renderer_scene_render_rd.cpp 58 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374
  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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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/renderer_rd/environment/fog.h"
  35. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  36. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  37. #include "servers/rendering/rendering_server_default.h"
  38. #include "servers/rendering/storage/camera_attributes_storage.h"
  39. void get_vogel_disk(float *r_kernel, int p_sample_count) {
  40. const float golden_angle = 2.4;
  41. for (int i = 0; i < p_sample_count; i++) {
  42. float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
  43. float theta = float(i) * golden_angle;
  44. r_kernel[i * 4] = Math::cos(theta) * r;
  45. r_kernel[i * 4 + 1] = Math::sin(theta) * r;
  46. }
  47. }
  48. RID RendererSceneRenderRD::sky_allocate() {
  49. return sky.allocate_sky_rid();
  50. }
  51. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  52. sky.initialize_sky_rid(p_rid);
  53. }
  54. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  55. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  56. }
  57. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  58. sky.sky_set_mode(p_sky, p_mode);
  59. }
  60. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  61. sky.sky_set_material(p_sky, p_material);
  62. }
  63. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  64. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  65. }
  66. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  67. glow_bicubic_upscale = p_enable;
  68. }
  69. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  70. volumetric_fog_size = p_size;
  71. volumetric_fog_depth = p_depth;
  72. }
  73. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  74. volumetric_fog_filter_active = p_enable;
  75. }
  76. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  77. gi.sdfgi_ray_count = p_ray_count;
  78. }
  79. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  80. gi.sdfgi_frames_to_converge = p_frames;
  81. }
  82. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  83. gi.sdfgi_frames_to_update_light = p_update;
  84. }
  85. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  86. ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
  87. RS::EnvironmentBG environment_background = environment_get_background(p_env);
  88. if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
  89. return Ref<Image>(); //nothing to bake
  90. }
  91. RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
  92. bool use_ambient_light = false;
  93. bool use_cube_map = false;
  94. if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
  95. use_ambient_light = true;
  96. } else {
  97. use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
  98. use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  99. }
  100. use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
  101. Color ambient_color;
  102. float ambient_color_sky_mix = 0.0;
  103. if (use_ambient_light) {
  104. ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
  105. const float ambient_energy = environment_get_ambient_light_energy(p_env);
  106. ambient_color = environment_get_ambient_light(p_env);
  107. ambient_color = ambient_color.srgb_to_linear();
  108. ambient_color.r *= ambient_energy;
  109. ambient_color.g *= ambient_energy;
  110. ambient_color.b *= ambient_energy;
  111. }
  112. if (use_cube_map) {
  113. Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);
  114. if (use_ambient_light) {
  115. for (int x = 0; x < p_size.width; x++) {
  116. for (int y = 0; y < p_size.height; y++) {
  117. panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
  118. }
  119. }
  120. }
  121. return panorama;
  122. } else {
  123. const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);
  124. Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
  125. panorama_color = panorama_color.srgb_to_linear();
  126. panorama_color.r *= bg_energy_multiplier;
  127. panorama_color.g *= bg_energy_multiplier;
  128. panorama_color.b *= bg_energy_multiplier;
  129. if (use_ambient_light) {
  130. panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
  131. }
  132. Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  133. panorama->fill(panorama_color);
  134. return panorama;
  135. }
  136. }
  137. /* REFLECTION PROBE */
  138. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  139. Vector<RID> fb;
  140. fb.push_back(p_color);
  141. fb.push_back(p_depth);
  142. return RD::get_singleton()->framebuffer_create(fb);
  143. }
  144. /* FOG VOLUME INSTANCE */
  145. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  146. return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
  147. }
  148. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  149. RendererRD::Fog::get_singleton()->fog_volume_instance_set_transform(p_fog_volume_instance, p_transform);
  150. }
  151. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  152. RendererRD::Fog::get_singleton()->fog_volume_instance_set_active(p_fog_volume_instance, p_active);
  153. }
  154. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  155. return RendererRD::Fog::get_singleton()->fog_volume_instance_get_volume(p_fog_volume_instance);
  156. }
  157. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  158. return RendererRD::Fog::get_singleton()->fog_volume_instance_get_position(p_fog_volume_instance);
  159. }
  160. /* VOXEL GI */
  161. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  162. return gi.voxel_gi_instance_create(p_base);
  163. }
  164. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  165. if (!is_dynamic_gi_supported()) {
  166. return;
  167. }
  168. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  169. }
  170. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  171. if (!is_dynamic_gi_supported()) {
  172. return false;
  173. }
  174. return gi.voxel_gi_needs_update(p_probe);
  175. }
  176. void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
  177. if (!is_dynamic_gi_supported()) {
  178. return;
  179. }
  180. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects);
  181. }
  182. void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
  183. ERR_FAIL_COND(p_render_buffers.is_null());
  184. if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  185. return; //nothing to debug
  186. }
  187. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  188. sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth);
  189. }
  190. ////////////////////////////////
  191. Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
  192. Ref<RenderSceneBuffersRD> rb;
  193. rb.instantiate();
  194. rb->set_can_be_storage(_render_buffers_can_be_storage());
  195. rb->set_max_cluster_elements(max_cluster_elements);
  196. rb->set_base_data_format(_render_buffers_get_color_format());
  197. if (vrs) {
  198. rb->set_vrs(vrs);
  199. }
  200. setup_render_buffer_data(rb);
  201. return rb;
  202. }
  203. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  204. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  205. ERR_FAIL_COND(rb.is_null());
  206. if (!rb->has_internal_texture()) {
  207. // We're likely rendering reflection probes where we can't use our backbuffers.
  208. return;
  209. }
  210. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  211. rb->allocate_blur_textures();
  212. bool can_use_storage = _render_buffers_can_be_storage();
  213. Size2i size = rb->get_internal_size();
  214. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  215. RID texture = rb->get_internal_texture(v);
  216. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0).mipmaps);
  217. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, 0);
  218. if (can_use_storage) {
  219. copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));
  220. } else {
  221. RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);
  222. copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));
  223. }
  224. for (int i = 1; i < mipmaps; i++) {
  225. RID source = dest;
  226. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i);
  227. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, i);
  228. if (can_use_storage) {
  229. copy_effects->make_mipmap(source, dest, msize);
  230. } else {
  231. copy_effects->make_mipmap_raster(source, dest, msize);
  232. }
  233. }
  234. }
  235. RD::get_singleton()->draw_command_end_label();
  236. }
  237. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  238. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  239. ERR_FAIL_COND(rb.is_null());
  240. if (!rb->has_depth_texture()) {
  241. // We're likely rendering reflection probes where we can't use our backbuffers.
  242. return;
  243. }
  244. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  245. // note, this only creates our back depth texture if we haven't already created it.
  246. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  247. usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  248. 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
  249. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
  250. bool can_use_storage = _render_buffers_can_be_storage();
  251. Size2i size = rb->get_internal_size();
  252. for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
  253. RID depth_texture = rb->get_depth_texture(v);
  254. RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);
  255. if (can_use_storage) {
  256. copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));
  257. } else {
  258. RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);
  259. copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));
  260. }
  261. }
  262. RD::get_singleton()->draw_command_end_label();
  263. }
  264. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  265. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  266. ERR_FAIL_NULL(p_render_data);
  267. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  268. ERR_FAIL_COND(rb.is_null());
  269. ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes.");
  270. // Glow, auto exposure and DoF (if enabled).
  271. Size2i internal_size = rb->get_internal_size();
  272. Size2i target_size = rb->get_target_size();
  273. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size...
  274. bool can_use_storage = _render_buffers_can_be_storage();
  275. RID render_target = rb->get_render_target();
  276. RID internal_texture = rb->get_internal_texture();
  277. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) {
  278. RENDER_TIMESTAMP("Depth of Field");
  279. RD::get_singleton()->draw_command_begin_label("DOF");
  280. rb->allocate_blur_textures();
  281. RendererRD::BokehDOF::BokehBuffers buffers;
  282. // Textures we use
  283. buffers.base_texture_size = rb->get_internal_size();
  284. buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
  285. buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
  286. buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
  287. if (can_use_storage) {
  288. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  289. buffers.base_texture = rb->get_internal_texture(i);
  290. buffers.depth_texture = rb->get_depth_texture(i);
  291. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  292. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  293. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  294. bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  295. };
  296. } else {
  297. // Set framebuffers.
  298. buffers.secondary_fb = rb->weight_buffers[1].fb;
  299. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  300. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  301. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  302. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  303. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  304. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  305. // Set weight buffers.
  306. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  307. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  308. buffers.base_texture = rb->get_internal_texture(i);
  309. buffers.depth_texture = rb->get_depth_texture(i);
  310. buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
  311. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  312. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  313. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  314. bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  315. }
  316. }
  317. RD::get_singleton()->draw_command_end_label();
  318. }
  319. float auto_exposure_scale = 1.0;
  320. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  321. RENDER_TIMESTAMP("Auto exposure");
  322. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  323. Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb);
  324. uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
  325. bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
  326. rb->set_auto_exposure_version(auto_exposure_version);
  327. double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
  328. float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
  329. float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
  330. luminance->luminance_reduction(internal_texture, internal_size, luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
  331. // Swap final reduce with prev luminance.
  332. auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
  333. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  334. RD::get_singleton()->draw_command_end_label();
  335. }
  336. int max_glow_level = -1;
  337. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  338. RENDER_TIMESTAMP("Glow");
  339. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  340. rb->allocate_blur_textures();
  341. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  342. if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {
  343. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);
  344. if (i >= mipmaps) {
  345. max_glow_level = mipmaps - 1;
  346. } else {
  347. max_glow_level = i;
  348. }
  349. }
  350. }
  351. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  352. for (uint32_t l = 0; l < rb->get_view_count(); l++) {
  353. for (int i = 0; i < (max_glow_level + 1); i++) {
  354. Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
  355. if (i == 0) {
  356. RID luminance_texture;
  357. if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  358. luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer
  359. }
  360. RID source = rb->get_internal_texture(l);
  361. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  362. if (can_use_storage) {
  363. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
  364. } else {
  365. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  366. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
  367. }
  368. } else {
  369. RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);
  370. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  371. if (can_use_storage) {
  372. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));
  373. } else {
  374. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  375. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));
  376. }
  377. }
  378. }
  379. }
  380. RD::get_singleton()->draw_command_end_label();
  381. }
  382. {
  383. RENDER_TIMESTAMP("Tonemap");
  384. RD::get_singleton()->draw_command_begin_label("Tonemap");
  385. RendererRD::ToneMapper::TonemapSettings tonemap;
  386. tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb);
  387. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) {
  388. tonemap.use_auto_exposure = true;
  389. tonemap.auto_exposure_scale = auto_exposure_scale;
  390. } else {
  391. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  392. }
  393. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  394. tonemap.use_glow = true;
  395. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));
  396. tonemap.glow_intensity = environment_get_glow_blend_mode(p_render_data->environment) == RS::ENV_GLOW_BLEND_MODE_MIX ? environment_get_glow_mix(p_render_data->environment) : environment_get_glow_intensity(p_render_data->environment);
  397. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  398. tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
  399. }
  400. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
  401. tonemap.glow_texture_size.x = msize.width;
  402. tonemap.glow_texture_size.y = msize.height;
  403. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  404. tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);
  405. if (environment_get_glow_map(p_render_data->environment).is_valid()) {
  406. tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
  407. tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
  408. } else {
  409. tonemap.glow_map_strength = 0.0f;
  410. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  411. }
  412. } else {
  413. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  414. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  415. }
  416. if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  417. tonemap.use_fxaa = true;
  418. }
  419. tonemap.use_debanding = rb->get_use_debanding();
  420. tonemap.texture_size = Vector2i(rb->get_internal_size().x, rb->get_internal_size().y);
  421. if (p_render_data->environment.is_valid()) {
  422. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  423. tonemap.white = environment_get_white(p_render_data->environment);
  424. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  425. }
  426. tonemap.use_color_correction = false;
  427. tonemap.use_1d_color_correction = false;
  428. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  429. if (can_use_effects && p_render_data->environment.is_valid()) {
  430. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  431. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  432. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  433. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  434. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  435. tonemap.use_color_correction = true;
  436. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  437. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  438. }
  439. }
  440. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  441. tonemap.view_count = rb->get_view_count();
  442. RID dest_fb;
  443. if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
  444. // If we use FSR to upscale we need to write our result into an intermediate buffer.
  445. // Note that this is cached so we only create the texture the first time.
  446. RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
  447. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
  448. } else {
  449. // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
  450. // Target size in this case is lying as we never get our real target size communicated.
  451. // Bit nasty but...
  452. dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  453. }
  454. tone_mapper->tonemapper(internal_texture, dest_fb, tonemap);
  455. RD::get_singleton()->draw_command_end_label();
  456. }
  457. if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
  458. RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
  459. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  460. RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
  461. RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
  462. fsr->fsr_upscale(rb, source_texture, dest_texture);
  463. }
  464. RD::get_singleton()->draw_command_end_label();
  465. }
  466. texture_storage->render_target_disable_clear_request(render_target);
  467. }
  468. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  469. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  470. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  471. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  472. ERR_FAIL_COND(rb.is_null());
  473. // FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
  474. // Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
  475. Size2i target_size = rb->get_target_size();
  476. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8;
  477. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  478. RendererRD::ToneMapper::TonemapSettings tonemap;
  479. if (p_render_data->environment.is_valid()) {
  480. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  481. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  482. tonemap.white = environment_get_white(p_render_data->environment);
  483. }
  484. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  485. // The problem is that we need to use the result so far and process them before we can
  486. // apply this to our results.
  487. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  488. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  489. }
  490. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  491. ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
  492. }
  493. tonemap.use_glow = false;
  494. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  495. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  496. tonemap.use_auto_exposure = false;
  497. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  498. tonemap.use_color_correction = false;
  499. tonemap.use_1d_color_correction = false;
  500. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  501. if (can_use_effects && p_render_data->environment.is_valid()) {
  502. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  503. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  504. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  505. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  506. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  507. tonemap.use_color_correction = true;
  508. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  509. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  510. }
  511. }
  512. tonemap.use_debanding = rb->get_use_debanding();
  513. tonemap.texture_size = Vector2i(target_size.x, target_size.y);
  514. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  515. tonemap.view_count = rb->get_view_count();
  516. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  517. RD::get_singleton()->draw_command_end_label();
  518. }
  519. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  520. ERR_FAIL_COND(p_render_data->render_buffers.is_null());
  521. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  522. texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
  523. }
  524. void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {
  525. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  526. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  527. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  528. ERR_FAIL_COND(rb.is_null());
  529. RID render_target = rb->get_render_target();
  530. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  531. if (p_render_data->shadow_atlas.is_valid()) {
  532. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas);
  533. if (shadow_atlas_texture.is_null()) {
  534. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  535. }
  536. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  537. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  538. }
  539. }
  540. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  541. if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {
  542. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
  543. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  544. RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  545. // Determine our display size, try and keep square by using the smallest edge.
  546. Size2i size = 2 * rtsize / 3;
  547. if (size.x < size.y) {
  548. size.y = size.x;
  549. } else if (size.y < size.x) {
  550. size.x = size.y;
  551. }
  552. copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);
  553. // Visualise our view frustum to show coverage.
  554. for (int i = 0; i < p_render_data->render_shadow_count; i++) {
  555. RID light = p_render_data->render_shadows[i].light;
  556. RID base = light_storage->light_instance_get_base_light(light);
  557. if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
  558. debug_effects->draw_shadow_frustum(light, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, dest_fb, Rect2(Size2(), size));
  559. }
  560. }
  561. }
  562. }
  563. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  564. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  565. if (decal_atlas.is_valid()) {
  566. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  567. copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  568. }
  569. }
  570. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  571. RID luminance_texture = luminance->get_current_luminance_buffer(rb);
  572. if (luminance_texture.is_valid()) {
  573. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  574. copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
  575. }
  576. }
  577. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) {
  578. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  579. copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
  580. }
  581. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  582. if (p_render_data->occluder_debug_tex.is_valid()) {
  583. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  584. copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_render_data->occluder_debug_tex), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);
  585. }
  586. }
  587. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {
  588. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  589. copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
  590. }
  591. }
  592. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  593. return gi.default_voxel_gi_buffer;
  594. }
  595. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  596. return 1.0;
  597. }
  598. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  599. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  600. }
  601. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  602. return true;
  603. }
  604. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  605. gi.half_resolution = p_enable;
  606. }
  607. void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  608. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  609. if (shadows_quality != p_quality) {
  610. shadows_quality = p_quality;
  611. switch (shadows_quality) {
  612. case RS::SHADOW_QUALITY_HARD: {
  613. penumbra_shadow_samples = 4;
  614. soft_shadow_samples = 0;
  615. shadows_quality_radius = 1.0;
  616. } break;
  617. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  618. penumbra_shadow_samples = 4;
  619. soft_shadow_samples = 1;
  620. shadows_quality_radius = 1.5;
  621. } break;
  622. case RS::SHADOW_QUALITY_SOFT_LOW: {
  623. penumbra_shadow_samples = 8;
  624. soft_shadow_samples = 4;
  625. shadows_quality_radius = 2.0;
  626. } break;
  627. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  628. penumbra_shadow_samples = 12;
  629. soft_shadow_samples = 8;
  630. shadows_quality_radius = 2.0;
  631. } break;
  632. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  633. penumbra_shadow_samples = 24;
  634. soft_shadow_samples = 16;
  635. shadows_quality_radius = 3.0;
  636. } break;
  637. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  638. penumbra_shadow_samples = 32;
  639. soft_shadow_samples = 32;
  640. shadows_quality_radius = 4.0;
  641. } break;
  642. case RS::SHADOW_QUALITY_MAX:
  643. break;
  644. }
  645. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  646. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  647. }
  648. _update_shader_quality_settings();
  649. }
  650. void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  651. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  652. if (directional_shadow_quality != p_quality) {
  653. directional_shadow_quality = p_quality;
  654. switch (directional_shadow_quality) {
  655. case RS::SHADOW_QUALITY_HARD: {
  656. directional_penumbra_shadow_samples = 4;
  657. directional_soft_shadow_samples = 0;
  658. directional_shadow_quality_radius = 1.0;
  659. } break;
  660. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  661. directional_penumbra_shadow_samples = 4;
  662. directional_soft_shadow_samples = 1;
  663. directional_shadow_quality_radius = 1.5;
  664. } break;
  665. case RS::SHADOW_QUALITY_SOFT_LOW: {
  666. directional_penumbra_shadow_samples = 8;
  667. directional_soft_shadow_samples = 4;
  668. directional_shadow_quality_radius = 2.0;
  669. } break;
  670. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  671. directional_penumbra_shadow_samples = 12;
  672. directional_soft_shadow_samples = 8;
  673. directional_shadow_quality_radius = 2.0;
  674. } break;
  675. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  676. directional_penumbra_shadow_samples = 24;
  677. directional_soft_shadow_samples = 16;
  678. directional_shadow_quality_radius = 3.0;
  679. } break;
  680. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  681. directional_penumbra_shadow_samples = 32;
  682. directional_soft_shadow_samples = 32;
  683. directional_shadow_quality_radius = 4.0;
  684. } break;
  685. case RS::SHADOW_QUALITY_MAX:
  686. break;
  687. }
  688. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  689. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  690. }
  691. _update_shader_quality_settings();
  692. }
  693. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  694. if (decals_filter == p_filter) {
  695. return;
  696. }
  697. decals_filter = p_filter;
  698. _update_shader_quality_settings();
  699. }
  700. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  701. if (light_projectors_filter == p_filter) {
  702. return;
  703. }
  704. light_projectors_filter = p_filter;
  705. _update_shader_quality_settings();
  706. }
  707. int RendererSceneRenderRD::get_roughness_layers() const {
  708. return sky.roughness_layers;
  709. }
  710. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  711. return sky.sky_use_cubemap_array;
  712. }
  713. void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {
  714. if (p_render_buffers.is_null()) {
  715. return;
  716. }
  717. RID render_target = p_render_buffers->get_render_target();
  718. if (render_target.is_null()) {
  719. // must be rendering reflection probes
  720. return;
  721. }
  722. if (vrs) {
  723. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  724. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(render_target);
  725. if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  726. RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
  727. // We use get_cache_multipass instead of get_cache_multiview because the default behavior is for
  728. // our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it
  729. // so it needs to be set as our color attachment
  730. Vector<RID> textures;
  731. textures.push_back(vrs_texture);
  732. Vector<RD::FramebufferPass> passes;
  733. RD::FramebufferPass pass;
  734. pass.color_attachments.push_back(0);
  735. passes.push_back(pass);
  736. RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());
  737. vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());
  738. }
  739. }
  740. }
  741. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  742. if (p_render_data->render_buffers.is_valid()) {
  743. if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  744. return true;
  745. }
  746. }
  747. return false;
  748. }
  749. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  750. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  751. if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  752. return;
  753. }
  754. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  755. sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
  756. }
  757. }
  758. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  759. if (p_render_data->render_buffers.is_valid()) {
  760. if (p_use_gi) {
  761. RD::get_singleton()->compute_list_end();
  762. }
  763. }
  764. }
  765. void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &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_attributes, 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_mesh_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, RenderingMethod::RenderInfo *r_render_info) {
  766. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  767. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  768. // getting this here now so we can direct call a bunch of things more easily
  769. ERR_FAIL_COND(p_render_buffers.is_null());
  770. Ref<RenderSceneBuffersRD> rb = p_render_buffers;
  771. ERR_FAIL_COND(rb.is_null());
  772. // setup scene data
  773. RenderSceneDataRD scene_data;
  774. {
  775. // Our first camera is used by default
  776. scene_data.cam_transform = p_camera_data->main_transform;
  777. scene_data.cam_projection = p_camera_data->main_projection;
  778. scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
  779. scene_data.camera_visible_layers = p_camera_data->visible_layers;
  780. scene_data.taa_jitter = p_camera_data->taa_jitter;
  781. scene_data.view_count = p_camera_data->view_count;
  782. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  783. scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  784. scene_data.view_projection[v] = p_camera_data->view_projection[v];
  785. }
  786. scene_data.prev_cam_transform = p_prev_camera_data->main_transform;
  787. scene_data.prev_cam_projection = p_prev_camera_data->main_projection;
  788. scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  789. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  790. scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  791. }
  792. scene_data.z_near = p_camera_data->main_projection.get_z_near();
  793. scene_data.z_far = p_camera_data->main_projection.get_z_far();
  794. // this should be the same for all cameras..
  795. const float lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  796. // Also, take into account resolution scaling for the multiplier, since we have more leeway with quality
  797. // degradation visibility. Conversely, allow upwards scaling, too, for increased mesh detail at high res.
  798. const float scaling_3d_scale = GLOBAL_GET("rendering/scaling_3d/scale");
  799. scene_data.lod_distance_multiplier = lod_distance_multiplier * (1.0 / scaling_3d_scale);
  800. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  801. scene_data.screen_mesh_lod_threshold = 0.0;
  802. } else {
  803. scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  804. }
  805. if (p_shadow_atlas.is_valid()) {
  806. int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
  807. scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;
  808. scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;
  809. }
  810. {
  811. int directional_shadow_size = light_storage->directional_shadow_get_size();
  812. scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;
  813. scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;
  814. }
  815. scene_data.time = time;
  816. scene_data.time_step = time_step;
  817. }
  818. //assign render data
  819. RenderDataRD render_data;
  820. {
  821. render_data.render_buffers = rb;
  822. render_data.scene_data = &scene_data;
  823. render_data.instances = &p_instances;
  824. render_data.lights = &p_lights;
  825. render_data.reflection_probes = &p_reflection_probes;
  826. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  827. render_data.decals = &p_decals;
  828. render_data.lightmaps = &p_lightmaps;
  829. render_data.fog_volumes = &p_fog_volumes;
  830. render_data.environment = p_environment;
  831. render_data.camera_attributes = p_camera_attributes;
  832. render_data.shadow_atlas = p_shadow_atlas;
  833. render_data.occluder_debug_tex = p_occluder_debug_tex;
  834. render_data.reflection_atlas = p_reflection_atlas;
  835. render_data.reflection_probe = p_reflection_probe;
  836. render_data.reflection_probe_pass = p_reflection_probe_pass;
  837. render_data.render_shadows = p_render_shadows;
  838. render_data.render_shadow_count = p_render_shadow_count;
  839. render_data.render_sdfgi_regions = p_render_sdfgi_regions;
  840. render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;
  841. render_data.sdfgi_update_data = p_sdfgi_update_data;
  842. render_data.render_info = r_render_info;
  843. }
  844. PagedArray<RID> empty;
  845. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  846. render_data.lights = &empty;
  847. render_data.reflection_probes = &empty;
  848. render_data.voxel_gi_instances = &empty;
  849. }
  850. Color clear_color;
  851. if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) {
  852. clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
  853. } else {
  854. clear_color = RSG::texture_storage->get_default_clear_color();
  855. }
  856. //calls _pre_opaque_render between depth pre-pass and opaque pass
  857. _render_scene(&render_data, clear_color);
  858. }
  859. void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
  860. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
  861. }
  862. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
  863. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  864. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  865. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  866. Projection cm;
  867. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  868. Vector3 cam_pos = p_transform.origin;
  869. cam_pos.y += extents.y;
  870. Transform3D cam_xform;
  871. cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
  872. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  873. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  874. }
  875. bool RendererSceneRenderRD::free(RID p_rid) {
  876. if (is_environment(p_rid)) {
  877. environment_free(p_rid);
  878. } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
  879. RSG::camera_attributes->camera_attributes_free(p_rid);
  880. } else if (gi.voxel_gi_instance_owns(p_rid)) {
  881. gi.voxel_gi_instance_free(p_rid);
  882. } else if (sky.sky_owner.owns(p_rid)) {
  883. sky.update_dirty_skys();
  884. sky.free_sky(p_rid);
  885. } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
  886. RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
  887. } else {
  888. return false;
  889. }
  890. return true;
  891. }
  892. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  893. debug_draw = p_debug_draw;
  894. }
  895. void RendererSceneRenderRD::update() {
  896. sky.update_dirty_skys();
  897. }
  898. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  899. time = p_time;
  900. time_step = p_step;
  901. }
  902. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  903. screen_space_roughness_limiter = p_enable;
  904. screen_space_roughness_limiter_amount = p_amount;
  905. screen_space_roughness_limiter_limit = p_limit;
  906. }
  907. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  908. return screen_space_roughness_limiter;
  909. }
  910. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  911. return screen_space_roughness_limiter_amount;
  912. }
  913. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  914. return screen_space_roughness_limiter_limit;
  915. }
  916. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
  917. ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
  918. ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
  919. RD::TextureFormat tf;
  920. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  921. tf.width = p_image_size.width; // Always 64x64
  922. tf.height = p_image_size.height;
  923. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  924. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  925. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  926. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  927. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  928. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  929. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  930. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  931. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  932. 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;
  933. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  934. Vector<RID> fb_tex;
  935. fb_tex.push_back(albedo_alpha_tex);
  936. fb_tex.push_back(normal_tex);
  937. fb_tex.push_back(orm_tex);
  938. fb_tex.push_back(emission_tex);
  939. fb_tex.push_back(depth_write_tex);
  940. fb_tex.push_back(depth_tex);
  941. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  942. //RID sampled_light;
  943. RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
  944. ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
  945. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  946. Vector<RID> materials;
  947. materials.resize(sc);
  948. for (uint32_t i = 0; i < sc; i++) {
  949. if (i < (uint32_t)p_material_overrides.size()) {
  950. materials.write[i] = p_material_overrides[i];
  951. }
  952. }
  953. gi_inst->set_surface_materials(materials);
  954. if (cull_argument.size() == 0) {
  955. cull_argument.push_back(nullptr);
  956. }
  957. cull_argument[0] = gi_inst;
  958. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  959. geometry_instance_free(gi_inst);
  960. TypedArray<Image> ret;
  961. {
  962. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  963. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  964. RD::get_singleton()->free(albedo_alpha_tex);
  965. ret.push_back(img);
  966. }
  967. {
  968. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  969. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  970. RD::get_singleton()->free(normal_tex);
  971. ret.push_back(img);
  972. }
  973. {
  974. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  975. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  976. RD::get_singleton()->free(orm_tex);
  977. ret.push_back(img);
  978. }
  979. {
  980. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  981. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  982. RD::get_singleton()->free(emission_tex);
  983. ret.push_back(img);
  984. }
  985. RD::get_singleton()->free(depth_write_tex);
  986. RD::get_singleton()->free(depth_tex);
  987. return ret;
  988. }
  989. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  990. gi.sdfgi_debug_probe_pos = p_position;
  991. gi.sdfgi_debug_probe_dir = p_dir;
  992. }
  993. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  994. bool RendererSceneRenderRD::is_vrs_supported() const {
  995. return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
  996. }
  997. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  998. // usable by default (unless low end = true)
  999. return true;
  1000. }
  1001. bool RendererSceneRenderRD::is_volumetric_supported() const {
  1002. // usable by default (unless low end = true)
  1003. return true;
  1004. }
  1005. uint32_t RendererSceneRenderRD::get_max_elements() const {
  1006. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  1007. }
  1008. RendererSceneRenderRD::RendererSceneRenderRD() {
  1009. singleton = this;
  1010. }
  1011. void RendererSceneRenderRD::init() {
  1012. max_cluster_elements = get_max_elements();
  1013. RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);
  1014. /* Forward ID */
  1015. forward_id_storage = create_forward_id_storage();
  1016. /* SKY SHADER */
  1017. sky.init();
  1018. /* GI */
  1019. if (is_dynamic_gi_supported()) {
  1020. gi.init(&sky);
  1021. }
  1022. { //decals
  1023. RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);
  1024. }
  1025. { //lights
  1026. }
  1027. if (is_volumetric_supported()) {
  1028. RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_cubemap_array());
  1029. }
  1030. RSG::camera_attributes->camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
  1031. RSG::camera_attributes->camera_attributes_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"));
  1032. use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
  1033. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  1034. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  1035. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  1036. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  1037. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  1038. directional_soft_shadow_kernel = memnew_arr(float, 128);
  1039. penumbra_shadow_kernel = memnew_arr(float, 128);
  1040. soft_shadow_kernel = memnew_arr(float, 128);
  1041. positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
  1042. directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
  1043. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  1044. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  1045. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  1046. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  1047. cull_argument.set_page_pool(&cull_argument_pool);
  1048. bool can_use_storage = _render_buffers_can_be_storage();
  1049. bool can_use_vrs = is_vrs_supported();
  1050. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  1051. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  1052. debug_effects = memnew(RendererRD::DebugEffects);
  1053. luminance = memnew(RendererRD::Luminance(!can_use_storage));
  1054. tone_mapper = memnew(RendererRD::ToneMapper);
  1055. if (can_use_vrs) {
  1056. vrs = memnew(RendererRD::VRS);
  1057. }
  1058. if (can_use_storage) {
  1059. fsr = memnew(RendererRD::FSR);
  1060. }
  1061. }
  1062. RendererSceneRenderRD::~RendererSceneRenderRD() {
  1063. if (forward_id_storage) {
  1064. memdelete(forward_id_storage);
  1065. }
  1066. if (bokeh_dof) {
  1067. memdelete(bokeh_dof);
  1068. }
  1069. if (copy_effects) {
  1070. memdelete(copy_effects);
  1071. }
  1072. if (debug_effects) {
  1073. memdelete(debug_effects);
  1074. }
  1075. if (luminance) {
  1076. memdelete(luminance);
  1077. }
  1078. if (tone_mapper) {
  1079. memdelete(tone_mapper);
  1080. }
  1081. if (vrs) {
  1082. memdelete(vrs);
  1083. }
  1084. if (fsr) {
  1085. memdelete(fsr);
  1086. }
  1087. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  1088. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  1089. }
  1090. if (is_dynamic_gi_supported()) {
  1091. gi.free();
  1092. }
  1093. if (is_volumetric_supported()) {
  1094. RendererRD::Fog::get_singleton()->free_fog_shader();
  1095. }
  1096. memdelete_arr(directional_penumbra_shadow_kernel);
  1097. memdelete_arr(directional_soft_shadow_kernel);
  1098. memdelete_arr(penumbra_shadow_kernel);
  1099. memdelete_arr(soft_shadow_kernel);
  1100. RSG::light_storage->directional_shadow_atlas_set_size(0);
  1101. cull_argument.reset(); //avoid exit error
  1102. }