free(sky.sky_shader.default_shader);
  4619. storage->free(sky.sky_shader.default_material);
  4620. storage->free(sky.sky_scene_state.fog_shader);
  4621. storage->free(sky.sky_scene_state.fog_material);
  4622. memdelete_arr(directional_penumbra_shadow_kernel);
  4623. memdelete_arr(directional_soft_shadow_kernel);
  4624. memdelete_arr(penumbra_shadow_kernel);
  4625. memdelete_arr(soft_shadow_kernel);
  4626. {
  4627. RD::get_singleton()->free(cluster.directional_light_buffer);
  4628. RD::get_singleton()->free(cluster.omni_light_buffer);
  4629. RD::get_singleton()->free(cluster.spot_light_buffer);
  4630. RD::get_singleton()->free(cluster.reflection_buffer);
  4631. RD::get_singleton()->free(cluster.decal_buffer);
  4632. memdelete_arr(cluster.directional_lights);
  4633. memdelete_arr(cluster.omni_lights);
  4634. memdelete_arr(cluster.spot_lights);
  4635. memdelete_arr(cluster.omni_light_sort);
  4636. memdelete_arr(cluster.spot_light_sort);
  4637. memdelete_arr(cluster.reflections);
  4638. memdelete_arr(cluster.reflection_sort);
  4639. memdelete_arr(cluster.decals);
  4640. memdelete_arr(cluster.decal_sort);
  4641. }
  4642. RD::get_singleton()->free(shadow_sampler);
  4643. directional_shadow_atlas_set_size(0);
  4644. cull_argument.reset(); //avoid exit error
  4645. }