renderer_scene_render_rd.cpp 61 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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/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. void RendererSceneRenderRD::sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
  49. Ref<RenderSceneBuffersRD> rb = p_render_buffers;
  50. ERR_FAIL_COND(rb.is_null());
  51. Ref<RendererRD::GI::SDFGI> sdfgi;
  52. if (rb->has_custom_data(RB_SCOPE_SDFGI)) {
  53. sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
  54. }
  55. bool needs_sdfgi = p_environment.is_valid() && environment_get_sdfgi_enabled(p_environment);
  56. if (!needs_sdfgi) {
  57. if (sdfgi.is_valid()) {
  58. // delete it
  59. sdfgi.unref();
  60. rb->set_custom_data(RB_SCOPE_SDFGI, sdfgi);
  61. }
  62. return;
  63. }
  64. static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
  65. uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
  66. if (sdfgi.is_valid() && (sdfgi->num_cascades != environment_get_sdfgi_cascades(p_environment) || sdfgi->min_cell_size != environment_get_sdfgi_min_cell_size(p_environment) || requested_history_size != sdfgi->history_size || sdfgi->uses_occlusion != environment_get_sdfgi_use_occlusion(p_environment) || sdfgi->y_scale_mode != environment_get_sdfgi_y_scale(p_environment))) {
  67. //configuration changed, erase
  68. sdfgi.unref();
  69. rb->set_custom_data(RB_SCOPE_SDFGI, sdfgi);
  70. }
  71. if (sdfgi.is_null()) {
  72. // re-create
  73. sdfgi = gi.create_sdfgi(p_environment, p_world_position, requested_history_size);
  74. rb->set_custom_data(RB_SCOPE_SDFGI, sdfgi);
  75. } else {
  76. //check for updates
  77. sdfgi->update(p_environment, p_world_position);
  78. }
  79. }
  80. int RendererSceneRenderRD::sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const {
  81. Ref<RenderSceneBuffersRD> rb = p_render_buffers;
  82. ERR_FAIL_COND_V(rb.is_null(), 0);
  83. if (!rb->has_custom_data(RB_SCOPE_SDFGI)) {
  84. return 0;
  85. }
  86. Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
  87. int dirty_count = 0;
  88. for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
  89. const RendererRD::GI::SDFGI::Cascade &c = sdfgi->cascades[i];
  90. if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) {
  91. dirty_count++;
  92. } else {
  93. for (int j = 0; j < 3; j++) {
  94. if (c.dirty_regions[j] != 0) {
  95. dirty_count++;
  96. }
  97. }
  98. }
  99. }
  100. return dirty_count;
  101. }
  102. AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const {
  103. AABB bounds;
  104. Vector3i from;
  105. Vector3i size;
  106. Ref<RenderSceneBuffersRD> rb = p_render_buffers;
  107. ERR_FAIL_COND_V(rb.is_null(), AABB());
  108. Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
  109. ERR_FAIL_COND_V(sdfgi.is_null(), AABB());
  110. int c = sdfgi->get_pending_region_data(p_region, from, size, bounds);
  111. ERR_FAIL_COND_V(c == -1, AABB());
  112. return bounds;
  113. }
  114. uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const {
  115. AABB bounds;
  116. Vector3i from;
  117. Vector3i size;
  118. Ref<RenderSceneBuffersRD> rb = p_render_buffers;
  119. ERR_FAIL_COND_V(rb.is_null(), -1);
  120. Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
  121. ERR_FAIL_COND_V(sdfgi.is_null(), -1);
  122. return sdfgi->get_pending_region_data(p_region, from, size, bounds);
  123. }
  124. RID RendererSceneRenderRD::sky_allocate() {
  125. return sky.allocate_sky_rid();
  126. }
  127. void RendererSceneRenderRD::sky_initialize(RID p_rid) {
  128. sky.initialize_sky_rid(p_rid);
  129. }
  130. void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
  131. sky.sky_set_radiance_size(p_sky, p_radiance_size);
  132. }
  133. void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
  134. sky.sky_set_mode(p_sky, p_mode);
  135. }
  136. void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
  137. sky.sky_set_material(p_sky, p_material);
  138. }
  139. Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
  140. return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
  141. }
  142. void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
  143. glow_bicubic_upscale = p_enable;
  144. }
  145. void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
  146. glow_high_quality = p_enable;
  147. }
  148. void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
  149. volumetric_fog_size = p_size;
  150. volumetric_fog_depth = p_depth;
  151. }
  152. void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
  153. volumetric_fog_filter_active = p_enable;
  154. }
  155. void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
  156. gi.sdfgi_ray_count = p_ray_count;
  157. }
  158. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
  159. gi.sdfgi_frames_to_converge = p_frames;
  160. }
  161. void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
  162. gi.sdfgi_frames_to_update_light = p_update;
  163. }
  164. Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
  165. ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
  166. RS::EnvironmentBG environment_background = environment_get_background(p_env);
  167. if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) {
  168. return Ref<Image>(); //nothing to bake
  169. }
  170. RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_env);
  171. bool use_ambient_light = false;
  172. bool use_cube_map = false;
  173. if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) {
  174. use_ambient_light = true;
  175. } else {
  176. use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY;
  177. use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR;
  178. }
  179. use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && environment_get_sky(p_env).is_valid());
  180. Color ambient_color;
  181. float ambient_color_sky_mix = 0.0;
  182. if (use_ambient_light) {
  183. ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_env);
  184. const float ambient_energy = environment_get_ambient_light_energy(p_env);
  185. ambient_color = environment_get_ambient_light(p_env);
  186. ambient_color = ambient_color.srgb_to_linear();
  187. ambient_color.r *= ambient_energy;
  188. ambient_color.g *= ambient_energy;
  189. ambient_color.b *= ambient_energy;
  190. }
  191. if (use_cube_map) {
  192. Ref<Image> panorama = sky_bake_panorama(environment_get_sky(p_env), environment_get_bg_energy_multiplier(p_env), p_bake_irradiance, p_size);
  193. if (use_ambient_light) {
  194. for (int x = 0; x < p_size.width; x++) {
  195. for (int y = 0; y < p_size.height; y++) {
  196. panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix));
  197. }
  198. }
  199. }
  200. return panorama;
  201. } else {
  202. const float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_env);
  203. Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? RSG::texture_storage->get_default_clear_color() : environment_get_bg_color(p_env));
  204. panorama_color = panorama_color.srgb_to_linear();
  205. panorama_color.r *= bg_energy_multiplier;
  206. panorama_color.g *= bg_energy_multiplier;
  207. panorama_color.b *= bg_energy_multiplier;
  208. if (use_ambient_light) {
  209. panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix);
  210. }
  211. Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
  212. panorama->fill(panorama_color);
  213. return panorama;
  214. }
  215. }
  216. /* REFLECTION PROBE */
  217. RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
  218. Vector<RID> fb;
  219. fb.push_back(p_color);
  220. fb.push_back(p_depth);
  221. return RD::get_singleton()->framebuffer_create(fb);
  222. }
  223. /* FOG VOLUME INSTANCE */
  224. RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) {
  225. return RendererRD::Fog::get_singleton()->fog_volume_instance_create(p_fog_volume);
  226. }
  227. void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
  228. RendererRD::Fog::get_singleton()->fog_volume_instance_set_transform(p_fog_volume_instance, p_transform);
  229. }
  230. void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
  231. RendererRD::Fog::get_singleton()->fog_volume_instance_set_active(p_fog_volume_instance, p_active);
  232. }
  233. RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
  234. return RendererRD::Fog::get_singleton()->fog_volume_instance_get_volume(p_fog_volume_instance);
  235. }
  236. Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
  237. return RendererRD::Fog::get_singleton()->fog_volume_instance_get_position(p_fog_volume_instance);
  238. }
  239. /* VOXEL GI */
  240. RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
  241. return gi.voxel_gi_instance_create(p_base);
  242. }
  243. void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
  244. if (!is_dynamic_gi_supported()) {
  245. return;
  246. }
  247. gi.voxel_gi_instance_set_transform_to_data(p_probe, p_xform);
  248. }
  249. bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const {
  250. if (!is_dynamic_gi_supported()) {
  251. return false;
  252. }
  253. return gi.voxel_gi_needs_update(p_probe);
  254. }
  255. 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) {
  256. if (!is_dynamic_gi_supported()) {
  257. return;
  258. }
  259. gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects);
  260. }
  261. 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) {
  262. ERR_FAIL_COND(p_render_buffers.is_null());
  263. if (!p_render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  264. return; //nothing to debug
  265. }
  266. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  267. sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth);
  268. }
  269. ////////////////////////////////
  270. Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() {
  271. Ref<RenderSceneBuffersRD> rb;
  272. rb.instantiate();
  273. rb->set_can_be_storage(_render_buffers_can_be_storage());
  274. rb->set_max_cluster_elements(max_cluster_elements);
  275. rb->set_base_data_format(_render_buffers_get_color_format());
  276. if (vrs) {
  277. rb->set_vrs(vrs);
  278. }
  279. setup_render_buffer_data(rb);
  280. return rb;
  281. }
  282. void RendererSceneRenderRD::_allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb) {
  283. ERR_FAIL_COND(!rb->luminance.current.is_null());
  284. Size2i internal_size = rb->get_internal_size();
  285. int w = internal_size.x;
  286. int h = internal_size.y;
  287. while (true) {
  288. w = MAX(w / 8, 1);
  289. h = MAX(h / 8, 1);
  290. RD::TextureFormat tf;
  291. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  292. tf.width = w;
  293. tf.height = h;
  294. bool final = w == 1 && h == 1;
  295. if (_render_buffers_can_be_storage()) {
  296. tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
  297. if (final) {
  298. tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
  299. }
  300. } else {
  301. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  302. }
  303. RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  304. rb->luminance.reduce.push_back(texture);
  305. if (!_render_buffers_can_be_storage()) {
  306. Vector<RID> fb;
  307. fb.push_back(texture);
  308. rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
  309. }
  310. if (final) {
  311. rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
  312. if (!_render_buffers_can_be_storage()) {
  313. Vector<RID> fb;
  314. fb.push_back(rb->luminance.current);
  315. rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
  316. }
  317. break;
  318. }
  319. }
  320. }
  321. void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
  322. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  323. ERR_FAIL_COND(rb.is_null());
  324. RD::get_singleton()->draw_command_begin_label("Copy screen texture");
  325. rb->allocate_blur_textures();
  326. bool can_use_storage = _render_buffers_can_be_storage();
  327. Size2i size = rb->get_internal_size();
  328. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  329. RID texture = rb->get_internal_texture(v);
  330. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0).mipmaps);
  331. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, 0);
  332. if (can_use_storage) {
  333. copy_effects->copy_to_rect(texture, dest, Rect2i(0, 0, size.x, size.y));
  334. } else {
  335. RID fb = FramebufferCacheRD::get_singleton()->get_cache(dest);
  336. copy_effects->copy_to_fb_rect(texture, fb, Rect2i(0, 0, size.x, size.y));
  337. }
  338. for (int i = 1; i < mipmaps; i++) {
  339. RID source = dest;
  340. dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i);
  341. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i);
  342. if (can_use_storage) {
  343. copy_effects->make_mipmap(source, dest, msize);
  344. } else {
  345. copy_effects->make_mipmap_raster(source, dest, msize);
  346. }
  347. }
  348. }
  349. RD::get_singleton()->draw_command_end_label();
  350. }
  351. void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
  352. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  353. ERR_FAIL_COND(rb.is_null());
  354. RD::get_singleton()->draw_command_begin_label("Copy depth texture");
  355. // note, this only creates our back depth texture if we haven't already created it.
  356. uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  357. usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
  358. 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
  359. rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
  360. bool can_use_storage = _render_buffers_can_be_storage();
  361. Size2i size = rb->get_internal_size();
  362. for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {
  363. RID depth_texture = rb->get_depth_texture(v);
  364. RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0);
  365. if (can_use_storage) {
  366. copy_effects->copy_to_rect(depth_texture, depth_back_texture, Rect2i(0, 0, size.x, size.y));
  367. } else {
  368. RID depth_back_fb = FramebufferCacheRD::get_singleton()->get_cache(depth_back_texture);
  369. copy_effects->copy_to_fb_rect(depth_texture, depth_back_fb, Rect2i(0, 0, size.x, size.y));
  370. }
  371. }
  372. RD::get_singleton()->draw_command_end_label();
  373. }
  374. void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
  375. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  376. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  377. ERR_FAIL_COND(rb.is_null());
  378. // Glow, auto exposure and DoF (if enabled).
  379. Size2i internal_size = rb->get_internal_size();
  380. Size2i target_size = rb->get_target_size();
  381. 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...
  382. bool can_use_storage = _render_buffers_can_be_storage();
  383. RID render_target = rb->get_render_target();
  384. RID internal_texture = rb->get_internal_texture();
  385. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) {
  386. RENDER_TIMESTAMP("Depth of Field");
  387. RD::get_singleton()->draw_command_begin_label("DOF");
  388. rb->allocate_blur_textures();
  389. RendererRD::BokehDOF::BokehBuffers buffers;
  390. // Textures we use
  391. buffers.base_texture_size = rb->get_internal_size();
  392. buffers.secondary_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 0);
  393. buffers.half_texture[0] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
  394. buffers.half_texture[1] = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, 0, 1);
  395. if (can_use_storage) {
  396. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  397. buffers.base_texture = rb->get_internal_texture(i);
  398. buffers.depth_texture = rb->get_depth_texture(i);
  399. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  400. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  401. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  402. bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  403. };
  404. } else {
  405. // Set framebuffers.
  406. buffers.secondary_fb = rb->weight_buffers[1].fb;
  407. buffers.half_fb[0] = rb->weight_buffers[2].fb;
  408. buffers.half_fb[1] = rb->weight_buffers[3].fb;
  409. buffers.weight_texture[0] = rb->weight_buffers[0].weight;
  410. buffers.weight_texture[1] = rb->weight_buffers[1].weight;
  411. buffers.weight_texture[2] = rb->weight_buffers[2].weight;
  412. buffers.weight_texture[3] = rb->weight_buffers[3].weight;
  413. // Set weight buffers.
  414. buffers.base_weight_fb = rb->weight_buffers[0].fb;
  415. for (uint32_t i = 0; i < rb->get_view_count(); i++) {
  416. buffers.base_texture = rb->get_internal_texture(i);
  417. buffers.depth_texture = rb->get_depth_texture(i);
  418. buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
  419. // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
  420. float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
  421. float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
  422. bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
  423. }
  424. }
  425. RD::get_singleton()->draw_command_end_label();
  426. }
  427. float auto_exposure_scale = 1.0;
  428. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  429. RENDER_TIMESTAMP("Auto exposure");
  430. RD::get_singleton()->draw_command_begin_label("Auto exposure");
  431. if (rb->luminance.current.is_null()) {
  432. _allocate_luminance_textures(rb);
  433. }
  434. uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes);
  435. bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version();
  436. rb->set_auto_exposure_version(auto_exposure_version);
  437. double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step;
  438. float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes);
  439. float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes);
  440. if (can_use_storage) {
  441. RendererCompositorRD::singleton->get_effects()->luminance_reduction(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
  442. } else {
  443. RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate);
  444. }
  445. // Swap final reduce with prev luminance.
  446. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
  447. if (!can_use_storage) {
  448. SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
  449. }
  450. auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes);
  451. RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on.
  452. RD::get_singleton()->draw_command_end_label();
  453. }
  454. int max_glow_level = -1;
  455. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  456. RENDER_TIMESTAMP("Glow");
  457. RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
  458. rb->allocate_blur_textures();
  459. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  460. if (environment_get_glow_levels(p_render_data->environment)[i] > 0.0) {
  461. int mipmaps = int(rb->get_texture_format(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1).mipmaps);
  462. if (i >= mipmaps) {
  463. max_glow_level = mipmaps - 1;
  464. } else {
  465. max_glow_level = i;
  466. }
  467. }
  468. }
  469. float luminance_multiplier = _render_buffers_get_luminance_multiplier();
  470. for (uint32_t l = 0; l < rb->get_view_count(); l++) {
  471. for (int i = 0; i < (max_glow_level + 1); i++) {
  472. Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  473. if (i == 0) {
  474. RID luminance_texture;
  475. if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
  476. luminance_texture = rb->luminance.current;
  477. }
  478. RID source = rb->get_internal_texture(l);
  479. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  480. if (can_use_storage) {
  481. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality, 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);
  482. } else {
  483. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  484. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality, 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);
  485. }
  486. } else {
  487. RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);
  488. RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
  489. if (can_use_storage) {
  490. copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality);
  491. } else {
  492. RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
  493. copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality);
  494. }
  495. }
  496. }
  497. }
  498. RD::get_singleton()->draw_command_end_label();
  499. }
  500. {
  501. RENDER_TIMESTAMP("Tonemap");
  502. RD::get_singleton()->draw_command_begin_label("Tonemap");
  503. RendererRD::ToneMapper::TonemapSettings tonemap;
  504. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) {
  505. tonemap.use_auto_exposure = true;
  506. tonemap.exposure_texture = rb->luminance.current;
  507. tonemap.auto_exposure_scale = auto_exposure_scale;
  508. } else {
  509. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  510. }
  511. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  512. tonemap.use_glow = true;
  513. tonemap.glow_mode = RendererRD::ToneMapper::TonemapSettings::GlowMode(environment_get_glow_blend_mode(p_render_data->environment));
  514. 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);
  515. for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
  516. tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
  517. }
  518. Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
  519. tonemap.glow_texture_size.x = msize.width;
  520. tonemap.glow_texture_size.y = msize.height;
  521. tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
  522. tonemap.glow_texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1);
  523. if (environment_get_glow_map(p_render_data->environment).is_valid()) {
  524. tonemap.glow_map_strength = environment_get_glow_map_strength(p_render_data->environment);
  525. tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
  526. } else {
  527. tonemap.glow_map_strength = 0.0f;
  528. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  529. }
  530. } else {
  531. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  532. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  533. }
  534. if (rb->get_screen_space_aa() == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
  535. tonemap.use_fxaa = true;
  536. }
  537. tonemap.use_debanding = rb->get_use_debanding();
  538. tonemap.texture_size = Vector2i(rb->get_internal_size().x, rb->get_internal_size().y);
  539. if (p_render_data->environment.is_valid()) {
  540. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  541. tonemap.white = environment_get_white(p_render_data->environment);
  542. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  543. }
  544. tonemap.use_color_correction = false;
  545. tonemap.use_1d_color_correction = false;
  546. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  547. if (can_use_effects && p_render_data->environment.is_valid()) {
  548. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  549. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  550. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  551. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  552. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  553. tonemap.use_color_correction = true;
  554. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  555. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  556. }
  557. }
  558. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  559. tonemap.view_count = rb->get_view_count();
  560. RID dest_fb;
  561. if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) {
  562. // If we use FSR to upscale we need to write our result into an intermediate buffer.
  563. // Note that this is cached so we only create the texture the first time.
  564. 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);
  565. dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
  566. } else {
  567. // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
  568. // Target size in this case is lying as we never get our real target size communicated.
  569. // Bit nasty but...
  570. dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
  571. }
  572. tone_mapper->tonemapper(internal_texture, dest_fb, tonemap);
  573. RD::get_singleton()->draw_command_end_label();
  574. }
  575. if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) {
  576. // TODO Investigate? Does this work? We never write into our render target and we've already done so up above in our tonemapper.
  577. // I think FSR should either work before our tonemapper or as an alternative of our tonemapper.
  578. RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale");
  579. for (uint32_t v = 0; v < rb->get_view_count(); v++) {
  580. RID source_texture = rb->get_texture_slice(SNAME("Tonemapper"), SNAME("destination"), v, 0);
  581. RID dest_texture = texture_storage->render_target_get_rd_texture_slice(render_target, v);
  582. fsr->fsr_upscale(rb, source_texture, dest_texture);
  583. }
  584. RD::get_singleton()->draw_command_end_label();
  585. }
  586. texture_storage->render_target_disable_clear_request(render_target);
  587. }
  588. void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
  589. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  590. RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
  591. Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
  592. ERR_FAIL_COND(rb.is_null());
  593. // FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
  594. // Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
  595. Size2i target_size = rb->get_target_size();
  596. bool can_use_effects = target_size.x >= 8 && target_size.y >= 8;
  597. RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
  598. RendererRD::ToneMapper::TonemapSettings tonemap;
  599. if (p_render_data->environment.is_valid()) {
  600. tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
  601. tonemap.exposure = environment_get_exposure(p_render_data->environment);
  602. tonemap.white = environment_get_white(p_render_data->environment);
  603. }
  604. // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
  605. // The problem is that we need to use the result so far and process them before we can
  606. // apply this to our results.
  607. if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
  608. ERR_FAIL_MSG("Glow is not supported when using subpasses.");
  609. }
  610. if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) {
  611. ERR_FAIL_MSG("Auto Exposure is not supported when using subpasses.");
  612. }
  613. tonemap.use_glow = false;
  614. tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  615. tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  616. tonemap.use_auto_exposure = false;
  617. tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  618. tonemap.use_color_correction = false;
  619. tonemap.use_1d_color_correction = false;
  620. tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  621. if (can_use_effects && p_render_data->environment.is_valid()) {
  622. tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
  623. tonemap.brightness = environment_get_adjustments_brightness(p_render_data->environment);
  624. tonemap.contrast = environment_get_adjustments_contrast(p_render_data->environment);
  625. tonemap.saturation = environment_get_adjustments_saturation(p_render_data->environment);
  626. if (environment_get_adjustments_enabled(p_render_data->environment) && environment_get_color_correction(p_render_data->environment).is_valid()) {
  627. tonemap.use_color_correction = true;
  628. tonemap.use_1d_color_correction = environment_get_use_1d_color_correction(p_render_data->environment);
  629. tonemap.color_correction_texture = texture_storage->texture_get_rd_texture(environment_get_color_correction(p_render_data->environment));
  630. }
  631. }
  632. tonemap.use_debanding = rb->get_use_debanding();
  633. tonemap.texture_size = Vector2i(target_size.x, target_size.y);
  634. tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
  635. tonemap.view_count = rb->get_view_count();
  636. tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
  637. RD::get_singleton()->draw_command_end_label();
  638. }
  639. void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
  640. ERR_FAIL_COND(p_render_data->render_buffers.is_null());
  641. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  642. texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
  643. }
  644. void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
  645. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  646. ERR_FAIL_COND(p_render_buffers.is_null());
  647. RID render_target = p_render_buffers->get_render_target();
  648. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
  649. if (p_shadow_atlas.is_valid()) {
  650. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_shadow_atlas);
  651. if (shadow_atlas_texture.is_null()) {
  652. shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  653. }
  654. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  655. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  656. }
  657. }
  658. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
  659. if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {
  660. RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
  661. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  662. copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
  663. }
  664. }
  665. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
  666. RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
  667. if (decal_atlas.is_valid()) {
  668. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  669. copy_effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
  670. }
  671. }
  672. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
  673. if (p_render_buffers->luminance.current.is_valid()) {
  674. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  675. copy_effects->copy_to_fb_rect(p_render_buffers->luminance.current, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true);
  676. }
  677. }
  678. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
  679. Size2 rtsize = texture_storage->render_target_get_size(render_target);
  680. copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
  681. }
  682. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  683. if (p_occlusion_buffer.is_valid()) {
  684. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  685. copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);
  686. }
  687. }
  688. if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(p_render_buffers).is_valid()) {
  689. Size2i rtsize = texture_storage->render_target_get_size(render_target);
  690. copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
  691. }
  692. }
  693. RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
  694. return gi.default_voxel_gi_buffer;
  695. }
  696. float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
  697. return 1.0;
  698. }
  699. RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
  700. return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  701. }
  702. bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
  703. return true;
  704. }
  705. void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
  706. gi.half_resolution = p_enable;
  707. }
  708. void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  709. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  710. if (shadows_quality != p_quality) {
  711. shadows_quality = p_quality;
  712. switch (shadows_quality) {
  713. case RS::SHADOW_QUALITY_HARD: {
  714. penumbra_shadow_samples = 4;
  715. soft_shadow_samples = 0;
  716. shadows_quality_radius = 1.0;
  717. } break;
  718. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  719. penumbra_shadow_samples = 4;
  720. soft_shadow_samples = 1;
  721. shadows_quality_radius = 1.5;
  722. } break;
  723. case RS::SHADOW_QUALITY_SOFT_LOW: {
  724. penumbra_shadow_samples = 8;
  725. soft_shadow_samples = 4;
  726. shadows_quality_radius = 2.0;
  727. } break;
  728. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  729. penumbra_shadow_samples = 12;
  730. soft_shadow_samples = 8;
  731. shadows_quality_radius = 2.0;
  732. } break;
  733. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  734. penumbra_shadow_samples = 24;
  735. soft_shadow_samples = 16;
  736. shadows_quality_radius = 3.0;
  737. } break;
  738. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  739. penumbra_shadow_samples = 32;
  740. soft_shadow_samples = 32;
  741. shadows_quality_radius = 4.0;
  742. } break;
  743. case RS::SHADOW_QUALITY_MAX:
  744. break;
  745. }
  746. get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
  747. get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
  748. }
  749. _update_shader_quality_settings();
  750. }
  751. void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
  752. ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
  753. if (directional_shadow_quality != p_quality) {
  754. directional_shadow_quality = p_quality;
  755. switch (directional_shadow_quality) {
  756. case RS::SHADOW_QUALITY_HARD: {
  757. directional_penumbra_shadow_samples = 4;
  758. directional_soft_shadow_samples = 0;
  759. directional_shadow_quality_radius = 1.0;
  760. } break;
  761. case RS::SHADOW_QUALITY_SOFT_VERY_LOW: {
  762. directional_penumbra_shadow_samples = 4;
  763. directional_soft_shadow_samples = 1;
  764. directional_shadow_quality_radius = 1.5;
  765. } break;
  766. case RS::SHADOW_QUALITY_SOFT_LOW: {
  767. directional_penumbra_shadow_samples = 8;
  768. directional_soft_shadow_samples = 4;
  769. directional_shadow_quality_radius = 2.0;
  770. } break;
  771. case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
  772. directional_penumbra_shadow_samples = 12;
  773. directional_soft_shadow_samples = 8;
  774. directional_shadow_quality_radius = 2.0;
  775. } break;
  776. case RS::SHADOW_QUALITY_SOFT_HIGH: {
  777. directional_penumbra_shadow_samples = 24;
  778. directional_soft_shadow_samples = 16;
  779. directional_shadow_quality_radius = 3.0;
  780. } break;
  781. case RS::SHADOW_QUALITY_SOFT_ULTRA: {
  782. directional_penumbra_shadow_samples = 32;
  783. directional_soft_shadow_samples = 32;
  784. directional_shadow_quality_radius = 4.0;
  785. } break;
  786. case RS::SHADOW_QUALITY_MAX:
  787. break;
  788. }
  789. get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
  790. get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
  791. }
  792. _update_shader_quality_settings();
  793. }
  794. void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
  795. if (decals_filter == p_filter) {
  796. return;
  797. }
  798. decals_filter = p_filter;
  799. _update_shader_quality_settings();
  800. }
  801. void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
  802. if (light_projectors_filter == p_filter) {
  803. return;
  804. }
  805. light_projectors_filter = p_filter;
  806. _update_shader_quality_settings();
  807. }
  808. int RendererSceneRenderRD::get_roughness_layers() const {
  809. return sky.roughness_layers;
  810. }
  811. bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
  812. return sky.sky_use_cubemap_array;
  813. }
  814. void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) {
  815. if (p_render_buffers.is_valid() && vrs) {
  816. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  817. RS::ViewportVRSMode vrs_mode = texture_storage->render_target_get_vrs_mode(p_render_buffers->get_render_target());
  818. if (vrs_mode != RS::VIEWPORT_VRS_DISABLED) {
  819. RID vrs_texture = p_render_buffers->get_texture(RB_SCOPE_VRS, RB_TEXTURE);
  820. // We use get_cache_multipass instead of get_cache_multiview because the default behavior is for
  821. // our vrs_texture to be used as the VRS attachment. In this particular case we're writing to it
  822. // so it needs to be set as our color attachment
  823. Vector<RID> textures;
  824. textures.push_back(vrs_texture);
  825. Vector<RD::FramebufferPass> passes;
  826. RD::FramebufferPass pass;
  827. pass.color_attachments.push_back(0);
  828. passes.push_back(pass);
  829. RID vrs_fb = FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, p_render_buffers->get_view_count());
  830. vrs->update_vrs_texture(vrs_fb, p_render_buffers->get_render_target());
  831. }
  832. }
  833. }
  834. bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  835. if (p_render_data->render_buffers.is_valid()) {
  836. if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  837. return true;
  838. }
  839. }
  840. return false;
  841. }
  842. void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
  843. if (p_render_data->render_buffers.is_valid() && p_use_gi) {
  844. if (!p_render_data->render_buffers->has_custom_data(RB_SCOPE_SDFGI)) {
  845. return;
  846. }
  847. Ref<RendererRD::GI::SDFGI> sdfgi = p_render_data->render_buffers->get_custom_data(RB_SCOPE_SDFGI);
  848. sdfgi->update_probes(p_render_data->environment, sky.sky_owner.get_or_null(environment_get_sky(p_render_data->environment)));
  849. }
  850. }
  851. void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi) {
  852. if (p_render_data->render_buffers.is_valid()) {
  853. if (p_use_gi) {
  854. RD::get_singleton()->compute_list_end();
  855. }
  856. }
  857. }
  858. 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) {
  859. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  860. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  861. // getting this here now so we can direct call a bunch of things more easily
  862. Ref<RenderSceneBuffersRD> rb;
  863. if (p_render_buffers.is_valid()) {
  864. rb = p_render_buffers; // cast it...
  865. ERR_FAIL_COND(rb.is_null());
  866. }
  867. // setup scene data
  868. RenderSceneDataRD scene_data;
  869. {
  870. // Our first camera is used by default
  871. scene_data.cam_transform = p_camera_data->main_transform;
  872. scene_data.cam_projection = p_camera_data->main_projection;
  873. scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
  874. scene_data.camera_visible_layers = p_camera_data->visible_layers;
  875. scene_data.taa_jitter = p_camera_data->taa_jitter;
  876. scene_data.view_count = p_camera_data->view_count;
  877. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  878. scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
  879. scene_data.view_projection[v] = p_camera_data->view_projection[v];
  880. }
  881. scene_data.prev_cam_transform = p_prev_camera_data->main_transform;
  882. scene_data.prev_cam_projection = p_prev_camera_data->main_projection;
  883. scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter;
  884. for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
  885. scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v];
  886. }
  887. scene_data.z_near = p_camera_data->main_projection.get_z_near();
  888. scene_data.z_far = p_camera_data->main_projection.get_z_far();
  889. // this should be the same for all cameras..
  890. scene_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
  891. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
  892. scene_data.screen_mesh_lod_threshold = 0.0;
  893. } else {
  894. scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
  895. }
  896. if (p_shadow_atlas.is_valid()) {
  897. int shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
  898. scene_data.shadow_atlas_pixel_size.x = 1.0 / shadow_atlas_size;
  899. scene_data.shadow_atlas_pixel_size.y = 1.0 / shadow_atlas_size;
  900. }
  901. {
  902. int directional_shadow_size = light_storage->directional_shadow_get_size();
  903. scene_data.directional_shadow_pixel_size.x = 1.0 / directional_shadow_size;
  904. scene_data.directional_shadow_pixel_size.y = 1.0 / directional_shadow_size;
  905. }
  906. scene_data.time = time;
  907. scene_data.time_step = time_step;
  908. }
  909. //assign render data
  910. RenderDataRD render_data;
  911. {
  912. render_data.render_buffers = rb;
  913. render_data.scene_data = &scene_data;
  914. render_data.instances = &p_instances;
  915. render_data.lights = &p_lights;
  916. render_data.reflection_probes = &p_reflection_probes;
  917. render_data.voxel_gi_instances = &p_voxel_gi_instances;
  918. render_data.decals = &p_decals;
  919. render_data.lightmaps = &p_lightmaps;
  920. render_data.fog_volumes = &p_fog_volumes;
  921. render_data.environment = p_environment;
  922. render_data.camera_attributes = p_camera_attributes;
  923. render_data.shadow_atlas = p_shadow_atlas;
  924. render_data.occluder_debug_tex = p_occluder_debug_tex;
  925. render_data.reflection_atlas = p_reflection_atlas;
  926. render_data.reflection_probe = p_reflection_probe;
  927. render_data.reflection_probe_pass = p_reflection_probe_pass;
  928. render_data.render_shadows = p_render_shadows;
  929. render_data.render_shadow_count = p_render_shadow_count;
  930. render_data.render_sdfgi_regions = p_render_sdfgi_regions;
  931. render_data.render_sdfgi_region_count = p_render_sdfgi_region_count;
  932. render_data.sdfgi_update_data = p_sdfgi_update_data;
  933. render_data.render_info = r_render_info;
  934. }
  935. PagedArray<RID> empty;
  936. if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
  937. render_data.lights = &empty;
  938. render_data.reflection_probes = &empty;
  939. render_data.voxel_gi_instances = &empty;
  940. }
  941. Color clear_color;
  942. if (p_render_buffers.is_valid()) {
  943. clear_color = texture_storage->render_target_get_clear_request_color(rb->get_render_target());
  944. } else {
  945. clear_color = RSG::texture_storage->get_default_clear_color();
  946. }
  947. //calls _pre_opaque_render between depth pre-pass and opaque pass
  948. _render_scene(&render_data, clear_color);
  949. }
  950. 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) {
  951. _render_material(p_cam_transform, p_cam_projection, p_cam_orthogonal, p_instances, p_framebuffer, p_region, 1.0);
  952. }
  953. void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
  954. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  955. ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
  956. Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
  957. Projection cm;
  958. cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
  959. Vector3 cam_pos = p_transform.origin;
  960. cam_pos.y += extents.y;
  961. Transform3D cam_xform;
  962. 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());
  963. RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
  964. _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
  965. }
  966. bool RendererSceneRenderRD::free(RID p_rid) {
  967. if (is_environment(p_rid)) {
  968. environment_free(p_rid);
  969. } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
  970. RSG::camera_attributes->camera_attributes_free(p_rid);
  971. } else if (gi.voxel_gi_instance_owns(p_rid)) {
  972. gi.voxel_gi_instance_free(p_rid);
  973. } else if (sky.sky_owner.owns(p_rid)) {
  974. sky.update_dirty_skys();
  975. sky.free_sky(p_rid);
  976. } else if (RendererRD::Fog::get_singleton()->owns_fog_volume_instance(p_rid)) {
  977. RendererRD::Fog::get_singleton()->fog_instance_free(p_rid);
  978. } else {
  979. return false;
  980. }
  981. return true;
  982. }
  983. void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
  984. debug_draw = p_debug_draw;
  985. }
  986. void RendererSceneRenderRD::update() {
  987. sky.update_dirty_skys();
  988. }
  989. void RendererSceneRenderRD::set_time(double p_time, double p_step) {
  990. time = p_time;
  991. time_step = p_step;
  992. }
  993. void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
  994. screen_space_roughness_limiter = p_enable;
  995. screen_space_roughness_limiter_amount = p_amount;
  996. screen_space_roughness_limiter_limit = p_limit;
  997. }
  998. bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
  999. return screen_space_roughness_limiter;
  1000. }
  1001. float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
  1002. return screen_space_roughness_limiter_amount;
  1003. }
  1004. float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
  1005. return screen_space_roughness_limiter_limit;
  1006. }
  1007. TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
  1008. RD::TextureFormat tf;
  1009. tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1010. tf.width = p_image_size.width; // Always 64x64
  1011. tf.height = p_image_size.height;
  1012. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1013. RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1014. RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1015. RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1016. tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1017. RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1018. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1019. RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1020. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
  1021. 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;
  1022. RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1023. Vector<RID> fb_tex;
  1024. fb_tex.push_back(albedo_alpha_tex);
  1025. fb_tex.push_back(normal_tex);
  1026. fb_tex.push_back(orm_tex);
  1027. fb_tex.push_back(emission_tex);
  1028. fb_tex.push_back(depth_write_tex);
  1029. fb_tex.push_back(depth_tex);
  1030. RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
  1031. //RID sampled_light;
  1032. RenderGeometryInstance *gi_inst = geometry_instance_create(p_base);
  1033. ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>());
  1034. uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base);
  1035. Vector<RID> materials;
  1036. materials.resize(sc);
  1037. for (uint32_t i = 0; i < sc; i++) {
  1038. if (i < (uint32_t)p_material_overrides.size()) {
  1039. materials.write[i] = p_material_overrides[i];
  1040. }
  1041. }
  1042. gi_inst->set_surface_materials(materials);
  1043. if (cull_argument.size() == 0) {
  1044. cull_argument.push_back(nullptr);
  1045. }
  1046. cull_argument[0] = gi_inst;
  1047. _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
  1048. geometry_instance_free(gi_inst);
  1049. TypedArray<Image> ret;
  1050. {
  1051. PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
  1052. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1053. RD::get_singleton()->free(albedo_alpha_tex);
  1054. ret.push_back(img);
  1055. }
  1056. {
  1057. PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
  1058. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1059. RD::get_singleton()->free(normal_tex);
  1060. ret.push_back(img);
  1061. }
  1062. {
  1063. PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
  1064. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
  1065. RD::get_singleton()->free(orm_tex);
  1066. ret.push_back(img);
  1067. }
  1068. {
  1069. PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
  1070. Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
  1071. RD::get_singleton()->free(emission_tex);
  1072. ret.push_back(img);
  1073. }
  1074. RD::get_singleton()->free(depth_write_tex);
  1075. RD::get_singleton()->free(depth_tex);
  1076. return ret;
  1077. }
  1078. void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
  1079. gi.sdfgi_debug_probe_pos = p_position;
  1080. gi.sdfgi_debug_probe_dir = p_dir;
  1081. }
  1082. RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
  1083. bool RendererSceneRenderRD::is_vrs_supported() const {
  1084. return RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS);
  1085. }
  1086. bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
  1087. // usable by default (unless low end = true)
  1088. return true;
  1089. }
  1090. bool RendererSceneRenderRD::is_volumetric_supported() const {
  1091. // usable by default (unless low end = true)
  1092. return true;
  1093. }
  1094. uint32_t RendererSceneRenderRD::get_max_elements() const {
  1095. return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
  1096. }
  1097. RendererSceneRenderRD::RendererSceneRenderRD() {
  1098. singleton = this;
  1099. }
  1100. void RendererSceneRenderRD::init() {
  1101. max_cluster_elements = get_max_elements();
  1102. RendererRD::LightStorage::get_singleton()->set_max_cluster_elements(max_cluster_elements);
  1103. /* Forward ID */
  1104. forward_id_storage = create_forward_id_storage();
  1105. /* SKY SHADER */
  1106. sky.init();
  1107. /* GI */
  1108. if (is_dynamic_gi_supported()) {
  1109. gi.init(&sky);
  1110. }
  1111. { //decals
  1112. RendererRD::TextureStorage::get_singleton()->set_max_decals(max_cluster_elements);
  1113. }
  1114. { //lights
  1115. }
  1116. if (is_volumetric_supported()) {
  1117. RendererRD::Fog::get_singleton()->init_fog_shader(RendererRD::LightStorage::get_singleton()->get_max_directional_lights(), get_roughness_layers(), is_using_radiance_cubemap_array());
  1118. }
  1119. 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"))));
  1120. 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"));
  1121. use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
  1122. screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
  1123. screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
  1124. screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
  1125. glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
  1126. glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
  1127. directional_penumbra_shadow_kernel = memnew_arr(float, 128);
  1128. directional_soft_shadow_kernel = memnew_arr(float, 128);
  1129. penumbra_shadow_kernel = memnew_arr(float, 128);
  1130. soft_shadow_kernel = memnew_arr(float, 128);
  1131. positional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality"))));
  1132. directional_soft_shadow_filter_set_quality(RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality"))));
  1133. environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
  1134. environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
  1135. decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
  1136. light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
  1137. cull_argument.set_page_pool(&cull_argument_pool);
  1138. bool can_use_storage = _render_buffers_can_be_storage();
  1139. bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
  1140. copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
  1141. tone_mapper = memnew(RendererRD::ToneMapper);
  1142. vrs = memnew(RendererRD::VRS);
  1143. if (can_use_storage) {
  1144. fsr = memnew(RendererRD::FSR);
  1145. }
  1146. }
  1147. RendererSceneRenderRD::~RendererSceneRenderRD() {
  1148. if (forward_id_storage) {
  1149. memdelete(forward_id_storage);
  1150. }
  1151. if (bokeh_dof) {
  1152. memdelete(bokeh_dof);
  1153. }
  1154. if (copy_effects) {
  1155. memdelete(copy_effects);
  1156. }
  1157. if (tone_mapper) {
  1158. memdelete(tone_mapper);
  1159. }
  1160. if (vrs) {
  1161. memdelete(vrs);
  1162. }
  1163. if (fsr) {
  1164. memdelete(fsr);
  1165. }
  1166. if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
  1167. RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
  1168. }
  1169. if (is_dynamic_gi_supported()) {
  1170. gi.free();
  1171. }
  1172. if (is_volumetric_supported()) {
  1173. RendererRD::Fog::get_singleton()->free_fog_shader();
  1174. }
  1175. memdelete_arr(directional_penumbra_shadow_kernel);
  1176. memdelete_arr(directional_soft_shadow_kernel);
  1177. memdelete_arr(penumbra_shadow_kernel);
  1178. memdelete_arr(soft_shadow_kernel);
  1179. RSG::light_storage->directional_shadow_atlas_set_size(0);
  1180. cull_argument.reset(); //avoid exit error
  1181. }